| Parameter | Description |
|---|---|
| index | The index to remove the chosen Force Field from. |
Removes the Force Field from the influencers list at the given index.
When ParticleSystem.ExternalForcesModule.influenceFilter is set to ParticleSystemGameObjectFilter.List then only Force Fields in the influencers list affect the Particle System.
using UnityEngine;
public class Example : MonoBehaviour { ParticleSystem.ExternalForcesModule externalForcesModule;
void Start() { // Create a default particle system var particleSystemGameObject = new GameObject("Particle System"); var system = particleSystemGameObject.AddComponent<ParticleSystem>();
// Create a force field to influence the particle system var forceFieldGameObject = new GameObject("Force Field"); var forceField = forceFieldGameObject.AddComponent<ParticleSystemForceField>(); forceField.endRange = 5; forceFieldGameObject.transform.position = new Vector3(0, 0, 10);
// Add the force to the particle systems external forces influencers. externalForcesModule = system.externalForces; externalForcesModule.enabled = true; externalForcesModule.influenceFilter = ParticleSystemGameObjectFilter.List; externalForcesModule.AddInfluence(forceField); }
void OnGUI() { GUILayout.Label("Particle System Influencers:"); for (int i = 0; i < externalForcesModule.influenceCount; ++i) { var influence = externalForcesModule.GetInfluence(i);
GUILayout.BeginHorizontal(); GUILayout.Label(i + ": " + influence.name); if (GUILayout.Button("Remove")) { externalForcesModule.RemoveInfluence(i); --i; } GUILayout.EndHorizontal(); } } }
| Parameter | Description |
|---|---|
| field | The Force Field to remove from the list. |
Removes the Force Field from the influencers list at the given index.
When ParticleSystem.ExternalForcesModule.influenceFilter is set to ParticleSystemGameObjectFilter.List then only Force Fields in the influencers list affect the Particle System.
using UnityEngine;
public class Example : MonoBehaviour { ParticleSystem.ExternalForcesModule externalForcesModule;
void Start() { // Create a default particle system var particleSystemGameObject = new GameObject("Particle System"); var system = particleSystemGameObject.AddComponent<ParticleSystem>();
// Create a force field to influence the particle system var forceFieldGameObject = new GameObject("Force Field"); var forceField = forceFieldGameObject.AddComponent<ParticleSystemForceField>(); forceField.endRange = 5; forceFieldGameObject.transform.position = new Vector3(0, 0, 10);
// Add the force to the particle systems external forces influencers. externalForcesModule = system.externalForces; externalForcesModule.enabled = true; externalForcesModule.influenceFilter = ParticleSystemGameObjectFilter.List; externalForcesModule.AddInfluence(forceField); }
void OnGUI() { GUILayout.Label("Particle System Influencers:"); for (int i = 0; i < externalForcesModule.influenceCount; ++i) { var influence = externalForcesModule.GetInfluence(i);
GUILayout.BeginHorizontal(); GUILayout.Label(i + ": " + influence.name); if (GUILayout.Button("Remove")) { externalForcesModule.RemoveInfluence(i); --i; } GUILayout.EndHorizontal(); } } }