Version: 2017.4
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Access the particle system trails module.

#pragma strict
function Start() {
	var ps: ParticleSystem = GetComponent.<ParticleSystem>();
	var trails: var = ps.trails;
	trails.enabled = true;
	trails.ratio = 0.5f;
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var trails = ps.trails; trails.enabled = true; trails.ratio = 0.5f; } }


colorOverLifetimeThe gradient controlling the trail colors during the lifetime of the attached particle.
colorOverTrailThe gradient controlling the trail colors over the length of the trail.
dieWithParticlesIf 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.
enabledEnable/disable the Trail module.
generateLightingDataConfigures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.
inheritParticleColorToggle whether the trail will inherit the particle color as its starting color.
lifetimeThe curve describing the trail lifetime, throughout the lifetime of the particle.
lifetimeMultiplierChange the lifetime multiplier.
minVertexDistanceSet the minimum distance each trail can travel before a new vertex is added to it.
modeChoose how particle trails are generated.
ratioChoose what proportion of particles will receive a trail.
ribbonCountSelect how many lines to create through the Particle System.
sizeAffectsLifetimeSet whether the particle size will act as a multiplier on top of the trail lifetime.
sizeAffectsWidthSet whether the particle size will act as a multiplier on top of the trail width.
textureModeChoose whether the U coordinate of the trail texture is tiled or stretched.
widthOverTrailThe curve describing the width, of each trail point.
widthOverTrailMultiplierChange the width multiplier.
worldSpaceDrop new trail points in world space, regardless of Particle System Simulation Space.