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