Size multiplier.
This method is more efficient than accessing the whole curve, if you only want to change the overall size multiplier.
#pragma strict private var ps: ParticleSystem; public var hSliderValue: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var sizeOverLifetime: var = ps.sizeOverLifetime; sizeOverLifetime.enabled = true; sizeOverLifetime.sizeMultiplier = 1.0f; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size } function Update() { var main: var = ps.main; main.startLifetimeMultiplier = 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 sizeOverLifetime = ps.sizeOverLifetime; sizeOverLifetime.enabled = true; sizeOverLifetime.sizeMultiplier = 1.0f;
var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, making it easier to see the size }
void Update() { var main = ps.main; main.startLifetimeMultiplier = hSliderValue; }
void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); } }
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