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ParticleSystem.TrailModule.mode

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public var mode: ParticleSystemTrailMode;

Description

Choose how particle trails are generated.

#pragma strict
private var ps: ParticleSystem;
public var ribbonMode: boolean = false;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = 0.1f;
	main.startLifetime = 2.5f;
	main.gravityModifierMultiplier = 0.2f;
	var trails: var = ps.trails;
	trails.enabled = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var trails: var = ps.trails;
	trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle;
}
function OnGUI() {
	ribbonMode = GUI.Toggle(new Rect(25, 25, 200, 30), ribbonMode, "Ribbon mode");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool ribbonMode = false;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifierMultiplier = 0.2f;

var trails = ps.trails; trails.enabled = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }

void Update() { var trails = ps.trails; trails.mode = ribbonMode ? ParticleSystemTrailMode.Ribbon : ParticleSystemTrailMode.PerParticle; }

void OnGUI() { ribbonMode = GUI.Toggle(new Rect(25, 25, 200, 30), ribbonMode, "Ribbon mode"); } }

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