Summary

Defines and holds particles. This is the core of the particle system.

Properties

Alpha
ApplyAlpha
ApplyColor
ApplyRotation
ApplyShape
Bounce
Brightness
Bumpiness
Collision
CollisionIgnore
CollisionPrefab Will choose a random prefab to spawn from this list
CollisionPrefabAlign Will choose a random prefab to spawn from this list
CollisionPrefabChance If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.
CollisionPrefabRotation We will by default align to the particle's angle, but we can also randomize that.
CollisionRadius
ComponentVersion
Damping
DelayedParticles
DieOnCollisionChance
FollowerPrefab Will choose a random prefab to spawn from this list
FollowerPrefabChance If 1 then we'll always spawn a prefab. If 0.5 then we'll spawn a prefab 50% of the time.
FollowerPrefabKill When true the prefab will be destroyed at the end of the particle's life
Force
ForceDirection
ForceScale
ForceSpace
Friction
Gradient
IsFull
Lifetime
MaxParticles
MaxParticleSize The biggest particle scale (x, y or z of scale)
OnParticleCreated Called any time a particle is created
OnParticleDestroyed Called any time a particle is destroyed
OnPostStep Called after the particles are stepped
OnPreStep Called before the particles are stepped
OnStep Called after the particles are stepped
OrbitalForce
OrbitalPull
ParticleBounds The bounds of the current particles
ParticleCount
Particles
Paused Is the particle simulation paused?
PerParticleTimeScale
Pitch
PreWarm How many seconds to pre-warm this effect by when creating
PushStrength
Roll
Scale
SequenceId Which sequence to use
SequenceSpeed Increment the sequence time by this much
SequenceTime Allows control of the sequence time, which spans from 0 to 1 for one loop
SheetSequence
Space
StartDelay The particle can wait until it properly spawns.
StartVelocity
Stretch
TimeScale
Timing How time is updated.
Tint
UsePrefabFeature
Yaw

Methods

Clear
Emit
ResetEmitters
Step
Terminate
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