Namespace Unity.Tiny.Particles
Classes
EmitterSystem
A system that updates all particle emitters
ParticlesMeshBuilderSystem
A system that builds the vertex and index buffers for particles by aggregating all the particles from an emitter
ParticleSpawnSystem
A system that handles spawning new particles for all emitters
ParticlesUtil
ParticleSystem
A system that updates all particles
Structs
Billboarded
An emitter with this component has billboarded particles
BurstEmission
An emitter with this component emits particles in bursts. A burst is a particle event where a number of particles are all emitted at the same time. A cycle is a single occurrence of a burst.
EmitterCircleSource
Spawns particles inside a circle on the X/Y plane.
EmitterConeSource
Spawns particles in a cone. Particles are emitted from the base of the cone, which is a circle on the X/Z plane. The angle and speed parameters define the initial particle velocity.
EmitterInitialNonUniformRotation
Sets the initial rotations on the X, Y, and Z axes for particles to a random values in the ranges specified by angleX, angleX, and angleX respectively
EmitterInitialNonUniformScale
Multiplies the X, Y, and Z scales of the source particle by a random values in the ranges specified by scaleX, scaleY, and scaleZ respectively
EmitterInitialRotation
Sets the initial rotation on the Z axis for particles to a random value in the range specified by angle
EmitterInitialScale
Multiplies the scale of the source particle by a random value in the range specified by scale
EmitterRectangleSource
Spawns particles inside of a rectangular area on the X/Y plane.
Particle
Each spawned particle has this component attached to it automatically.
ParticleEmitter
The core particle emitter component. Adding this component to an entity turns the entity into an emitter with the specified characteristics. You can add other components (for example, EmitterInitialScale, EmitterConeSource, and so on) to the same entity after the initial emission to further control how particles are emitted.