ParticleSystem Manual     Reference     Scripting  
Scripting > Runtime Classes > ParticleSystem
ParticleSystem Inherits from Component

Script interface for particle systems (Shuriken).

See Also: ParticleSystem.Particle

Variables
startDelay

Start delay in seconds.

isPlaying

Is the particle system playing right now ?

loop

Is the particle system looping?

playOnAwake

If set to true, the particle system will automatically start playing on startup.

time

Playback position in seconds.

duration

The duration of the particle system in seconds (Read Only)

playbackSpeed

The playback speed of the particle system. 1 is normal playback speed.

particleCount

The current number of particles (Read Only).

enableEmission

When set to false, the particle system will not emit particles

emissionRate

The rate of emission

startSpeed

The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve.

startSize

The initial size of particles when emitted. When using curves, this values acts as a scale on the curve.

startColor

The initial color of particles when emitted.

startRotation

The initial rotation of particles when emitted. When using curves, this values acts as a scale on the curve.

startLifetime

The total lifetime in seconds that particles will have when emitted. When using curves, this values acts as a scale on the curve. This value is set in the particle when it is create by the particle system.

gravityModifier

Scale being applied to the gravity defined by Physics.gravity.

Functions
SetParticles

Set the particles of this particle system. size is the number of particles that is set.

GetParticles

Get the particles of this particle system. Returns the number of particles written to the input particle array.

Simulate

Fastforwards the particle system by simulating particles over given period of time, then pauses it.

Play

Plays the particle system.

Stop

Stops playing the particle system.

Pause

Pauses playing the particle system.

Clear

Remove all particles in the particle system

IsAlive

Is the particle system done emitting particles and are all particles dead?

Emit

Emit count particles immediately. If the particle system is not playing it will start playing.

Inherited members
Inherited Variables
transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

particleSystem

The ParticleSystem attached to this GameObject (null if there is none attached).

gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifiable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

ToString

Returns the name of the game object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.