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ParticleSystem.LightsModule.useRandomDistribution

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public var useRandomDistribution: bool;
public bool useRandomDistribution;

Description

Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio.

When this property is false, lights will instead be assigned regularly according to ParticleSystem.LightsModule.ratio.

#pragma strict
// For best results, use Deferred Rendering (see Camera settings)
private var ps: ParticleSystem;
public var light: Light;
public var hSliderValueRatio: float = 1.0f;
public var hSliderValueMax: float = 1000.0f;
public var randomDistribution: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);
	var shape: var = ps.shape;
	shape.shapeType = ParticleSystemShapeType.Circle;
	var lights: var = ps.lights;
	lights.enabled = true;
	lights.light = light;
	// plane to receive lights
	var plane: var = GameObject.CreatePrimitive(PrimitiveType.Plane);
	plane.transform.parent = ps.transform;
	plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
	plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
	plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);
	var material: var = new Material(Shader.Find("Standard"));
	material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
	plane.GetComponent.<MeshRenderer>().material = material;
}
function Update() {
	var lights: var = ps.lights;
	lights.ratio = hSliderValueRatio;
	lights.maxLights = inthSliderValueMax;
	lights.useRandomDistribution = randomDistribution;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Ratio");
	GUI.Label(new Rect(25, 80, 100, 30), "Max Lights");
	hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f);
	hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f);
	randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them.");
}
using UnityEngine;
using System.Collections;

// For best results, use Deferred Rendering (see Camera settings) public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public Light light; // Provide a light Prefab in the inspector public float hSliderValueRatio = 1.0f; public float hSliderValueMax = 1000.0f; public bool randomDistribution = true;

void Start() { ps = GetComponent<ParticleSystem>(); ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Circle;

var lights = ps.lights; lights.enabled = true; lights.light = light;

// plane to receive lights var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.parent = ps.transform; plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

var material = new Material(Shader.Find("Standard")); material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f); plane.GetComponent<MeshRenderer>().material = material; }

void Update() { var lights = ps.lights; lights.ratio = hSliderValueRatio; lights.maxLights = (int)hSliderValueMax; lights.useRandomDistribution = randomDistribution; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ratio"); GUI.Label(new Rect(25, 80, 100, 30), "Max Lights");

hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f); hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f);

randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them."); } }