This selects the space in which to simulate particles. It can be either world or local space.
Toggle between local and world space simulation using the following example:
#pragma strict private var ps: ParticleSystem; public var useLocal: boolean = true; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; useLocal = main.simulationSpace == ParticleSystemSimulationSpace.Local; } function Update() { var main: var = ps.main; main.simulationSpace = useLocal ? ParticleSystemSimulationSpace.Local : ParticleSystemSimulationSpace.World; } function OnGUI() { useLocal = GUI.Toggle(new Rect(10, 60, 200, 30), useLocal, "Use Local Simulation Space"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool useLocal = true;
void Start() { ps = GetComponent<ParticleSystem>(); var main = ps.main; useLocal = main.simulationSpace == ParticleSystemSimulationSpace.Local; }
void Update() { var main = ps.main; main.simulationSpace = useLocal ? ParticleSystemSimulationSpace.Local : ParticleSystemSimulationSpace.World; }
void OnGUI() { useLocal = GUI.Toggle(new Rect(10, 60, 200, 30), useLocal, "Use Local Simulation Space"); } }
Simulate particles relative to an independent game object using the following example:
#pragma strict public class ParticleSystemScript extends MonoBehaviour { private var ps: ParticleSystem; public var relativeTo: Transform; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.simulationSpace = ParticleSystemSimulationSpace.Custom; main.customSimulationSpace = relativeTo; } function Update() { } }
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class ParticleSystemScript : MonoBehaviour { private ParticleSystem ps; public Transform relativeTo;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.simulationSpace = ParticleSystemSimulationSpace.Custom; main.customSimulationSpace = relativeTo; }
void Update() { } }