Change the rate over distance multiplier.
This is more efficient than accessing the whole curve, if you only want to change the overall rate multiplier.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 5.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.simulationSpace = ParticleSystemSimulationSpace.World; // rate over distance only works for world space simulations var shape: var = ps.shape; shape.enabled = false; var emission: var = ps.emission; emission.rateOverTime = 0.0f; // add a sphere so we can see our transform position as it moves var sphere: var = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.parent = ps.transform; } function Update() { var emission: var = ps.emission; emission.rateOverDistanceMultiplier = hSliderValue; ps.transform.position = new Vector3(Mathf.Sin(Time.time) * 2.0f, 0.0f, 0.0f); } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 20.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 5.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.simulationSpace = ParticleSystemSimulationSpace.World; // rate over distance only works for world space simulations
var shape = ps.shape; shape.enabled = false;
var emission = ps.emission; emission.rateOverTime = 0.0f;
// add a sphere so we can see our transform position as it moves var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.parent = ps.transform; }
void Update() { var emission = ps.emission; emission.rateOverDistanceMultiplier = hSliderValue;
ps.transform.position = new Vector3(Mathf.Sin(Time.time) * 2.0f, 0.0f, 0.0f); }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 20.0f); } }
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