The maximum number of particles to emit.
#pragma strict public var hSliderValue: float = 0.0F; public var part: ParticleSystem; function Start() { part = GetComponent.<ParticleSystem>(); } function Update() { part.maxParticles = Mathf.RoundToInt(hSliderValue); } function OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 100.0F); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float hSliderValue = 0.0F; public ParticleSystem part;
void Start() { part = GetComponent<ParticleSystem>(); } void Update() { part.maxParticles = Mathf.RoundToInt(hSliderValue); } void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue, 0.0F, 100.0F); } }