The rate at which the system spawns new particles.
Additional resources: MinMaxCurve.
using UnityEngine;
// This example shows setting a constant rate value. public class ConstantRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;
GetValue(); SetValue(); }
void GetValue() { print("The constant value is " + emissionModule.rate.constant); }
void SetValue() { emissionModule.rate = 10.0f; } }
using UnityEngine;
// This example shows using 2 constants to drive the rate. public class TwoConstantsRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;
GetValue(); SetValue(); }
void GetValue() { print(string.Format("The constant values are: min {0} max {1}.", emissionModule.rate.constantMin, emissionModule.rate.constantMax)); }
void SetValue() { emissionModule.rate = new ParticleSystem.MinMaxCurve(0.0f, 10.0f); } }
using UnityEngine;
// This example shows using a curve to drive the rate. public class CurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;
// We can "scale" the curve with this value. It gets multiplied by the curve. public float scalar = 1.0f;
AnimationCurve ourCurve;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;
// A simple linear curve. ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(1.0f, 1.0f);
// Apply the curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve);
// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }
void ModifyCurve() { // Add a key to the current curve. ourCurve.AddKey(0.5f, 0.0f);
// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurve); } }
using UnityEngine;
// This example shows using 2 curves to drive the rate. public class TwoCurveRateExample : MonoBehaviour { ParticleSystem myParticleSystem; ParticleSystem.EmissionModule emissionModule;
AnimationCurve ourCurveMin; AnimationCurve ourCurveMax;
// We can "scale" the curves with this value. It gets multiplied by the curves. public float scalar = 1.0f;
void Start() { // Get the system and the emission module. myParticleSystem = GetComponent<ParticleSystem>(); emissionModule = myParticleSystem.emission;
// A horizontal straight line at value 1. ourCurveMin = new AnimationCurve(); ourCurveMin.AddKey(0.0f, 1.0f); ourCurveMin.AddKey(1.0f, 1.0f);
// A horizontal straight line at value 0.5. ourCurveMax = new AnimationCurve(); ourCurveMax.AddKey(0.0f, 0.5f); ourCurveMax.AddKey(1.0f, 0.5f);
// Apply the curves. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax);
// In 5 seconds we will modify the curve. Invoke("ModifyCurve", 5.0f); }
void ModifyCurve() { // Create a "pinch" point. ourCurveMin.AddKey(0.5f, 0.7f); ourCurveMax.AddKey(0.5f, 0.6f);
// Apply the changed curve. emissionModule.rate = new ParticleSystem.MinMaxCurve(scalar, ourCurveMin, ourCurveMax); } }