Namespace Unity.Tiny.Particles | Project Tiny | 0.32.0-preview.54
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    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.

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