Override the initial 3D size of emitted particles.
See Also: ParticleSystem.Particle.startSize3D.
#pragma strict // In this example we have a particle system emitting small particles; we then emit and override the size 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; var mainModule: var = system.main; mainModule.startSizeXMultiplier = 0.2f; mainModule.startSizeYMultiplier = 0.2f; mainModule.startSizeZMultiplier = 0.2f; mainModule.startSize3D = true; // Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); } function DoEmit() { // Here we will override the size. All other parameters will use the behavior defined in the Inspector. var emitParams: var = new ParticleSystem.EmitParams(); emitParams.startSize3D = new Vector3(0.5f, 0.1f, 0.0f); system.Emit(emitParams, 10); }
using UnityEngine;
// In this example we have a particle system emitting small particles; we then emit and override the size 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; var mainModule = system.main; mainModule.startSizeXMultiplier = 0.2f; mainModule.startSizeYMultiplier = 0.2f; mainModule.startSizeZMultiplier = 0.2f; mainModule.startSize3D = true;
// 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 size. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.startSize3D = new Vector3(0.5f, 0.1f, 0.0f); system.Emit(emitParams, 10); } }