The spawn state of a Spawn system.
This class is useful for debugging a Visual Effect's spawner. For example, you can see if the effect is currently playing, the number of loops the spawner has processed, as well as the current state of the spawner.
To access the state of a Visual Effect's Spawn system, either use VisualEffect.GetSpawnSystemInfo or, in a class that inherits from VFXSpawnerCallbacks, override the OnUpdate method.
using UnityEngine; using UnityEngine.VFX;
class ConstantRateEquivalent : VFXSpawnerCallbacks { public class InputProperties { [Min(0), Tooltip("Sets the number of particles to spawn per second.")] public float Rate = 10; }
static private readonly int rateID = Shader.PropertyToID("Rate");
public sealed override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) { }
public sealed override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) { if (state.playing) { float currentRate = vfxValues.GetFloat(rateID); state.spawnCount += currentRate * state.deltaTime; } }
public sealed override void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) { } }
delayAfterLoop | The current delay time that the VFXSpawner waits for after it finishes a loop. |
delayBeforeLoop | The current delay time that the VFXSpawner waits for before it starts a loop. |
deltaTime | The current delta time. |
loopCount | The current loop count. |
loopDuration | The duration of the looping state. |
loopIndex | The current index of loop. |
loopState | The current state of VFXSpawnerState. |
newLoop | This boolean indicates if a new loop has just started. |
playing | The current playing state. |
spawnCount | The current Spawn count. |
totalTime | The accumulated delta time since the last Play event. |
vfxEventAttribute | Gets the modifiable current event attribute (Read Only). |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.