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ParticleSystem.EmitParams.rotation

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public var rotation: float;
public float rotation;

Description

Override the rotation of emitted particles.

#pragma strict
// In this example we have a particle system emitting aligned particles; we then emit and override the rotation every 2 seconds.
private var system: ParticleSystem;
function Start() {
	// A simple particle material with no texture.
	var particleMaterial: Material = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
	// Create a particle system.
	var go: var = new GameObject("Particle System");
	go.transform.Rotate(-90, 0, 0);
	// Rotate so the system emits upwards.
	system = go.AddComponent.<ParticleSystem>();
	go.GetComponent.<ParticleSystemRenderer>().material = particleMaterial;
	// Every 2 seconds we will emit.
	InvokeRepeating("DoEmit", 2.0f, 2.0f);
}
function DoEmit() {
	// Here we will override the rotation. All other parameters will use the behavior defined in the Inspector.
	var emitParams: var = new ParticleSystem.EmitParams();
	emitParams.rotation = 45.0f;
	system.Emit(emitParams, 10);
}
using UnityEngine;

// In this example we have a particle system emitting aligned particles; we then emit and override the rotation every 2 seconds. public class ExampleClass : MonoBehaviour { private ParticleSystem system;

void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));

// Create a particle system. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }

void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the rotation. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.rotation = 45.0f; system.Emit(emitParams, 10); } }