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struct in UnityEngine
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CloseScript interface for the Collision module.
See Also: ParticleSystem, ParticleSystem.collision.
bounce | How much force is applied to each particle after a collision. |
bounceMultiplier | Change the bounce multiplier. |
colliderForce | How much force is applied to a Collider when hit by particles from this Particle System. |
collidesWith | Control which layers this particle system collides with. |
dampen | How much speed is lost from each particle after a collision. |
dampenMultiplier | Change the dampen multiplier. |
enabled | Enable/disable the Collision module. |
enableDynamicColliders | Allow particles to collide with dynamic colliders when using world collision mode. |
lifetimeLoss | How much a particle's lifetime is reduced after a collision. |
lifetimeLossMultiplier | Change the lifetime loss multiplier. |
maxCollisionShapes | The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority. |
maxKillSpeed | Kill particles whose speed goes above this threshold, after a collision. |
maxPlaneCount | The maximum number of planes it is possible to set as colliders. |
minKillSpeed | Kill particles whose speed falls below this threshold, after a collision. |
mode | Choose between 2D and 3D world collisions. |
multiplyColliderForceByCollisionAngle | If true, the collision angle is considered when applying forces from particles to Colliders. |
multiplyColliderForceByParticleSize | If true, particle sizes are considered when applying forces to Colliders. |
multiplyColliderForceByParticleSpeed | If true, particle speeds are considered when applying forces to Colliders. |
quality | Specifies the accuracy of particle collisions against colliders in the scene. |
radiusScale | A multiplier applied to the size of each particle before collisions are processed. |
sendCollisionMessages | Send collision callback messages. |
type | The type of particle collision to perform. |
voxelSize | Size of voxels in the collision cache. |