build Constructors 1

data_object Properties 66

Alpha
ParticleFloat
The alpha transparency of particles.
ApplyAlpha
bool
Enables or disables alpha application for particles.
ApplyColor
bool
Enables or disables color application for particles.
ApplyRotation
bool
Enables or disables rotation for particles.
ApplyShape
bool
Enables or disables shape application for particles.
Bounce
ParticleFloat
The bounce factor applied to particles upon collision.
Brightness
ParticleFloat
The brightness multiplier applied to particles.
Bumpiness
ParticleFloat
The bumpiness factor applied to particles upon collision.
Collision
bool
Enables or disables collision behavior for particles.
CollisionIgnore
TagSet
The set of tags to ignore during collision detection.
CollisionPrefab
List`1
Will choose a random prefab to spawn from this list.
CollisionPrefabAlign
bool
When true the collision prefab will be aligned with the surface it collides with.
CollisionPrefabChance
ParticleFloat
If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.
CollisionPrefabRotation
ParticleFloat
We will by default align to the particle's angle, but we can also randomize that.
CollisionRadius
float
The radius used for collision detection.
ComponentVersion
int
ConstantMovement
ParticleVector3
Move this delta constantly. Ignores velocity, collisions and drag.
Damping
ParticleFloat
The damping factor applied to particle velocity over time. This reduces the velocity of particles, simulating resistance or drag.
DelayedParticles
List`1
Delayed particles in the effect. Delayed particles are those that have been emitted but are waiting to be activated based on their start delay.
DieOnCollisionChance
ParticleFloat
The chance that a particle will die upon collision.
FollowerPrefab
List`1
Will choose a random prefab to spawn from this list.
FollowerPrefabChance
ParticleFloat
If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.
FollowerPrefabKill
bool
When true the prefab will be destroyed at the end of the particle's life.
Force
bool
Enables or disables the application of forces to particles.
ForceDirection
Vector3
The direction of the force applied to particles.
ForceScale
ParticleFloat
The scale of the force applied to each particle. This multiplier determines the intensity of the force applied to particles.
ForceSpace
SimulationSpace
The simulation space in which forces are applied. Forces can be applied in either local space (relative to the emitter) or world space.
Friction
ParticleFloat
The friction factor applied to particles upon collision.
Gradient
ParticleGradient
The gradient used to color particles over their lifetime.
InitialVelocity
ParticleVector3
The initial velocity of the particle when it is created. This is applied before any forces are applied.
IsFull
bool
Whether the particle effect has reached its maximum capacity. This is determined by comparing the total particle count to the Sandbox.ParticleEffect.MaxParticles property.
Lifetime
ParticleFloat
The lifetime of each particle, in seconds.
LocalSpace
ParticleFloat
When 1 particles will be moved in local space relative to the emitter GameObject's transform. This allows particles to be emitted in a local space, like a fire effect that moves with the player, but the particles can slowly move to world space.
MaxParticles
int
The maximum number of particles that can exist in this effect at once.
MaxParticleSize
float
The size of the largest particle in the effect. This is determined by the maximum scale of any particle along its x, y, or z axis.
OnParticleCreated
Action`1
Called any time a particle is created.
OnParticleDestroyed
Action`1
Called any time a particle is destroyed.
OnPostStep
Action`1
Called after the particles are stepped. This allows custom logic to be executed after the simulation advances.
OnPreStep
Action`1
Called before the particles are stepped. This allows custom logic to be executed before the simulation advances.
OnStep
Action`2
Called after each particle is stepped. This provides an opportunity to modify individual particles during the simulation.
OrbitalForce
ParticleVector3
The orbital force applied to particles, causing them to rotate around a point.
OrbitalPull
ParticleFloat
The pull strength of the orbital force, drawing particles closer to the center.
ParticleBounds
BBox
The bounding box that encompasses all active particles. This is useful for determining the spatial extent of the particle effect.
ParticleCount
int
The total number of particles in the effect, including both active and delayed particles.
Particles
List`1
Active particles in the effect. Active particles are those currently being simulated and rendered.
Paused
bool
Whether the particle simulation is currently paused. When paused, particles will not update their positions, velocities, or other properties.
PerParticleTimeScale
ParticleFloat
Per-particle time scale multiplier. Allows each particle to have a unique simulation speed.
Pitch
ParticleFloat
The pitch rotation of the particles.
PreWarm
float
How many seconds to pre-warm this effect by when creating.
PushStrength
ParticleFloat
The strength of the push force applied to particles upon collision.
Roll
ParticleFloat
The roll rotation of the particles.
Scale
ParticleFloat
The scale of particles.
SequenceId
ParticleFloat
Which sequence to use.
SequenceSpeed
ParticleFloat
Increment the sequence time by this much.
SequenceTime
ParticleFloat
Allows control of the sequence time, which spans from 0 to 1 for one loop.
SheetSequence
bool
Enables or disables the use of a sheet sequence for particles.
SnapToFrame
bool
When enabled, snap to the nearest whole frame instead of blending between frames.
Space
obsoleteSimulationSpace
StartDelay
ParticleFloat
The delay before a particle starts after being emitted, in seconds.
StartVelocity
ParticleFloat
Apply an element of random velocity to the particle when it is created, in a random direction.
Stretch
ParticleFloat
The stretch factor of particles, affecting their aspect ratio.
TimeScale
float
Scales the simulation time for this effect.
Timing
TimingMode
How time is updated for this effect.
Tint
Color
The tint color applied to particles.
UsePrefabFeature
bool
Enables or disables the use of prefabs for particles.
Yaw
ParticleFloat
The yaw rotation of the particles.

Inheritance

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