public float remapMultiplier ;


Remap multiplier.

This method is more efficient than accessing the whole curve, if you only want to change the overall remap multiplier. See Also: ParticleSystem.NoiseModule.remap.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRemap = 1.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var noise = ps.noise; noise.enabled = true; noise.remapEnabled = true;

// An unusual curve to show off different noise behavior (See curve preview in the Inspector) AnimationCurve ourCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f); noise.remap = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(, 0.0f), new GradientColorKey(, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.remapMultiplier = hSliderValueRemap; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap");

hSliderValueRemap = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemap, 0.0f, 1.0f); } }