Speed multiplier along the X axis.
This method is more efficient than accessing the whole curve, if you only want to change the overall speed multiplier.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var rotationBySpeed = ps.rotationBySpeed; rotationBySpeed.enabled = true; rotationBySpeed.separateAxes = true;
rotationBySpeed.xMultiplier = 1.0f; rotationBySpeed.yMultiplier = 0.0f; rotationBySpeed.zMultiplier = 0.0f; rotationBySpeed.range = new Vector2(1.0f, 5.0f);
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.startSpeed = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); } }