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CloseFlip the V coordinate on particles, causing them to appear mirrored vertically.
Set between 0 and 1, where higher values mirror a higher proportion of particles, and a value of 1 mirrors all particles.
using UnityEngine;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float flipU = 0.0f; public float flipV = 0.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startLifetimeMultiplier = 2.0f;
var tex = ps.textureSheetAnimation; tex.enabled = true; tex.numTilesX = 4; tex.numTilesY = 2; }
void Update() { var tex = ps.textureSheetAnimation; tex.flipU = flipU; tex.flipV = flipV; }
void OnGUI() { GUI.Label(new Rect(25, 20, 100, 30), "Flip U Amount"); GUI.Label(new Rect(25, 60, 100, 30), "Flip V Amount");
flipU = GUI.HorizontalSlider(new Rect(125, 25, 100, 30), flipU, 0.0f, 1.0f); flipV = GUI.HorizontalSlider(new Rect(125, 65, 100, 30), flipV, 0.0f, 1.0f); } }