Namespace Unity.Tiny.Particles | Project Tiny | 0.25.0-preview
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    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.

    ParticleMaterial

    ParticleMesh

    Range

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