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CloseThe maximum number of collision shapes Unity considers for particle collisions. It ignores excess shapes. Terrains take priority.
See Also: ParticleSystem.collision.
using UnityEngine; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool maxToggle;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = Color.red;
var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Sphere;
var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D; collision.bounce = 0.0f;
var collider1 = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider1.transform.parent = ps.transform; collider1.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider1.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
var collider2 = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider2.transform.parent = ps.transform; collider2.transform.localPosition = new Vector3(0.0f, 0.0f, -13.0f); collider2.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); }
void Update() { var collision = ps.collision; collision.maxCollisionShapes = maxToggle ? 2 : 1; }
void OnGUI() { maxToggle = GUI.Toggle(new Rect(25, 40, 300, 30), maxToggle, "Toggle Max Collision Shapes (" + (maxToggle ? "2" : "1") + ")"); } }