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ParticleSystem.MainModule.randomizeRotationDirection

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public var randomizeRotationDirection: float;
public float randomizeRotationDirection;

Description

Cause some particles to spin in the opposite direction.

Set between 0 and 1, where higher values will cause a higher proportion of particles to spin in the opposite direction.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 0.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var rot: var = ps.rotationOverLifetime;
	rot.enabled = true;
	rot.zMultiplier = 90.0f * Mathf.Deg2Rad;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, so we can see the rotation
}
function Update() {
	var main: var = ps.main;
	main.randomizeRotationDirection = hSliderValue;
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 1.0F);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 0.0F;

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

var rot = ps.rotationOverLifetime; rot.enabled = true; rot.zMultiplier = 90.0f * Mathf.Deg2Rad;

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }

void Update() { var main = ps.main; main.randomizeRotationDirection = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 1.0F); } }

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