Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.TrailModule.dieWithParticles

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var dieWithParticles: bool;
public bool dieWithParticles;

Description

If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.

#pragma strict
private var ps: ParticleSystem;
public var dieWithParticles: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSizeMultiplier = 0.1f;
	main.startLifetimeMultiplier = 1.0f;
	var trails: var = ps.trails;
	trails.enabled = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var trails: var = ps.trails;
	trails.dieWithParticles = dieWithParticles;
}
function OnGUI() {
	dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool dieWithParticles = true;

void Start() { ps = GetComponent<ParticleSystem>();

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSizeMultiplier = 0.1f; main.startLifetimeMultiplier = 1.0f;

var trails = ps.trails; trails.enabled = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }

void Update() { var trails = ps.trails; trails.dieWithParticles = dieWithParticles; }

void OnGUI() { dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles"); } }