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ParticleEmitter

class in UnityEngine

/

Inherits from: Component

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Description

(Legacy Particles) Script interface for particle emitters.

Variables

angularVelocityThe angular velocity of new particles in degrees per second.
emitShould particles be automatically emitted each frame?
emitterVelocityScaleThe amount of the emitter's speed that the particles inherit.
enabledTurns the ParticleEmitter on or off.
localVelocityThe starting speed of particles along X, Y, and Z, measured in the object's orientation.
maxEmissionThe maximum number of particles that will be spawned every second.
maxEnergyThe maximum lifetime of each particle, measured in seconds.
maxSizeThe maximum size each particle can be at the time when it is spawned.
minEmissionThe minimum number of particles that will be spawned every second.
minEnergyThe minimum lifetime of each particle, measured in seconds.
minSizeThe minimum size each particle can be at the time when it is spawned.
particleCountThe current number of particles (Read Only).
particlesReturns a copy of all particles and assigns an array of all particles to be the current particles.
rndAngularVelocityA random angular velocity modifier for new particles.
rndRotationIf enabled, the particles will be spawned with random rotations.
rndVelocityA random speed along X, Y, and Z that is added to the velocity.
useWorldSpaceIf enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.
worldVelocityThe starting speed of particles in world space, along X, Y, and Z.

Public Functions

ClearParticlesRemoves all particles from the particle emitter.
EmitEmit a number of particles.
SimulateAdvance particle simulation by given time.

Inherited members

Variables

gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.