Inheritence

Summary

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

Constructors

ParticleEffect

Properties

Alpha The alpha transparency of particles.
ApplyAlpha Enables or disables alpha application for particles.
ApplyColor Enables or disables color application for particles.
ApplyRotation Enables or disables rotation for particles.
ApplyShape Enables or disables shape application for particles.
Bounce The bounce factor applied to particles upon collision.
Brightness The brightness multiplier applied to particles.
Bumpiness The bumpiness factor applied to particles upon collision.
Collision Enables or disables collision behavior for particles.
CollisionIgnore The set of tags to ignore during collision detection.
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 The radius used for collision detection.
ComponentVersion
ConstantMovement Move this delta constantly. Ignores velocity, collisions and drag.
Damping The damping factor applied to particle velocity over time. This reduces the velocity of particles, simulating resistance or drag.
DelayedParticles 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 The chance that a particle will die upon collision.
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 Enables or disables the application of forces to particles.
ForceDirection The direction of the force applied to particles.
ForceScale The scale of the force applied to each particle. This multiplier determines the intensity of the force applied to particles.
ForceSpace The simulation space in which forces are applied. Forces can be applied in either local space (relative to the emitter) or world space.
Friction The friction factor applied to particles upon collision.
Gradient The gradient used to color particles over their lifetime.
InitialVelocity The initial velocity of the particle when it is created. This is applied before any forces are applied.
IsFull 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 The lifetime of each particle, in seconds.
LocalSpace 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 The maximum number of particles that can exist in this effect at once.
MaxParticleSize 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 Called any time a particle is created.
OnParticleDestroyed Called any time a particle is destroyed.
OnPostStep Called after the particles are stepped. This allows custom logic to be executed after the simulation advances.
OnPreStep Called before the particles are stepped. This allows custom logic to be executed before the simulation advances.
OnStep Called after each particle is stepped. This provides an opportunity to modify individual particles during the simulation.
OrbitalForce The orbital force applied to particles, causing them to rotate around a point.
OrbitalPull The pull strength of the orbital force, drawing particles closer to the center.
ParticleBounds The bounding box that encompasses all active particles. This is useful for determining the spatial extent of the particle effect.
ParticleCount The total number of particles in the effect, including both active and delayed particles.
Particles Active particles in the effect. Active particles are those currently being simulated and rendered.
Paused Whether the particle simulation is currently paused. When paused, particles will not update their positions, velocities, or other properties.
PerParticleTimeScale Per-particle time scale multiplier. Allows each particle to have a unique simulation speed.
Pitch The pitch rotation of the particles.
PreWarm How many seconds to pre-warm this effect by when creating.
PushStrength The strength of the push force applied to particles upon collision.
Roll The roll rotation of the particles.
Scale The scale of particles.
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 Enables or disables the use of a sheet sequence for particles.
Spaceobsolete
StartDelay The delay before a particle starts after being emitted, in seconds.
StartVelocity Apply an element of random velocity to the particle when it is created, in a random direction.
Stretch The stretch factor of particles, affecting their aspect ratio.
TimeScale Scales the simulation time for this effect.
Timing How time is updated for this effect.
Tint The tint color applied to particles.
UsePrefabFeature Enables or disables the use of prefabs for particles.
Yaw The yaw rotation of the particles.

Methods

Clear
Emitobsolete
ResetEmitters
Step
Terminate
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