How much force is applied to each particle after a collision.
See Also: ParticleSystem.collision, MinMaxCurve.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 1.0F; function Start() { ps = GetComponent.<ParticleSystem>(); var collision: var = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D; var collider: var = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); } function Update() { var collision: var = ps.collision; collision.bounce = hSliderValue; } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 2.0F); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0F;
void Start() { ps = GetComponent<ParticleSystem>();
var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D;
var collider = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); }
void Update() { var collision = ps.collision; collision.bounce = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 2.0F); } }