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ParticleSystem.LimitVelocityOverLifetimeModule.limitZMultiplier

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public var limitZMultiplier: float;
public float limitZMultiplier;

Description

Change the limit multiplier on the Z axis.

This method is more efficient than accessing the whole curve, if you only want to change the overall limit multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueSpeedX: float = 0.0f;
public var hSliderValueSpeedY: float = 0.0f;
public var hSliderValueSpeedZ: float = 0.0f;
public var hSliderValueDampen: float = 0.1f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var limitVelocityOverLifetime: var = ps.limitVelocityOverLifetime;
	limitVelocityOverLifetime.enabled = true;
	limitVelocityOverLifetime.separateAxes = true;
}
function Update() {
	var limitVelocityOverLifetime: var = ps.limitVelocityOverLifetime;
	limitVelocityOverLifetime.limitXMultiplier = hSliderValueSpeedX;
	limitVelocityOverLifetime.limitYMultiplier = hSliderValueSpeedY;
	limitVelocityOverLifetime.limitZMultiplier = hSliderValueSpeedZ;
	limitVelocityOverLifetime.dampen = hSliderValueDampen;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Speed Limit X");
	GUI.Label(new Rect(25, 80, 100, 30), "Speed Limit Y");
	GUI.Label(new Rect(25, 120, 100, 30), "Speed Limit Z");
	GUI.Label(new Rect(25, 160, 100, 30), "Dampen");
	hSliderValueSpeedX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueSpeedX, 0.0f, 2.0f);
	hSliderValueSpeedY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueSpeedY, 0.0f, 2.0f);
	hSliderValueSpeedZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueSpeedZ, 0.0f, 2.0f);
	hSliderValueDampen = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueDampen, 0.0f, 1.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueSpeedX = 0.0f; public float hSliderValueSpeedY = 0.0f; public float hSliderValueSpeedZ = 0.0f; public float hSliderValueDampen = 0.1f;

void Start() { ps = GetComponent<ParticleSystem>();

var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.enabled = true; limitVelocityOverLifetime.separateAxes = true; }

void Update() { var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.limitXMultiplier = hSliderValueSpeedX; limitVelocityOverLifetime.limitYMultiplier = hSliderValueSpeedY; limitVelocityOverLifetime.limitZMultiplier = hSliderValueSpeedZ; limitVelocityOverLifetime.dampen = hSliderValueDampen; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Speed Limit X"); GUI.Label(new Rect(25, 80, 100, 30), "Speed Limit Y"); GUI.Label(new Rect(25, 120, 100, 30), "Speed Limit Z"); GUI.Label(new Rect(25, 160, 100, 30), "Dampen");

hSliderValueSpeedX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueSpeedX, 0.0f, 2.0f); hSliderValueSpeedY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueSpeedY, 0.0f, 2.0f); hSliderValueSpeedZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueSpeedZ, 0.0f, 2.0f); hSliderValueDampen = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueDampen, 0.0f, 1.0f); } }