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ParticleSystem.CollisionModule.SetPlane

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public method SetPlane(index: int, transform: Transform): void;
public void SetPlane(int index, Transform transform);

Parameters

index Specifies which plane to set.
transform The plane to set.

Description

Set a collision plane to be used with this particle system.

#pragma strict
private var ps: ParticleSystem;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var collision: var = ps.collision;
	collision.enabled = true;
	collision.type = ParticleSystemCollisionType.Planes;
	collision.mode = ParticleSystemCollisionMode.Collision3D;
	var collider: var = GameObject.CreatePrimitive(PrimitiveType.Plane);
	collider.transform.parent = ps.transform;
	collider.transform.localPosition = new Vector3(0.0f, 0.0f, 5.0f);
	collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
	collider.transform.localRotation = Quaternion.Euler(new Vector3(-90.0f, 0.0f, 0.0f));
	collision.SetPlane(0, collider.transform);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps;

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

var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.Planes; collision.mode = ParticleSystemCollisionMode.Collision3D;

var collider = GameObject.CreatePrimitive(PrimitiveType.Plane); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 5.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); collider.transform.localRotation = Quaternion.Euler(new Vector3(-90.0f, 0.0f, 0.0f));

collision.SetPlane(0, collider.transform); } }

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