Version: Unity 6 (6000.0)
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  • C#

ParticleSystem.SubEmittersModule.AddSubEmitter

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Declaration

public void AddSubEmitter(ParticleSystem subEmitter, ParticleSystemSubEmitterType type, ParticleSystemSubEmitterProperties properties);

Declaration

public void AddSubEmitter(ParticleSystem subEmitter, ParticleSystemSubEmitterType type, ParticleSystemSubEmitterProperties properties, float emitProbability);

Parameters

subEmitter The sub-emitter to add.
type The event that creates new particles.
properties The properties of the new particles.
emitProbability The probability that the sub-emitter emits particles. Accepts values from 0 to 1, where 0 is never and 1 is always.

Description

Add a new sub-emitter.

using UnityEngine;

// Add a birth sub-emitter public class ExampleClass : MonoBehaviour { void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Create a green Particle System. var rootSystemGO = new GameObject("Particle System"); rootSystemGO.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. var rootParticleSystem = rootSystemGO.AddComponent<ParticleSystem>(); rootSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = rootParticleSystem.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;

// Spread the particles out more so the sub-emitter effect is more obvious. var shapeModule = rootParticleSystem.shape; shapeModule.radius = 100;

// Create our sub-emitter and set up bursts. var subSystemGO = new GameObject("Particle System"); var subParticleSystem = subSystemGO.AddComponent<ParticleSystem>(); subSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var subMainModule = subParticleSystem.main; subMainModule.startColor = Color.red; subMainModule.startSize = 0.25f; subMainModule.startLifetime = 0.5f; // very short life particles. var emissionModule = subParticleSystem.emission; emissionModule.rate = 2; // 1 particle will emit every 0.5 sec. emissionModule.SetBursts(new ParticleSystem.Burst[] // A burst will emit at 1 and 3 secs. { new ParticleSystem.Burst(1.0f, 10), new ParticleSystem.Burst(3.0f, 10) });

// Set up the sub particles so they fade over time. var colorModule = subParticleSystem.colorOverLifetime; colorModule.enabled = true; var gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.white, 0.0f), new GradientColorKey(Color.white, 1.0f) }, // Color remains untouched. new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(0.0f, 1.0f) }); // Alpha fades colorModule.color = gradient;

// Setup the sub-emitter. subSystemGO.transform.SetParent(rootSystemGO.transform); var subEmittersModule = rootParticleSystem.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subParticleSystem, ParticleSystemSubEmitterType.Birth, ParticleSystemSubEmitterProperties.InheritNothing); } }
using UnityEngine;

// Add a collision sub-emitter public class ExampleClass : MonoBehaviour { void Start() { // For this example we will need something to collide with in the world. var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(0, 10, 0); // Position above the Particle System. cube.transform.localScale = new Vector3(10, 10, 10);

// A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Create a green Particle System. var rootSystemGO = new GameObject("Particle System"); rootSystemGO.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. var rootParticleSystem = rootSystemGO.AddComponent<ParticleSystem>(); rootSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = rootParticleSystem.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;

// Enable and setup the collisions module. var collisionModule = rootParticleSystem.collision; collisionModule.enabled = true; collisionModule.type = ParticleSystemCollisionType.World;

// Create our sub-emitter and setup bursts. var subSystemGO = new GameObject("Particle System"); var subParticleSystem = subSystemGO.AddComponent<ParticleSystem>(); subSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var subMainModule = subParticleSystem.main; subMainModule.startColor = Color.red; subMainModule.startSize = 0.25f; var emissionModule = subParticleSystem.emission; emissionModule.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10) }); // We will emit 10 particles upon collision.

// Set up the sub-emitter. subSystemGO.transform.SetParent(rootSystemGO.transform); var subEmittersModule = rootParticleSystem.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subParticleSystem, ParticleSystemSubEmitterType.Collision, ParticleSystemSubEmitterProperties.InheritNothing); } }
using UnityEngine;

// Add a death sub-emitter public class ExampleClass : MonoBehaviour { void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Create a green Particle System. var rootSystemGO = new GameObject("Particle System"); rootSystemGO.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. var rootParticleSystem = rootSystemGO.AddComponent<ParticleSystem>(); rootSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = rootParticleSystem.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;

// Create our sub-emitter and setup bursts. var subSystemGO = new GameObject("Particle System"); var subParticleSystem = subSystemGO.AddComponent<ParticleSystem>(); subSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var subMainModule = subParticleSystem.main; subMainModule.startColor = Color.red; subMainModule.startSize = 0.25f; var emissionModule = subParticleSystem.emission; emissionModule.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10) }); // We will emit 10 particles upon death.

// Set up the sub-emitter. subSystemGO.transform.SetParent(rootSystemGO.transform); var subEmittersModule = rootParticleSystem.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subParticleSystem, ParticleSystemSubEmitterType.Death, ParticleSystemSubEmitterProperties.InheritNothing); } }
using UnityEngine;

// Add a manual sub-emitter public class ExampleClass : MonoBehaviour { private ParticleSystem ps; private float m_Timer = 0.0f; public float m_Interval = 2.0f;

void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

// Create a green Particle System. var rootSystemGO = new GameObject("Particle System"); rootSystemGO.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. ps = rootSystemGO.AddComponent<ParticleSystem>(); rootSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = ps.main; mainModule.startColor = Color.green; mainModule.startSize = 0.5f;

// Create our sub-emitter and setup bursts. var subSystemGO = new GameObject("Particle System"); var subParticleSystem = subSystemGO.AddComponent<ParticleSystem>(); subSystemGO.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var subMainModule = subParticleSystem.main; subMainModule.startColor = Color.red; subMainModule.startSize = 0.25f; var emissionModule = subParticleSystem.emission; emissionModule.SetBursts(new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 4) }); // We will emit 10 particles when triggered.

// Set up the sub-emitter. subSystemGO.transform.SetParent(rootSystemGO.transform); var subEmittersModule = ps.subEmitters; subEmittersModule.enabled = true; subEmittersModule.AddSubEmitter(subParticleSystem, ParticleSystemSubEmitterType.Manual, ParticleSystemSubEmitterProperties.InheritNothing); }

private void Update() { m_Timer += Time.deltaTime; while (m_Timer >= m_Interval) { ps.TriggerSubEmitter(0); m_Timer -= m_Interval; } } }