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ParticleSystem

Namespace: UnityEngine

/

Inherits from: Component

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Description

Script interface for particle systems (Shuriken).

Variables

duration The duration of the particle system in seconds (Read Only).
emissionRate The rate of emission.
enableEmission When set to false, the particle system will not emit particles.
gravityModifier Scale being applied to the gravity defined by Physics.gravity.
isPaused Is the particle system paused right now ?
isPlaying Is the particle system playing right now ?
isStopped Is the particle system stopped right now ?
loop Is the particle system looping?
maxParticles The maximum number of particles to emit.
particleCount The current number of particles (Read Only).
playbackSpeed The playback speed of the particle system. 1 is normal playback speed.
playOnAwake If set to true, the particle system will automatically start playing on startup.
randomSeed Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake.
safeCollisionEventSize Safe array size for use with ParticleSystem.GetCollisionEvents.
simulationSpace This selects the space in which to simulate particles. It can be either world or local space.
startColor The initial color of particles when emitted.
startDelay Start delay in seconds.
startLifetime The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system.
startRotation The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.
startSize The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.
startSpeed The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.
time Playback position in seconds.

Functions

Clear Remove all particles in the particle system.
Emit Emit count particles immediately.
GetCollisionEvents Get the particle collision events for a GameObject. Returns the number of events written to the array.
GetParticles Get the particles of this particle system. Returns the number of particles written to the input particle array.
IsAlive Does the system have any live particles (or will produce more)?
Pause Pauses playing the particle system.
Play Plays the particle system.
SetParticles Set the particles of this particle system. size is the number of particles that is set.
Simulate Fastforwards the particle system by simulating particles over given period of time, then pauses it.
Stop Stops playing the particle system.

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.

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.

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.