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ParticleSystem.VelocityOverLifetimeModule.yMultiplier

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public var yMultiplier: float;
public float yMultiplier;

Description

Y axis speed multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall speed multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueX: float = 1.0f;
public var hSliderValueY: float = 1.0f;
public var hSliderValueZ: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var velocityOverLifetime: var = ps.velocityOverLifetime;
	velocityOverLifetime.enabled = true;
	velocityOverLifetime.space = ParticleSystemSimulationSpace.World;
	var curve: AnimationCurve = new AnimationCurve();
	curve.AddKey(0.0f, 0.0f);
	curve.AddKey(1.0f, 1.0f);
	var minMaxCurve: ParticleSystem.MinMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve);
	velocityOverLifetime.x = minMaxCurve;
	velocityOverLifetime.y = minMaxCurve;
	velocityOverLifetime.z = minMaxCurve;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, making it easier to see the size
}
function Update() {
	var velocityOverLifetime: var = ps.velocityOverLifetime;
	velocityOverLifetime.xMultiplier = hSliderValueX;
	velocityOverLifetime.yMultiplier = hSliderValueY;
	velocityOverLifetime.zMultiplier = hSliderValueZ;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "X");
	GUI.Label(new Rect(25, 80, 100, 30), "Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Z");
	hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, -50.0f, 50.0f);
	hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, -50.0f, 50.0f);
	hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, -50.0f, 50.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 1.0f; public float hSliderValueY = 1.0f; public float hSliderValueZ = 1.0f;

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

var velocityOverLifetime = ps.velocityOverLifetime; velocityOverLifetime.enabled = true; velocityOverLifetime.space = ParticleSystemSimulationSpace.World;

AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);

ParticleSystem.MinMaxCurve minMaxCurve = new ParticleSystem.MinMaxCurve(1.0f, curve);

velocityOverLifetime.x = minMaxCurve; velocityOverLifetime.y = minMaxCurve; velocityOverLifetime.z = minMaxCurve;

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size }

void Update() { var velocityOverLifetime = ps.velocityOverLifetime; velocityOverLifetime.xMultiplier = hSliderValueX; velocityOverLifetime.yMultiplier = hSliderValueY; velocityOverLifetime.zMultiplier = hSliderValueZ; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "X"); GUI.Label(new Rect(25, 80, 100, 30), "Y"); GUI.Label(new Rect(25, 120, 100, 30), "Z");

hSliderValueX = GUI.HorizontalSlider(new Rect(55, 45, 100, 30), hSliderValueX, -50.0f, 50.0f); hSliderValueY = GUI.HorizontalSlider(new Rect(55, 85, 100, 30), hSliderValueY, -50.0f, 50.0f); hSliderValueZ = GUI.HorizontalSlider(new Rect(55, 125, 100, 30), hSliderValueZ, -50.0f, 50.0f); } }