パーティクルの回転に使用されるピボットポイントを修正します。
The units are expressed as a multiplier of the particle sizes, relative to their diameters. For example, a value of 0.5 adjusts the pivot by the particle radius, allowing particles to rotate around their edges.
using UnityEngine; using UnityEditor; using System.Collections;
[RequireComponent(typeof(ParticleSystem))] public class ExampleClass : MonoBehaviour {
private ParticleSystem ps; private ParticleSystemRenderer psr; public Vector3 pivot;
void Start() {
ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>();
psr.material = new Material(Shader.Find("Sprites/Default")); // square material so we can see the pivot more easily
var rotation = ps.rotationOverLifetime; rotation.enabled = true; rotation.zMultiplier = 180.0f; // spin so we can see the pivot more easily }
void Update() {
psr.pivot = pivot; }
void OnGUI() {
GUI.Label(new Rect(25, 40, 100, 30), "X"); GUI.Label(new Rect(25, 80, 100, 30), "Y"); GUI.Label(new Rect(25, 120, 100, 30), "Z");
pivot.x = GUI.HorizontalSlider(new Rect(65, 25, 100, 30), pivot.x, -2.0f, 2.0f); pivot.y = GUI.HorizontalSlider(new Rect(65, 65, 100, 30), pivot.y, -2.0f, 2.0f); pivot.z = GUI.HorizontalSlider(new Rect(65, 105, 100, 30), pivot.z, -2.0f, 2.0f); } }