Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystemRenderer

Namespace: UnityEngine

/

Inherits from: Renderer

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Description

Renders particles on to the screen (Shuriken).

Variables

cameraVelocityScale How much are the particles strected depending on the Camera's speed.
lengthScale How much are the particles stretched in their direction of motion.
maxParticleSize Clamp the maximum particle size.
mesh Mesh used as particle instead of billboarded texture.
renderMode How particles are drawn.
velocityScale How much are the particles strectched depending on "how fast they move".

Inherited members

Variables

animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
collider2D The Collider2D component attached to the object.
constantForce The ConstantForce attached to this GameObject (null if there is none attached).
gameObject The game object this component is attached to. A component is always attached to a game object.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light attached to this GameObject (null if there is none attached).
networkView The NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitter The ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystem The ParticleSystem attached to this GameObject (null if there is none attached).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2D The Rigidbody2D that is attached to the Component's GameObject.
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.
bounds The bounding volume of the renderer (Read Only).
castShadows Does this object cast shadows?
enabled Makes the rendered 3D object visible if enabled.
isPartOfStaticBatch Has this renderer been statically batched with any other renderers?
isVisible Is this renderer visible in any camera? (Read Only)
lightmapIndex The index of the lightmap applied to this renderer.
lightmapTilingOffset The tiling & offset used for lightmap.
lightProbeAnchor If set, Renderer will use this Transform's position to find the interpolated light probe.
localToWorldMatrix Matrix that transforms a point from local space into world space (Read Only).
material The material of this object.
materials All the materials of this object.
receiveShadows Does this object receive shadows?
sharedMaterial The shared material of this object.
sharedMaterials All the shared materials of this object.
sortingLayerID ID of the Renderer's sorting layer.
sortingLayerName Name of the Renderer's sorting layer.
sortingOrder Renderer's order within a sorting layer.
useLightProbes Use light probes for this Renderer.
worldToLocalMatrix Matrix that transforms a point from world space into local space (Read Only).

Functions

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.
GetPropertyBlock Get per-renderer material property block.
SetPropertyBlock Lets you add per-renderer material parameters without duplicating a material.

Static Functions

Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
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 Clones the object original and returns the clone.

Operators

bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.

Messages

OnBecameInvisible OnBecameInvisible is called when the object is no longer visible by any camera.
OnBecameVisible OnBecameVisible is called when the object became visible by any camera.