If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.
#pragma strict private var ps: ParticleSystem; public var dieWithParticles: boolean = true; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSizeMultiplier = 0.1f; main.startLifetimeMultiplier = 1.0f; var trails: var = ps.trails; trails.enabled = true; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); } function Update() { var trails: var = ps.trails; trails.dieWithParticles = dieWithParticles; } function OnGUI() { dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool dieWithParticles = true;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSizeMultiplier = 0.1f; main.startLifetimeMultiplier = 1.0f;
var trails = ps.trails; trails.enabled = true;
var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }
void Update() { var trails = ps.trails; trails.dieWithParticles = dieWithParticles; }
void OnGUI() { dieWithParticles = GUI.Toggle(new Rect(25, 25, 200, 30), dieWithParticles, "Die With Particles"); } }
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