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ParticleSystem.NoiseModule.remapZMultiplier

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public var remapZMultiplier: float;
public float remapZMultiplier;

Description

Z axis remap multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall remap multiplier. See Also: ParticleSystem.NoiseModule.remapZ.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueRemapX: float = 1.0f;
public var hSliderValueRemapY: float = 1.0f;
public var hSliderValueRemapZ: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var noise: var = ps.noise;
	noise.enabled = true;
	noise.remapEnabled = true;
	noise.separateAxes = true;
	// An unusual curve to show off different noise behavior (See curve preview in the Inspector)
	var ourCurve: AnimationCurve;
	ourCurve = new AnimationCurve();
	ourCurve.AddKey(0.0f, 0.0f);
	ourCurve.AddKey(0.45f, -0.75f);
	ourCurve.AddKey(0.50f, 1.0f);
	ourCurve.AddKey(0.55f, -0.75f);
	ourCurve.AddKey(1.0f, 0.0f);
	// Apply the curve
	noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.remapXMultiplier = hSliderValueRemapX;
	noise.remapYMultiplier = hSliderValueRemapY;
	noise.remapZMultiplier = hSliderValueRemapZ;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Remap X");
	GUI.Label(new Rect(25, 80, 100, 30), "Remap Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");
	hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f);
	hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f);
	hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRemapX = 1.0f; public float hSliderValueRemapY = 1.0f; public float hSliderValueRemapZ = 1.0f;

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

var noise = ps.noise; noise.enabled = true; noise.remapEnabled = true; noise.separateAxes = true;

// An unusual curve to show off different noise behavior (See curve preview in the Inspector) AnimationCurve ourCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f);

// Apply the curve noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.remapXMultiplier = hSliderValueRemapX; noise.remapYMultiplier = hSliderValueRemapY; noise.remapZMultiplier = hSliderValueRemapZ; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap X"); GUI.Label(new Rect(25, 80, 100, 30), "Remap Y"); GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");

hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f); hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f); hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f); } }

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