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ParticleSystem.TrailModule.minVertexDistance

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public var minVertexDistance: float;
public float minVertexDistance;

Description

Set the minimum distance each trail can travel before a new vertex is added to it.

Smaller values with give smoother trails, consisting of more vertices, but costing more performance.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueDistance: float = 0.2f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = 0.1f;
	main.startLifetime = 2.5f;
	main.gravityModifier = 0.35f;
	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.minVertexDistance = hSliderValueDistance;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance");
	hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueDistance = 0.2f;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifier = 0.35f;

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.minVertexDistance = hSliderValueDistance; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance");

hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f); } }

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