Version: 2018.4
LanguageEnglish
  • C#

ParticleSystem.SubEmittersModule.GetSubEmitterEmitProbability

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 float GetSubEmitterEmitProbability(int index);

Parameters

index The index of the desired sub-emitter.

Returns

float The emission probability for the desired sub-emitter

Description

Returns the probability that the sub-emitter emits particles.

The return value ranges from 0 to 1, where 0 is never and 1 is always.

using UnityEngine;

public class Example : MonoBehaviour { void Start() { // A simple particle material with no texture. var particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Emit 1 particle per second. var particleSystemGameObject = new GameObject("Particle System"); var particleSystemMain = particleSystemGameObject.AddComponent<ParticleSystem>(); var emitMain = particleSystemMain.emission; emitMain.rateOverTime = 1; particleSystemGameObject.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Create a sub-emitter that has a 10% chance of emitting a red particle when "Particle System" emits. var subEmitterGo = new GameObject("Sub Emitter"); subEmitterGo.transform.SetParent(particleSystemGameObject.transform); var subEmitter = subEmitterGo.AddComponent<ParticleSystem>(); var emitSub = subEmitter.emission; emitSub.rateOverTime = 0; emitSub.burstCount = 1; emitSub.SetBurst(0, new ParticleSystem.Burst(0, 1)); var mainModule = subEmitter.main; mainModule.startColor = Color.red; subEmitterGo.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

// Add the sub-emitter, and set the probability. var subEmittersModule = particleSystemMain.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subEmitter, ParticleSystemSubEmitterType.Birth, new ParticleSystemSubEmitterProperties(), 0.1f); } }