Speed multiplier along the Z axis.
This method is more efficient than accessing the whole curve, if you only want to change the overall speed multiplier.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var rotationBySpeed: var = ps.rotationBySpeed; rotationBySpeed.enabled = true; rotationBySpeed.zMultiplier = 1.0f; rotationBySpeed.range = new Vector2(1.0f, 5.0f); 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.startSpeed = hSliderValue; } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var rotationBySpeed = ps.rotationBySpeed; rotationBySpeed.enabled = true;
rotationBySpeed.zMultiplier = 1.0f; rotationBySpeed.range = new Vector2(1.0f, 5.0f);
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.startSpeed = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); } }
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