Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

ParticleSystem.EmissionModule.rateOverDistance

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 rateOverDistance: ParticleSystem.MinMaxCurve;
public ParticleSystem.MinMaxCurve rateOverDistance;

Description

The rate at which new particles are spawned, over distance.

New particles will only be emitted when the emitter moves. See Also: MinMaxCurve, ParticleSystem.EmissionModule.rateOverTime.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 5.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.simulationSpace = ParticleSystemSimulationSpace.World;
	// rate over distance only works for world space simulations
	var shape: var = ps.shape;
	shape.enabled = false;
	var emission: var = ps.emission;
	emission.rateOverTime = 0.0f;
	// add a sphere so we can see our transform position as it moves
	var sphere: var = GameObject.CreatePrimitive(PrimitiveType.Sphere);
	sphere.transform.parent = ps.transform;
}
function Update() {
	var emission: var = ps.emission;
	emission.rateOverDistance = hSliderValue;
	ps.transform.position = new Vector3(Mathf.Sin(Time.time) * 2.0f, 0.0f, 0.0f);
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 20.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 5.0f;

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

var main = ps.main; main.simulationSpace = ParticleSystemSimulationSpace.World; // rate over distance only works for world space simulations

var shape = ps.shape; shape.enabled = false;

var emission = ps.emission; emission.rateOverTime = 0.0f;

// add a sphere so we can see our transform position as it moves var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.parent = ps.transform; }

void Update() { var emission = ps.emission; emission.rateOverDistance = hSliderValue;

ps.transform.position = new Vector3(Mathf.Sin(Time.time) * 2.0f, 0.0f, 0.0f); }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 20.0f); } }

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