(Legacy Particles) Script interface for particle emitters.
See Also: Particles documentation.
| angularVelocity | The angular velocity of new particles in degrees per second. |
| emit | Should particles be automatically emitted each frame? |
| emitterVelocityScale | The amount of the emitter's speed that the particles inherit. |
| enabled | Turns the ParticleEmitter on or off. |
| localVelocity | The starting speed of particles along X, Y, and Z, measured in the object's orientation. |
| maxEmission | The maximum number of particles that will be spawned every second. |
| maxEnergy | The maximum lifetime of each particle, measured in seconds. |
| maxSize | The maximum size each particle can be at the time when it is spawned. |
| minEmission | The minimum number of particles that will be spawned every second. |
| minEnergy | The minimum lifetime of each particle, measured in seconds. |
| minSize | The minimum size each particle can be at the time when it is spawned. |
| particleCount | The current number of particles (Read Only). |
| particles | Returns a copy of all particles and assigns an array of all particles to be the current particles. |
| rndAngularVelocity | A random angular velocity modifier for new particles. |
| rndRotation | If enabled, the particles will be spawned with random rotations. |
| rndVelocity | A random speed along X, Y, and Z that is added to the velocity. |
| useWorldSpace | If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around. |
| worldVelocity | The starting speed of particles in world space, along X, Y, and Z. |
| ClearParticles | Removes all particles from the particle emitter. |
| Emit | Emit a number of particles. |
| Simulate | Advance particle simulation by given time. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject (null if there is none attached). |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Is this game object tagged with tag ? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |