Script interface for particle systems (Shuriken).
When setting properties on particle modules, the settings are passed immediately into native code. This gives the best performance.
This means that setting properties on a module struct doesn't set something in script that requires setting back to the particle system. It all happens automatically.
See Also: Particle.
collision | Access the particle system collision module. |
colorBySpeed | Access the particle system color by lifetime module. |
colorOverLifetime | Access the particle system color over lifetime module. |
duration | The duration of the particle system in seconds (Read Only). |
emission | Access the particle system emission module. |
externalForces | Access the particle system external forces module. |
forceOverLifetime | Access the particle system force over lifetime module. |
gravityModifier | Scale being applied to the gravity defined by Physics.gravity. |
inheritVelocity | Access the particle system velocity inheritance module. |
isPaused | Is the particle system paused right now ? |
isPlaying | Is the particle system playing right now ? |
isStopped | Is the particle system stopped right now ? |
limitVelocityOverLifetime | Access the particle system limit velocity over lifetime module. |
loop | Is the particle system looping? |
maxParticles | The maximum number of particles to emit. |
particleCount | The current number of particles (Read Only). |
playbackSpeed | The playback speed of the particle system. 1 is normal playback speed. |
playOnAwake | If set to true, the particle system will automatically start playing on startup. |
randomSeed | Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. |
rotationBySpeed | Access the particle system rotation by speed module. |
rotationOverLifetime | Access the particle system rotation over lifetime module. |
scalingMode | The scaling mode applied to particle sizes and positions. |
shape | Access the particle system shape module. |
simulationSpace | This selects the space in which to simulate particles. It can be either world or local space. |
sizeBySpeed | Access the particle system size by speed module. |
sizeOverLifetime | Access the particle system size over lifetime module. |
startColor | The initial color of particles when emitted. |
startDelay | Start delay in seconds. |
startLifetime | The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system. |
startRotation | The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve. |
startRotation3D | The initial 3D rotation of particles when emitted. When using curves, this values acts as a scale on the curves. |
startSize | The initial size of particles when emitted. When using curves, this values acts as a scale on the curve. |
startSpeed | The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. |
subEmitters | Access the particle system sub emitters module. |
textureSheetAnimation | Access the particle system texture sheet animation module. |
time | Playback position in seconds. |
trigger | Access the particle system trigger module. |
velocityOverLifetime | Access the particle system velocity over lifetime module. |
Clear | Remove all particles in the particle system. |
Emit | Emit count particles immediately. |
GetParticles | Get the particles of this particle system. |
IsAlive | Does the system have any live particles (or will produce more)? |
Pause | Pauses playing the particle system. |
Play | Plays the particle system. |
SetParticles | Set the particles of this particle system. size is the number of particles that is set. |
Simulate | Fastforwards the particle system by simulating particles over given period of time, then pauses it. |
Stop | Stops playing the particle system. |
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. |
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 | Returns a copy of the object original. |
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. |