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.

ParticleSystemRenderer.pivot

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

public var pivot: Vector3;
public Vector3 pivot;

Description

Modify the pivot point used for rotating particles.

The units are expressed as a multiplier of the particle sizes, relative to their diameters. For example, a value of 0.5 would adjust the pivot by the particle radius, allowing particles to rotate around their edges.

no example available in JavaScript
using UnityEngine;
using UnityEditor;
using System.Collections;

public class ExampleClass : MonoBehaviour {

private ParticleSystem ps; private ParticleSystemRenderer psr; public Vector3 pivot;

void Start() {

ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();

psr.material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Diffuse.mat"); // square material so we can see the pivot more easily

var rotation = ps.rotationOverLifetime; rotation.enabled = true; rotation.zMultiplier = 180.0f; // spin so we can see the pivot more easily }

void Update() {

psr.pivot = pivot; }

void OnGUI() {

GUI.Label(new Rect(25, 40, 100, 30), "X"); GUI.Label(new Rect(25, 80, 100, 30), "Y"); GUI.Label(new Rect(25, 120, 100, 30), "Z");

pivot.x = GUI.HorizontalSlider(new Rect(65, 25, 100, 30), pivot.x, -2.0f, 2.0f); pivot.y = GUI.HorizontalSlider(new Rect(65, 65, 100, 30), pivot.y, -2.0f, 2.0f); pivot.z = GUI.HorizontalSlider(new Rect(65, 105, 100, 30), pivot.z, -2.0f, 2.0f); } }