Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.CustomDataModule.SetVector

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function SetVector(stream: ParticleSystemCustomData, component: int, curve: ParticleSystem.MinMaxCurve): void;
public void SetVector(ParticleSystemCustomData stream, int component, ParticleSystem.MinMaxCurve curve);

Parameters

stream The name of the custom data stream to apply the curve to.
component The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4).
curve The curve to be used for generating custom data.

Description

Set a MinMaxCurve, in order to generate custom data.

#pragma strict
function Start() {
	var ps: ParticleSystem = GetComponent.<ParticleSystem>();
	var customData: var = ps.customData;
	customData.enabled = true;
	var curve: AnimationCurve = new AnimationCurve();
	curve.AddKey(0.0f, 0.0f);
	curve.AddKey(1.0f, 1.0f);
	customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Vector);
	customData.SetVectorComponentCount(ParticleSystemCustomData.Custom1, 1);
	customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(1.0f, curve));
}
using UnityEngine;
using System.Collections;

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var customData = ps.customData; customData.enabled = true;

AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);

customData.SetMode(ParticleSystemCustomData.Custom1, ParticleSystemCustomDataMode.Vector); customData.SetVectorComponentCount(ParticleSystemCustomData.Custom1, 1); customData.SetVector(ParticleSystemCustomData.Custom1, 0, new ParticleSystem.MinMaxCurve(1.0f, curve)); } }