Script interface for ParticleSystem. Unity's powerful and versatile particle system implementation.
General parameters
The Particle System's general parameters are kept inside a special Main module. These parameters are visible in the Inspector above all the other modules:
In script, these parameters are accessible through ParticleSystem.main.
Accessing module properties
Particle System properties are grouped by the module they belong to, such as ParticleSystem.noise and ParticleSystem.emission. These properties are structs, but do not behave like normal C# structs. They are simply interfaces directly into the native code, so it is important to know how to use them, ccompared to a normal C# struct.
The key difference is that it is not necessary to assign the struct back to the Particle System component. When you set any property on a module struct, Unity immediately assigns that value to the Particle System.
Also, because each module is a struct, you must cache it in a local variable before you can assign any new values to the module. For example, instead of:
ParticleSystem.emission.enabled = true; // Doesn't compile
write:
var emission = ParticleSystem.emission; // Stores the module in a local variable
emission.enabled = true; // Applies the new value directly to the Particle System
Module effect multipliers
Every module has special multiplier properties that allow you to change the overall effect of a curve without having to edit the curve itself. These multiplier properties are all named after the curve they affect - for instance ParticleSystem.emission.rateMultiplier controls the overall effect of ParticleSystem.emission.rate in a given system.
Constant value shorthand
Parameters support a shorthand notation for simple constant values. To set a constant value for a parameter, all you need to do is assign a number to it. It is not necessary to create a MinMaxCurve or MinMaxGradient object in the ParticleSystemCurveMode.Constant mode.
For example, instead of:
var emission = ParticleSystem.emission;
emission.rate = new ParticleSystem.MinMaxCurve(5.0f);
write:
var emission = ParticleSystem.emission;
emission.rate = 5.0f;
Performance note: When setting properties on particle modules, the settings are passed immediately into native code. This gives the best performance. This means that setting properties on a module struct doesn't set something in script that requires setting back to the Particle System; it all happens automatically.
See Also: Particle.
collision | Script interface for the CollisionModule of a Particle System. |
colorBySpeed | Script interface for the ColorByLifetimeModule of a Particle System. |
colorOverLifetime | Script interface for the ColorOverLifetimeModule of a Particle System. |
customData | Script interface for the CustomDataModule of a Particle System. |
emission | Script interface for the EmissionModule of a Particle System. |
externalForces | Script interface for the ExternalForcesModule of a Particle System. |
forceOverLifetime | Script interface for the ForceOverLifetimeModule of a Particle System. |
inheritVelocity | Script interface for the InheritVelocityModule of a Particle System. |
isEmitting | Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using Stop with the StopEmitting flag. Resume emitting by calling Play. |
isPaused | Determines whether the Particle System is paused. |
isPlaying | Determines whether the Particle System is playing. |
isStopped | Determines whether the Particle System is in the stopped state. |
lifetimeByEmitterSpeed | Script interface for the Particle System Lifetime By Emitter Speed module. |
lights | Script interface for the LightsModule of a Particle System. |
limitVelocityOverLifetime | Script interface for the LimitVelocityOverLifetimeModule of a Particle System. . |
main | Access the main Particle System settings. |
noise | Script interface for the NoiseModule of a Particle System. |
particleCount | La cantidad actual de partículas (solo lectura). |
proceduralSimulationSupported | Does this system support Procedural Simulation? |
randomSeed | Override the random seed used for the Particle System emission. |
rotationBySpeed | Script interface for the RotationBySpeedModule of a Particle System. |
rotationOverLifetime | Script interface for the RotationOverLifetimeModule of a Particle System. |
shape | Script interface for the ShapeModule of a Particle System. |
sizeBySpeed | Script interface for the SizeBySpeedModule of a Particle System. |
sizeOverLifetime | Script interface for the SizeOverLifetimeModule of a Particle System. |
subEmitters | Script interface for the SubEmittersModule of a Particle System. |
textureSheetAnimation | Script interface for the TextureSheetAnimationModule of a Particle System. |
time | Posición de reproducción en segundos. |
trails | Script interface for the TrailsModule of a Particle System. |
trigger | Script interface for the TriggerModule of a Particle System. |
useAutoRandomSeed | Controls whether the Particle System uses an automatically-generated random number to seed the random number generator. |
velocityOverLifetime | Script interface for the VelocityOverLifetimeModule of a Particle System. |
Clear | Remove all particles in the Particle System. |
Emit | Emit count particles immediately. |
GetCustomParticleData | Get a stream of custom per-particle data. |
GetParticles | Gets the particles of this Particle System. |
GetPlaybackState | Returns all the data that relates to the current internal state of the Particle System. |
GetTrails | Returns all the data relating to the current internal state of the Particle System Trails. |
IsAlive | Does the Particle System contain any live particles, or will it produce more? |
Pause | Pauses the system so no new particles are emitted and the existing particles are not updated. |
Play | Starts the Particle System. |
SetCustomParticleData | Set a stream of custom per-particle data. |
SetParticles | Sets the particles of this Particle System. |
SetPlaybackState | Use this method with the results of an earlier call to ParticleSystem.GetPlaybackState, in order to restore the Particle System to the state stored in the playbackState object. |
SetTrails | Use this method with the results of an earlier call to ParticleSystem.GetTrails, in order to restore the Particle System to the state stored in the Trails object. |
Simulate | Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it. |
Stop | Stops playing the Particle System using the supplied stop behaviour. |
TriggerSubEmitter | Triggers the specified sub emitter on all particles of the Particle System. |
ResetPreMappedBufferMemory | Reset the cache of reserved graphics memory used for efficient rendering of Particle Systems. |
gameObject | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |