Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.TrailModule.widthOverTrail

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var widthOverTrail: ParticleSystem.MinMaxCurve;
public ParticleSystem.MinMaxCurve widthOverTrail;

Description

The curve describing the width, of each trail point.

See Also: MinMaxCurve.

#pragma strict
private var ps: ParticleSystem;
private var curve: AnimationCurve = new AnimationCurve();
public var widthOverTrail: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f);
	main.startLifetime = 1.5f;
	var trails: var = ps.trails;
	trails.enabled = true;
	curve.AddKey(0.0f, 1.0f);
	curve.AddKey(1.0f, 0.0f);
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var trails: var = ps.trails;
	if (widthOverTrail)
		trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1.0f, curve);
	else
		trails.widthOverTrail = 1.0f;
}
function OnGUI() {
	widthOverTrail = GUI.Toggle(new Rect(25, 25, 200, 30), widthOverTrail, "Width over Trail");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private AnimationCurve curve = new AnimationCurve(); public bool widthOverTrail = true;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f); main.startLifetime = 1.5f;

var trails = ps.trails; trails.enabled = true;

curve.AddKey(0.0f, 1.0f); curve.AddKey(1.0f, 0.0f);

var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }

void Update() { var trails = ps.trails; if (widthOverTrail) trails.widthOverTrail = new ParticleSystem.MinMaxCurve(1.0f, curve); else trails.widthOverTrail = 1.0f; }

void OnGUI() { widthOverTrail = GUI.Toggle(new Rect(25, 25, 200, 30), widthOverTrail, "Width over Trail"); } }

Did you find this page useful? Please give it a rating: