Version: 2018.4
LanguageEnglish
  • C#

ParticleSystem.Burst Constructor

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

Declaration

public ParticleSystem.Burst(float _time, short _count);

Declaration

public ParticleSystem.Burst(float _time, short _minCount, short _maxCount);

Declaration

public ParticleSystem.Burst(float _time, short _minCount, short _maxCount, int _cycleCount, float _repeatInterval);

Declaration

public ParticleSystem.Burst(float _time, ParticleSystem.MinMaxCurve _count);

Declaration

public ParticleSystem.Burst(float _time, ParticleSystem.MinMaxCurve _count, int _cycleCount, float _repeatInterval);

Parameters

_time Time to emit the burst.
_minCount Minimum number of particles to emit.
_maxCount Maximum number of particles to emit.
_count Number of particles to emit.
_cycleCount Number of times to play the burst. (0 means indefinitely).
_repeatInterval How often to repeat the burst, in seconds.

Description

Construct a new Burst with a time and count.

See Also: ParticleSystem.emissionModule.SetBursts, ParticleSystem.emissionModule.GetBursts.

using UnityEngine;
using System.Collections;

// Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.

public class ExampleClass : MonoBehaviour { public Material part;

void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red;

// rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>();

// create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>();

ps.Stop();

// set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3;

// create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f;

// use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part;

// set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0;

em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) });

ps.Play(); } }