Namespace Unity.Tiny.Particles
Classes
EmitterSystem
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
System that handles spawning new particles for all emitters
ParticleSystem
System that updates all particles
Structs
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.
EmitterHemisphereSource
Spawns particles inside a hemisphere volume.
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 random values in the ranges specified by ScaleX, ScaleY, and ScaleZ respectively
EmitterInitialRotation
Sets the initial rotation for particles to a random value in the range specified by Angle. This axis of rotation is determined from the particle's direction of travel.
EmitterInitialScale
Multiplies the scale of the source particle by a random value in the range specified by Scale
EmitterInitialSpeed
Sets the initial speed of the source particle by a random value in the range specified by Speed
EmitterRectangleSource
Spawns particles inside of a unit rectangle centered at the origin on the X/Y plane.
EmitterSphereSource
Spawns particles inside a sphere volume.
InitialColor
Sets the initial color of the particles by linearly interpolating between ColorMin and ColorMax by a random value between 0.0 and 1.0
Looping
An emitter with this component repeats its particle simulation each time it reaches the end of its duration time.
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
Material used to render the particles.
ParticleMesh
Mesh used for each particle. An emitter entity that does not have this component will use billboards for particles that always face the camera.
RandomizeDirection
Blends particle directions of travel towards a random direction using Value. When Value is 0, this has no effect. When Value is 1, the particle direction is completely random.
RandomizePosition
Moves particle spawn position by a random amount, up to Value. When Value is 0, this has no effect.
RandomSeed
Allows for specifying the seed for all randomness used in the emitter's particle simulation so unique, repeatable effects can be created.
Range
An inclusive range of values. Start should be less than or equal to End.
StartDelay
Delays the particle system from starting emission by a random value in the range specified by Delay.