public int GetParticles (out Particle[] particles);
public int GetParticles (out Particle[] particles, int size);
public int GetParticles (out Particle[] particles, int size, int offset);
public int GetParticles (out NativeArray<Particle> particles);
public int GetParticles (out NativeArray<Particle> particles, int size);
public int GetParticles (out NativeArray<Particle> particles, int size, int offset);


particlesOutput particle buffer, containing the current particle state.
sizeThe number of elements that are read from the Particle System.
offsetThe offset into the active particle list, from which to copy the particles.

Valor de retorno

int La cantidad de partículas escritas al arreglo de partícula de entrada (la cantidad de partículas actualmente vivas).


Gets the particles of this Particle System.

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

See Also: Particle, SetParticles.

using UnityEngine;

[RequireComponent(typeof(ParticleSystem))] public class ParticleFlow : MonoBehaviour { ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f;

private void LateUpdate() { InitializeIfNeeded();

// GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles);

// Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; }

// Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); }

void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>();

if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; } }