Version: 2019.1 (switch to 2018.4
LanguageEnglish
  • C#

MainModule

struct in UnityEngine

/

Implemented in:UnityEngine.ParticleSystemModule

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

Description

Script interface for the main module.

Properties

cullingModeConfigure whether the Particle System will still be simulated each frame, when it is offscreen.
customSimulationSpaceSimulate particles relative to a custom transform component.
durationThe duration of the Particle System in seconds.
emitterVelocityModeControl how the Particle System calculates its velocity, when moving in the world.
flipRotationMakes some particles spin in the opposite direction.
gravityModifierScale applied to the gravity, defined by Physics.gravity.
gravityModifierMultiplierChange the gravity multiplier.
loopIs the Particle System looping?
maxParticlesThe maximum number of particles to emit.
playOnAwakeIf set to true, the Particle System will automatically start playing on startup.
prewarmWhen looping is enabled, this controls whether this Particle System will look like it has already simulated for one loop when first becoming visible.
ringBufferLoopRangeWhen ParticleSystem.MainModule.ringBufferMode is set to loop, this value defines the proportion of the particle life that is looped.
ringBufferModeConfigure the Particle System to not kill its particles when their lifetimes are exceeded.
scalingModeControl how the Particle System's Transform Component is applied to the Particle System.
simulationSpaceThis selects the space in which to simulate particles. It can be either world or local space.
simulationSpeedOverride the default playback speed of the Particle System.
startColorThe initial color of particles when emitted.
startDelayStart delay in seconds.
startDelayMultiplierStart delay multiplier in seconds.
startLifetimeThe total lifetime in seconds that each new particle will have.
startLifetimeMultiplierStart lifetime multiplier.
startRotationThe initial rotation of particles when emitted.
startRotation3DA flag to enable 3D particle rotation.
startRotationMultiplierThe initial rotation multiplier of particles when emitted.
startRotationXThe initial rotation of particles around the X axis when emitted.
startRotationXMultiplierThe initial rotation multiplier of particles around the X axis when emitted.
startRotationYThe initial rotation of particles around the Y axis when emitted.
startRotationYMultiplierThe initial rotation multiplier of particles around the Y axis when emitted.
startRotationZThe initial rotation of particles around the Z axis when emitted.
startRotationZMultiplierThe initial rotation multiplier of particles around the Z axis when emitted.
startSizeThe initial size of particles when emitted.
startSize3DA flag to enable specifying particle size individually for each axis.
startSizeMultiplierA multiplier of the initial size of particles when emitted.
startSizeXThe initial size of particles along the X axis when emitted.
startSizeXMultiplierThe initial size multiplier of particles along the X axis when emitted.
startSizeYThe initial size of particles along the Y axis when emitted.
startSizeYMultiplierThe initial size multiplier of particles along the Y axis when emitted.
startSizeZThe initial size of particles along the Z axis when emitted.
startSizeZMultiplierThe initial size multiplier of particles along the Z axis when emitted.
startSpeedThe initial speed of particles when emitted.
startSpeedMultiplierA multiplier of the initial speed of particles when emitted.
stopActionSelect whether to Disable or Destroy the GameObject, or to call the OnParticleSystemStopped script Callback, when the Particle System is stopped and all particles have died.
useUnscaledTimeWhen true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time.

Did you find this page useful? Please give it a rating: