Script interface for particle systems (Shuriken).
See Also: Particle.
duration | The duration of the particle system in seconds (Read Only). |
emissionRate | The rate of emission. |
enableEmission | When set to false, the particle system will not emit particles. |
gravityModifier | Scale being applied to the gravity defined by Physics.gravity. |
isPaused | Is the particle system paused right now ? |
isPlaying | Is the particle system playing right now ? |
isStopped | Is the particle system stopped right now ? |
loop | Is the particle system looping? |
maxParticles | The maximum number of particles to emit. |
particleCount | The current number of particles (Read Only). |
playbackSpeed | The playback speed of the particle system. 1 is normal playback speed. |
playOnAwake | If set to true, the particle system will automatically start playing on startup. |
randomSeed | Random seed used for the particle system emission. If set to 0, it will be assigned a random value on awake. |
simulationSpace | This selects the space in which to simulate particles. It can be either world or local space. |
startColor | The initial color of particles when emitted. |
startDelay | Start delay in seconds. |
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. |
startRotation | The initial rotation 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. |
startSpeed | The initial speed of particles when emitted. When using curves, this values acts as a scale on the curve. |
time | Playback position in seconds. |
Clear | Remove all particles in the particle system. |
Emit | Emit count particles immediately. |
GetParticles | Get the particles of this particle system. |
IsAlive | Does the system have any live particles (or will produce more)? |
Pause | Pauses playing the particle system. |
Play | Plays the particle system. |
SetParticles | Set the particles of this particle system. size is the number of particles that is set. |
Simulate | Fastforwards the particle system by simulating particles over given period of time, then pauses it. |
Stop | Stops playing the particle system. |
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. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
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. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |