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ParticleSystem.GetParticles

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public function GetParticles(particles: Particle[]): int;
public int GetParticles(Particle[] particles);

Parameters

particles Particle buffer that is used for writing particle state to. The return value is the number of particles written to this array.

Returns

int The number of particles written to the input particle array (the number of particles currently alive).

Description

Get the particles of this particle system.

This method is allocation free as long the input "particles" array is preallocated once (see example below). Note that only a small part of the particles array might be used as this depends on how many particles are currently alive in the particle system when calling GetParticles().

See Also: Particle, SetParticles.

#pragma strict

@script RequireComponent(ParticleSystem)

var m_System : ParticleSystem; var m_Particles : ParticleSystem.Particle[]; public var m_Drift = 0.01f;

function LateUpdate() {

InitializeIfNeeded();

// GetParticles is allocation free because we reuse the m_Particles buffer between updates var numParticlesAlive = m_System.GetParticles(m_Particles);

// Change only the particles that are alive for (var i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the particle system m_System.SetParticles(m_Particles, numParticlesAlive); }

function InitializeIfNeeded() { if (m_System == null) m_System = this.GetComponent.<ParticleSystem>();

if (m_Particles == null || m_Particles.Length < m_System.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.maxParticles]; }
using UnityEngine;

[RequireComponent(typeof(ParticleSystem))] public class ParticleFlow : MonoBehaviour { ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f;

private void LateUpdate() { InitializeIfNeeded();

// GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles);

// Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; }

// Apply the particle changes to the particle system m_System.SetParticles(m_Particles, numParticlesAlive); }

void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>();

if (m_Particles == null || m_Particles.Length < m_System.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.maxParticles]; } }