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CloseSet the minimum distance each trail can travel before a new vertex is added to it.
Smaller values with give smoother trails, consisting of more vertices, but costing more performance.
#pragma strict private var ps: ParticleSystem; public var hSliderValueDistance: float = 0.2f; function Start() { ps = GetComponent.<ParticleSystem>(); var main: var = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifier = 0.35f; var trails: var = ps.trails; trails.enabled = true; var psr: var = GetComponent.<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); } function Update() { var trails: var = ps.trails; trails.minVertexDistance = hSliderValueDistance; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance"); hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueDistance = 0.2f;
void Start() { ps = GetComponent<ParticleSystem>();
var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 2.5f; main.gravityModifier = 0.35f;
var trails = ps.trails; trails.enabled = true;
var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }
void Update() { var trails = ps.trails; trails.minVertexDistance = hSliderValueDistance; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Vertex Distance");
hSliderValueDistance = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueDistance, 0.01f, 1.0f); } }