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ParticleSystem.CollisionModule.maxCollisionShapes

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public var maxCollisionShapes: int;
public int maxCollisionShapes;

Description

The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.

#pragma strict
private var ps: ParticleSystem;
public var maxToggle: boolean;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = Color.red;
	var shape: var = ps.shape;
	shape.shapeType = ParticleSystemShapeType.Sphere;
	var collision: var = ps.collision;
	collision.enabled = true;
	collision.type = ParticleSystemCollisionType.World;
	collision.mode = ParticleSystemCollisionMode.Collision3D;
	collision.bounce = 0.0f;
	var collider1: var = GameObject.CreatePrimitive(PrimitiveType.Sphere);
	collider1.transform.parent = ps.transform;
	collider1.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f);
	collider1.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
	var collider2: var = GameObject.CreatePrimitive(PrimitiveType.Sphere);
	collider2.transform.parent = ps.transform;
	collider2.transform.localPosition = new Vector3(0.0f, 0.0f, -13.0f);
	collider2.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
}
function Update() {
	var collision: var = ps.collision;
	collision.maxCollisionShapes = maxToggle ? 2 : 1;
}
function OnGUI() {
	maxToggle = GUI.Toggle(new Rect(25, 40, 300, 30), maxToggle, "Toggle Max Collision Shapes (" + (maxToggle ? "2" : "1") + ")");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool maxToggle;

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

var main = ps.main; main.startColor = Color.red;

var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Sphere;

var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D; collision.bounce = 0.0f;

var collider1 = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider1.transform.parent = ps.transform; collider1.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider1.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);

var collider2 = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider2.transform.parent = ps.transform; collider2.transform.localPosition = new Vector3(0.0f, 0.0f, -13.0f); collider2.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); }

void Update() { var collision = ps.collision; collision.maxCollisionShapes = maxToggle ? 2 : 1; }

void OnGUI() { maxToggle = GUI.Toggle(new Rect(25, 40, 300, 30), maxToggle, "Toggle Max Collision Shapes (" + (maxToggle ? "2" : "1") + ")"); } }

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