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public void Emit(int count);


countNumber of particles to emit.


Emit count particles immediately.

public void Emit(ParticleSystem.EmitParams emitParams, int count);


emitParamsOveridden particle properties.
countNumber of particles to emit.


Emit a number of particles from script.

Setting properties in the emitParams will override those properties in the emitted particles. Any properties not modified will inherit the behavior specified in the inspector.

using UnityEngine;

// In this example, we have a particle system emitting green particles; we then emit and override some properties every 2 seconds. public class EmitExample : MonoBehaviour { public ParticleSystem system;

void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));

// Create a green particle system. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = system.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;

// Every 2 secs we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }

void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the start color and size. var emitParams = new ParticleSystem.EmitParams(); emitParams.startColor = Color.red; emitParams.startSize = 0.2f; system.Emit(emitParams, 10); system.Play(); // Continue normal emissions } }

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