Version: 2022.3
LanguageEnglish
  • C#

ParticleSystem.ExternalForcesModule.SetInfluence

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void SetInfluence(int index, ParticleSystemForceField field);

Parameters

index Index to assign the Force Field.
field Force Field that to assign.

Description

Assigns the Force Field at the given index in the influencers list.

When influenceFilter is set to ParticleSystemGameObjectFilter.List then only Force Fields in the influencers list affect the Particle System.

using UnityEngine;

public class Example : MonoBehaviour { public ParticleSystem system; public ParticleSystemForceField field1; public ParticleSystemForceField field2;

ParticleSystem.ExternalForcesModule m_ExternalForcesModule;

void Start() { if (system == null) { Debug.LogError("Please assign a Particle System to `system`."); enabled = false; return; }

if (field1 == null || field2 == null) { Debug.LogError("Please assign a ParticleSystemForceField to `field1` and `field2`."); enabled = false; return; }

m_ExternalForcesModule = system.externalForces; m_ExternalForcesModule.enabled = true; m_ExternalForcesModule.influenceFilter = ParticleSystemGameObjectFilter.List; m_ExternalForcesModule.AddInfluence(field1); }

void OnGUI() { Debug.Assert(m_ExternalForcesModule.influenceCount == 1); var currentForceField = m_ExternalForcesModule.GetInfluence(0);

GUILayout.BeginHorizontal(); GUILayout.Label("Influence: " + currentForceField.name);

if (GUILayout.Button("Toggle")) { m_ExternalForcesModule.SetInfluence(0, currentForceField == field1 ? field2 : field1); }

GUILayout.EndHorizontal(); } }