ParticleSystem.Emit

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
public void Emit(int count);

Parameters

countNumber of particles to emit.

Description

Emit count particles immediately.


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

Parameters

emitParamsOveridden particle properties.
countNumber of particles to emit.

Description

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/Standard Unlit"));

// 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 } }

Did you find this page useful? Please give it a rating: