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CloseA flag to enable specifying particle size individually for each axis.
See Also: MinMaxCurve.
#pragma strict private var ps: ParticleSystem; public var hSliderValueX: float = 1.0F; public var hSliderValueY: float = 1.0F; public var hSliderValueZ: float = 1.0F; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.startSize3D = true; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.mesh = Resources.GetBuiltinResource.<Mesh>("Cube.fbx"); // use a mesh, because billboards have no Z axis size psr.material = new Material(Shader.Find("Sprites/Default")); } function Update() { var main: var = ps.main; main.startSizeXMultiplier = hSliderValueX; main.startSizeYMultiplier = hSliderValueY; main.startSizeZMultiplier = hSliderValueZ; } function OnGUI() { hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueX = 1.0F; public float hSliderValueY = 1.0F; public float hSliderValueZ = 1.0F;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startSize3D = true;
var psr = GetComponent<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.mesh = Resources.GetBuiltinResource<Mesh>("Cube.fbx");// use a mesh, because billboards have no Z axis size psr.material = new Material(Shader.Find("Sprites/Default")); }
void Update() { var main = ps.main; main.startSizeXMultiplier = hSliderValueX; main.startSizeYMultiplier = hSliderValueY; main.startSizeZMultiplier = hSliderValueZ; }
void OnGUI() { hSliderValueX = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValueX, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueY = GUI.HorizontalSlider(new Rect(25, 75, 100, 30), hSliderValueY, 0.0F, 360.0F * Mathf.Deg2Rad); hSliderValueZ = GUI.HorizontalSlider(new Rect(25, 105, 100, 30), hSliderValueZ, 0.0F, 360.0F * Mathf.Deg2Rad); } }