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ParticleSystem.Burst Constructor

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public ParticleSystem.Burst(_time: float, _count: short)
public ParticleSystem.Burst(float _time, short _count);
public ParticleSystem.Burst(_time: float, _minCount: short, _maxCount: short)
public ParticleSystem.Burst(float _time, short _minCount, short _maxCount);
public ParticleSystem.Burst(_time: float, _minCount: short, _maxCount: short, _cycleCount: int, _repeatInterval: float)
public ParticleSystem.Burst(float _time, short _minCount, short _maxCount, int _cycleCount, float _repeatInterval);
public ParticleSystem.Burst(_time: float, _count: ParticleSystem.MinMaxCurve)
public ParticleSystem.Burst(float _time, ParticleSystem.MinMaxCurve _count);
public ParticleSystem.Burst(_time: float, _count: ParticleSystem.MinMaxCurve, _cycleCount: int, _repeatInterval: float)
public ParticleSystem.Burst(float _time, ParticleSystem.MinMaxCurve _count, int _cycleCount, float _repeatInterval);

Parameters

_timeTime to emit the burst.
_minCountMinimum number of particles to emit.
_maxCountMaximum number of particles to emit.
_countNumber of particles to emit.
_cycleCountNumber of times to play the burst. (0 means indefinitely).
_repeatIntervalHow often to repeat the burst, in seconds.

Description

Construct a new Burst with a time and count.

See Also: ParticleSystem.emissionModule.SetBursts, ParticleSystem.emissionModule.GetBursts.

#pragma strict
// Create a looping particle system.
// At 0, 1 and 2 secs the number of particles in each loop
// are changed from 10, to 50, then to 100.
// The loops repeat after 3 seconds.
public var part: Material;
function Start() {
	// create a red ground plane
	var ground: GameObject = GameObject.CreatePrimitive(PrimitiveType.Quad);
	ground.transform.rotation = Quaternion.Euler(90, 0, 0);
	ground.transform.localScale = new Vector3(10, 10, 10);
	ground.GetComponent.<Renderer>().material.color = Color.red;
	// rotate the GameObject so particles rise up in the y-axis
	gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0);
	gameObject.AddComponent.<ParticleSystem>();
	// create the ParticleSystem
	var ps: ParticleSystem;
	ps = gameObject.GetComponent.<ParticleSystem>();
	ps.Stop();
	// set the MainModule default values
	var main: var = ps.main;
	main.startColor = Color.yellow;
	main.duration = 3;
	// create a cone and change it into a cylinder
	var shape: var = ps.shape;
	shape.shapeType = ParticleSystemShapeType.Cone;
	shape.angle = 0.0f;
	shape.radius = 2.0f;
	shape.radiusThickness = 0.0f;
	// use the passed in material
	gameObject.GetComponent.<ParticleSystemRenderer>().material = part;
	// set up the emission to generate particles
	var em: var = ps.emission;
	em.enabled = true;
	em.rateOverTime = 0;
	em.SetBursts([new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100)]);
	ps.Play();
}
using UnityEngine;
using System.Collections;

// Create a looping particle system. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.

public class ExampleClass : MonoBehaviour { public Material part;

void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red;

// rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>();

// create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>();

ps.Stop();

// set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3;

// create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f;

// use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part;

// set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0;

em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) });

ps.Play(); } }