Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

ParticleSystem.NoiseModule.strengthMultiplier

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

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> 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
public var strengthMultiplier: float;
public float strengthMultiplier;

Description

Strength multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall strength multiplier. See Also: ParticleSystem.NoiseModule.strength.

#pragma strict
private var ps: ParticleSystem;
public var moduleEnabled: boolean = true;
public var hSliderValueStrength: float = 1.0f;
public var hSliderValueFrequency: float = 1.0f;
public var hSliderValueScrollSpeed: float = 0.0f;
public var damping: boolean = true;
public var quality: ParticleSystemNoiseQuality = ParticleSystemNoiseQuality.High;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.enabled = moduleEnabled;
	noise.strengthMultiplier = hSliderValueStrength;
	noise.frequency = hSliderValueFrequency;
	noise.scrollSpeedMultiplier = hSliderValueScrollSpeed;
	noise.damping = damping;
	noise.quality = quality;
}
function OnGUI() {
	moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled");
	GUI.Label(new Rect(25, 80, 100, 30), "Strength");
	GUI.Label(new Rect(25, 120, 100, 30), "Frequency");
	GUI.Label(new Rect(25, 160, 100, 30), "Scroll Speed");
	hSliderValueStrength = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrength, 0.0f, 5.0f);
	hSliderValueFrequency = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueFrequency, 0.0f, 5.0f);
	hSliderValueScrollSpeed = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueScrollSpeed, 0.0f, 5.0f);
	damping = GUI.Toggle(new Rect(25, 205, 200, 30), damping, "Damping");
	quality = ParticleSystemNoiseQualityGUI.SelectionGrid(new Rect(25, 245, 300, 30), intquality, [new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High")], 3);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool moduleEnabled = true; public float hSliderValueStrength = 1.0f; public float hSliderValueFrequency = 1.0f; public float hSliderValueScrollSpeed = 0.0f; public bool damping = true; public ParticleSystemNoiseQuality quality = ParticleSystemNoiseQuality.High;

void Start() { ps = GetComponent<ParticleSystem>();

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.enabled = moduleEnabled; noise.strengthMultiplier = hSliderValueStrength; noise.frequency = hSliderValueFrequency; noise.scrollSpeedMultiplier = hSliderValueScrollSpeed; noise.damping = damping; noise.quality = quality; }

void OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled");

GUI.Label(new Rect(25, 80, 100, 30), "Strength"); GUI.Label(new Rect(25, 120, 100, 30), "Frequency"); GUI.Label(new Rect(25, 160, 100, 30), "Scroll Speed");

hSliderValueStrength = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueStrength, 0.0f, 5.0f); hSliderValueFrequency = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueFrequency, 0.0f, 5.0f); hSliderValueScrollSpeed = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueScrollSpeed, 0.0f, 5.0f);

damping = GUI.Toggle(new Rect(25, 205, 200, 30), damping, "Damping");

quality = (ParticleSystemNoiseQuality)GUI.SelectionGrid(new Rect(25, 245, 300, 30), (int)quality, new GUIContent[] { new GUIContent("Low"), new GUIContent("Medium"), new GUIContent("High") }, 3); } }

Did you find this page useful? Please give it a rating: