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ParticleSystem.RotationOverLifetimeModule.zMultiplier

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public var zMultiplier: float;
public float zMultiplier;

Description

Rotation multiplier around the Z axis.

This method is more efficient than accessing the whole curve, if you only want to change the overall rotation multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 1.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var rotationOverLifetime: var = ps.rotationOverLifetime;
	rotationOverLifetime.enabled = true;
	var curve: AnimationCurve = new AnimationCurve();
	curve.AddKey(0.0f, 0.0f);
	curve.AddKey(1.0f, 1.0f);
	rotationOverLifetime.zMultiplier = (Mathf.PI * 2.0f);
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, so we can see the rotation
}
function Update() {
	var main: var = ps.main;
	main.startLifetime = hSliderValue;
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0f;

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

var rotationOverLifetime = ps.rotationOverLifetime; rotationOverLifetime.enabled = true;

AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);

rotationOverLifetime.zMultiplier = (Mathf.PI * 2.0f);

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }

void Update() { var main = ps.main; main.startLifetime = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); } }

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