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ParticleSystem.MainModule.startRotationZ

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public var startRotationZ: ParticleSystem.MinMaxCurve;
public ParticleSystem.MinMaxCurve startRotationZ;

Description

The initial rotation of particles around the Z axis when emitted.

Note that the value should be given in radians. See Also: MinMaxCurve.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 1.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startRotation3D = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.material = new Material(Shader.Find("Sprites/Default"));
	// this material renders a square billboard, so we can see the rotation
}
function Update() {
	var main: var = ps.main;
	main.startRotationZ = hSliderValue;
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 360.0F * Mathf.Deg2Rad);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0F;

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

var main = ps.main; main.startRotation3D = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }

void Update() { var main = ps.main; main.startRotationZ = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 360.0F * Mathf.Deg2Rad); } }