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ParticleSystem.MainModule.startRotation3D

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public var startRotation3D: bool;
public bool startRotation3D;

Description

A flag to enable 3D particle rotation.

See Also: MinMaxCurve.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueX: float = 0.0F;
public var hSliderValueY: float = 0.0F;
public var hSliderValueZ: float = 0.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startRotation3D = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, so we can see the rotation
}
function Update() {
	var main: var = ps.main;
	main.startRotationXMultiplier = hSliderValueX;
	main.startRotationYMultiplier = hSliderValueY;
	main.startRotationZMultiplier = hSliderValueZ;
}
function OnGUI() {
	hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad);
	hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad);
	hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 0.0F; public float hSliderValueY = 0.0F; public float hSliderValueZ = 0.0F;

void Start() { ps = GetComponent<ParticleSystem>();

var main = ps.main; main.startRotation3D = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }

void Update() { var main = ps.main; main.startRotationXMultiplier = hSliderValueX; main.startRotationYMultiplier = hSliderValueY; main.startRotationZMultiplier = hSliderValueZ; }

void OnGUI() { hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad); } }