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ParticleSystem.txt
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897 lines (740 loc) · 49.3 KB
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Unity3D particle system classes, modules, structures, enums, etc.
========================================================================
Classes and Structures:
------------------------------------------------------------------------
ParticleSystem
isEmitting Is the particle system currently emitting particles? A particle system may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using Stop with the StopEmitting flag. Resume emitting by calling Play.
isPaused Is the particle system paused right now ?
isPlaying Is the particle system playing right now ?
isStopped Is the particle system stopped right now ?
particleCount The current number of particles (Read Only).
randomSeed Override the random seed used for the particle system emission.
time Playback position in seconds.
useAutoRandomSeed Controls whether the Particle System uses an automatically-generated random number to seed the random number generator.
collision Access the particle system collision module.
colorBySpeed Access the particle system color by lifetime module.
colorOverLifetime Access the particle system color over lifetime module.
customData Access the particle system Custom Data module.
emission Access the particle system emission module.
externalForces Access the particle system external forces module.
forceOverLifetime Access the particle system force over lifetime module.
inheritVelocity Access the particle system velocity inheritance module.
lights Access the particle system lights module.
limitVelocityOverLifetime Access the particle system limit velocity over lifetime module.
main Access the main particle system settings.
noise Access the particle system noise module.
rotationBySpeed Access the particle system rotation by speed module.
rotationOverLifetime Access the particle system rotation over lifetime module.
shape Access the particle system shape module.
sizeBySpeed Access the particle system size by speed module.
sizeOverLifetime Access the particle system size over lifetime module.
subEmitters Access the particle system sub emitters module.
textureSheetAnimation Access the particle system texture sheet animation module.
trails Access the particle system trails module.
trigger Access the particle system trigger module.
velocityOverLifetime Access the particle system velocity over lifetime module.
Clear Remove all particles in the particle system.
Emit Emit count particles immediately.
GetCustomParticleData Get a stream of custom per-particle data.
GetParticles Get the particles of this particle system.
IsAlive Does the system have any live particles (or will produce more)?
Pause Pauses the system so no new particles are emitted and the existing particles are not updated.
Play Starts the particle system.
SetCustomParticleData Set a stream of custom per-particle data.
SetParticles Set the particles of this particle system. size is the number of particles that is set.
Simulate Fastforwards the particle system by simulating particles over given period of time, then pauses it.
Stop Stops playing the particle system using the supplied stop behaviour.
------------------------------------------------------------------------
ParticleSystemRenderer
activeVertexStreamsCount The number of currently active custom vertex streams.
alignment Control the direction that particles face.
cameraVelocityScale How much are the particles stretched depending on the Camera's speed.
lengthScale How much are the particles stretched in their direction of motion.
maskInteraction Specifies how the Particle System Renderer interacts with SpriteMask.
maxParticleSize Clamp the maximum particle size.
mesh Mesh used as particle instead of billboarded texture.
meshCount The number of meshes being used for particle rendering.
minParticleSize Clamp the minimum particle size.
normalDirection How much are billboard particle normals oriented towards the camera.
pivot Modify the pivot point used for rotating particles.
renderMode How particles are drawn.
sortingFudge Biases particle system sorting amongst other transparencies.
sortMode Sort particles within a system.
trailMaterial Set the material used by the Trail module for attaching trails to particles.
velocityScale How much are the particles stretched depending on "how fast they move".
GetActiveVertexStreams Query which vertex shader streams are enabled on the ParticleSystemRenderer.
GetMeshes Get the array of meshes to be used as particles.
SetActiveVertexStreams Enable a set of vertex shader streams on the ParticleSystemRenderer.
SetMeshes Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.
------------------------------------------------------------------------
ParticleSystemCustomData
Custom1 The first stream of custom per-particle data.
Custom2 The second stream of custom per-particle data.
------------------------------------------------------------------------
ParticleSystemVertexStream
Position The position of each particle vertex, in world space.
Normal The vertex normal of each particle.
Tangent The tangent vector for each particle (for normal mapping).
Color The color of each particle.
UV The first UV stream of each particle.
UV2 The second UV stream of each particle.
UV3 The third UV stream of each particle (only for meshes).
UV4 The fourth UV stream of each particle (only for meshes).
AnimBlend The amount to blend between animated texture frames, from 0 to 1.
AnimFrame The current animation frame index of each particle.
Center The center position of the entire particle, in world space.
VertexID The vertex ID of each particle.
SizeX The X axis size of each particle.
SizeXY The X and Y axis sizes of each particle.
SizeXYZ The 3D size of each particle.
Rotation The Z axis rotation of each particle.
Rotation3D The 3D rotation of each particle.
RotationSpeed The Z axis rotational speed of each particle.
RotationSpeed3D The 3D rotational speed of each particle.
Velocity The velocity of each particle, in world space.
Speed The speed of each particle, calculated by taking the magnitude of the velocity.
AgePercent The normalized age of each particle, from 0 to 1.
InvStartLifetime The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime).
StableRandomX A random number for each particle, which remains constant during their lifetime.
StableRandomXY Two random numbers for each particle, which remain constant during their lifetime.
StableRandomXYZ Three random numbers for each particle, which remain constant during their lifetime.
StableRandomXYZW Four random numbers for each particle, which remain constant during their lifetime.
VaryingRandomX A random number for each particle, which changes during their lifetime.
VaryingRandomXY Two random numbers for each particle, which change during their lifetime.
VaryingRandomXYZ Three random numbers for each particle, which change during their lifetime.
VaryingRandomXYZW Four random numbers for each particle, which change during their lifetime.
Custom1X One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom1XY Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom1XYZ Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom1XYZW Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom2X One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom2XY Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom2XYZ Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
Custom2XYZW Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.
NoiseSumX The accumulated X axis noise, over the lifetime of the particle.
NoiseSumXY The accumulated X and Y axis noise, over the lifetime of the particle.
NoiseSumXYZ The accumulated 3D noise, over the lifetime of the particle.
NoiseImpulseX The X axis noise on the current frame.
NoiseImpulseXY The X and Y axis noise on the current frame.
NoiseImpulseXYZ The 3D noise on the current frame.
------------------------------------------------------------------------
MinMaxCurve
constant Set the constant value.
constantMax Set a constant for the upper bound.
constantMin Set a constant for the lower bound.
curve Set the curve.
curveMax Set a curve for the upper bound.
curveMin Set a curve for the lower bound.
curveMultiplier Set a multiplier to be applied to the curves.
mode Set the mode that the min-max curve will use to evaluate values.
Evaluate Manually query the curve to calculate values based on what mode it is in.
------------------------------------------------------------------------
AnimationCurve
keys All keys defined in the animation curve.
length The number of keys in the curve. (Read Only)
postWrapMode The behaviour of the animation after the last keyframe.
preWrapMode The behaviour of the animation before the first keyframe.
this[int] Retrieves the key at index. (Read Only)
AddKey Add a new key to the curve.
Evaluate Evaluate the curve at time.
MoveKey Removes the keyframe at index and inserts key.
RemoveKey Removes a key.
SmoothTangents Smooth the in and out tangents of the keyframe at index.
------------------------------------------------------------------------
Keyframe
inTangent Describes the tangent when approaching this point from the previous point in the curve.
outTangent Describes the tangent when leaving this point towards the next point in the curve.
tangentMode TangentMode is deprecated. Use AnimationUtility.SetKeyLeftTangentMode or AnimationUtility.SetKeyRightTangentMode instead.
time The time of the keyframe.
value The value of the curve at keyframe.
------------------------------------------------------------------------
MinMaxGradient
color Set a constant color.
colorMax Set a constant color for the upper bound.
colorMin Set a constant color for the lower bound.
gradient Set the gradient.
gradientMax Set a gradient for the upper bound.
gradientMin Set a gradient for the lower bound.
mode Set the mode that the min-max gradient will use to evaluate colors.
Evaluate Manually query the gradient to calculate colors based on what mode it is in.
------------------------------------------------------------------------
Gradient
alphaKeys All alpha keys defined in the gradient.
colorKeys All color keys defined in the gradient.
mode Control how the gradient is evaluated.
Evaluate Calculate color at a given time.
SetKeys Setup Gradient with an array of color keys and alpha keys.
------------------------------------------------------------------------
GradientColorKey
color Color of key.
time Time of the key (0 - 1).
------------------------------------------------------------------------
GradientAlphaKey
alpha Alpha channel of key.
time Time of the key (0 - 1).
------------------------------------------------------------------------
Particle
angularVelocity The angular velocity of the particle.
angularVelocity3D The 3D angular velocity of the particle.
position The position of the particle.
randomSeed The random seed of the particle.
remainingLifetime The remaining lifetime of the particle.
rotation The rotation of the particle.
rotation3D The 3D rotation of the particle.
startColor The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.
startLifetime The starting lifetime of the particle.
startSize The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.
startSize3D The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.
velocity The velocity of the particle.
------------------------------------------------------------------------
LayerMask
value Converts a layer mask value to an integer value.
GetMask Given a set of layer names as defined by either a Builtin or a User Layer in the Tags and Layers manager, returns the equivalent layer mask for all of them.
LayerToName Given a layer number, returns the name of the layer as defined in either a Builtin or a User Layer in the Tags and Layers manager.
NameToLayer Given a layer name, returns the layer index as defined by either a Builtin or a User Layer in the Tags and Layers manager.
------------------------------------------------------------------------
Burst
cycleCount How many times to play the burst. (0 means infinitely).
maxCount Maximum number of particles to be emitted.
minCount Minimum number of particles to be emitted.
repeatInterval How often to repeat the burst, in seconds.
time The time that each burst occurs.
------------------------------------------------------------------------
EmitParams
angularVelocity Override the angular velocity of emitted particles.
angularVelocity3D Override the 3D angular velocity of emitted particles.
applyShapeToPosition When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module.
axisOfRotation Override the axis of rotation of emitted particles.
position Override the position of emitted particles.
randomSeed Override the random seed of emitted particles.
rotation Override the rotation of emitted particles.
rotation3D Override the 3D rotation of emitted particles.
startColor Override the initial color of emitted particles.
startLifetime Override the lifetime of emitted particles.
startSize Override the initial size of emitted particles.
startSize3D Override the initial 3D size of emitted particles.
velocity Override the velocity of emitted particles.
ResetAngularVelocity Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector.
ResetAxisOfRotation Revert the axis of rotation back to the value specified in the inspector.
ResetPosition Revert the position back to the value specified in the inspector.
ResetRandomSeed Revert the random seed back to the value specified in the inspector.
ResetRotation Reverts rotation and rotation3D back to the values specified in the inspector.
ResetStartColor Revert the initial color back to the value specified in the inspector.
ResetStartLifetime Revert the lifetime back to the value specified in the inspector.
ResetStartSize Revert the initial size back to the value specified in the inspector.
ResetVelocity Revert the velocity back to the value specified in the inspector.
------------------------------------------------------------------------
GameObject
------------------------------------------------------------------------
Component
------------------------------------------------------------------------
Transform
------------------------------------------------------------------------
Mesh
------------------------------------------------------------------------
MeshRenderer
------------------------------------------------------------------------
SkinnedMeshRenderer
------------------------------------------------------------------------
Collider
------------------------------------------------------------------------
Material
------------------------------------------------------------------------
Shader
------------------------------------------------------------------------
Light
========================================================================
Enumerated Types:
------------------------------------------------------------------------
ParticleSystemRenderSpace
View Particles face the camera plane.
World Particles align with the world.
Local Particles align with their local transform.
Facing Particles face the eye position.
Velocity Particles are aligned to their direction of travel.
------------------------------------------------------------------------
ParticleSystemRenderMode
Billboard Render particles as billboards facing the active camera. (Default)
Stretch Stretch particles in the direction of motion.
HorizontalBillboard Render particles as billboards always facing up along the y-Axis.
VerticalBillboard Render particles as billboards always facing the player, but not pitching along the x-Axis.
Mesh Render particles as meshes.
None Do not render particles.
------------------------------------------------------------------------
ParticleSystemSortMode
None No sorting.
Distance Sort based on distance.
OldestInFront Sort the oldest particles to the front.
YoungestInFront Sort the youngest particles to the front.
------------------------------------------------------------------------
SpriteMaskInteraction
None The sprite will not interact with the masking system.
VisibleInsideMask The sprite will be visible only in areas where a mask is present.
VisibleOutsideMask The sprite will be visible only in areas where no mask is present.
------------------------------------------------------------------------
ParticleSystemCustomDataMode
Disabled Don't generate any data.
Vector Generate data using MinMaxCurve.
Color Generate data using MinMaxGradient.
------------------------------------------------------------------------
ParticleSystemCurveMode
Constant Use a single constant for the MinMaxCurve.
Curve Use a single curve for the MinMaxCurve.
TwoCurves Use a random value between 2 curves for the MinMaxCurve.
TwoConstants Use a random value between 2 constants for the MinMaxCurve.
------------------------------------------------------------------------
WrapMode
Once When time reaches the end of the animation clip, the clip will automatically stop playing and time will be reset to beginning of the clip.
Loop When time reaches the end of the animation clip, time will continue at the beginning.
PingPong When time reaches the end of the animation clip, time will ping pong back between beginning and end.
Default Reads the default repeat mode set higher up.
ClampForever Plays back the animation. When it reaches the end, it will keep playing the last frame and never stop playing.
------------------------------------------------------------------------
ParticleSystemGradientMode
Color Use a single color for the MinMaxGradient.
Gradient Use a single color gradient for the MinMaxGradient.
TwoColors Use a random value between 2 colors for the MinMaxGradient.
TwoGradients Use a random value between 2 color gradients for the MinMaxGradient.
RandomColor Define a list of colors in the MinMaxGradient, to be chosen from at random.
------------------------------------------------------------------------
GradientMode
Blend Find the 2 keys adjacent to the requested evaluation time, and linearly interpolate between them to obtain a blended color.
Fixed Return a fixed color, by finding the first key whose time value is greater than the requested evaluation time.
------------------------------------------------------------------------
ParticleSystemCollisionType
Planes Collide with a list of planes.
World Collide with the world geometry.
------------------------------------------------------------------------
ParticleSystemCollisionMode
Collision3D Use 3D colliders to collide particles against.
Collision2D Use 2D colliders to collide particles against.
------------------------------------------------------------------------
ParticleSystemCollisionQuality
High The most accurate world collisions.
Medium Approximate world collisions.
Low Fastest and most approximate world collisions.
------------------------------------------------------------------------
ParticleSystemSimulationSpace
Local Simulate particles in local space.
World Simulate particles in world space.
Custom Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace.
------------------------------------------------------------------------
ParticleSystemInheritVelocityMode
Initial Each particle inherits the emitter's velocity on the frame when it was initially emitted.
Current Each particle's velocity is set to the emitter's current velocity value, every frame.
------------------------------------------------------------------------
ParticleSystemShapeType
Sphere Emit from a sphere.
Hemisphere Emit from a half-sphere.
Cone Emit from the base of a cone.
Box Emit from the volume of a box.
Mesh Emit from a mesh.
ConeVolume Emit from a cone.
Circle Emit from a circle.
SingleSidedEdge Emit from an edge.
MeshRenderer Emit from a mesh renderer.
SkinnedMeshRenderer Emit from a skinned mesh renderer.
BoxShell Emit from the surface of a box.
BoxEdge Emit from the edges of a box.
Donut Emit from a Donut.
------------------------------------------------------------------------
ParticleSystemEmitterVelocityMode
Transform Calculate the Particle System velocity by using the Transform component.
Rigidbody Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the Game Object.
------------------------------------------------------------------------
ParticleSystemScalingMode
Hierarchy Scale the particle system using the entire transform hierarchy.
Local Scale the particle system using only its own transform scale. (Ignores parent scale).
Shape Only apply transform scale to the shape component, which controls where particles are spawned, but does not affect their size or movement.
------------------------------------------------------------------------
ParticleSystemNoiseQuality
Low Low quality 1D noise.
Medium Medium quality 2D noise.
High High quality 3D noise.
------------------------------------------------------------------------
ParticleSystemShapeMultiModeValue
Random Generate points randomly. (Default)
Loop Animate the emission point around the shape.
PingPong Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions.
BurstSpread Distribute new particles around the shape evenly.
------------------------------------------------------------------------
ParticleSystemMeshShapeType
Vertex Emit from the vertices of the mesh.
Edge Emit from the edges of the mesh.
Triangle Emit from the surface of the mesh.
------------------------------------------------------------------------
ParticleSystemSubEmitterType
Birth Spawn new particles when particles from the parent system are born.
Collision Spawn new particles when particles from the parent system collide with something.
Death Spawn new particles when particles from the parent system die.
------------------------------------------------------------------------
ParticleSystemSubEmitterProperties
InheritNothing When spawning new particles, do not inherit any properties from the parent particles.
InheritEverything When spawning new particles, inherit all available properties from the parent particles.
InheritColor When spawning new particles, multiply the start color by the color of the parent particles.
InheritSize When spawning new particles, multiply the start size by the size of the parent particles.
InheritRotation When spawning new particles, add the start rotation to the rotation of the parent particles.
------------------------------------------------------------------------
ParticleSystemAnimationType
WholeSheet Animate over the whole texture sheet from left to right, top to bottom.
SingleRow Animate a single row in the sheet from left to right.
------------------------------------------------------------------------
ParticleSystemAnimationMode
Grid Use a regular grid to construct a sequence of animation frames.
Sprites Use a list of sprites to construct a sequence of animation frames.
------------------------------------------------------------------------
ParticleSystemTrailTextureMode
Stretch Map the texture once along the entire length of the trail.
Tile Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale.
DistributePerSegment Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced.
RepeatPerSegment Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.
------------------------------------------------------------------------
ParticleSystemOverlapAction
Ignore Do nothing.
Kill Kill all particles that pass this test.
Callback Send the OnParticleTrigger command to the particle system's script.
------------------------------------------------------------------------
ParticleSystemStopBehavior
StopEmittingAndClear Stops particle system emitting and removes all existing emitted particles.
StopEmitting Stops particle system emitting any further particles. All existing particles will remain until they expire.
------------------------------------------------------------------------
UVChannelFlags
UV0 First UV channel.
UV1 Second UV channel.
UV2 Third UV channel.
UV3 Fourth UV channel.
========================================================================
Particle System Modules:
------------------------------------------------------------------------
collision: Access the particle system collision module.
bounce How much force is applied to each particle after a collision.
bounceMultiplier Change the bounce multiplier.
colliderForce How much force is applied to a Collider when hit by particles from this Particle System.
collidesWith Control which layers this particle system collides with.
dampen How much speed is lost from each particle after a collision.
dampenMultiplier Change the dampen multiplier.
enabled Enable/disable the Collision module.
enableDynamicColliders Allow particles to collide with dynamic colliders when using world collision mode.
lifetimeLoss How much a particle's lifetime is reduced after a collision.
lifetimeLossMultiplier Change the lifetime loss multiplier.
maxCollisionShapes The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.
maxKillSpeed Kill particles whose speed goes above this threshold, after a collision.
maxPlaneCount The maximum number of planes it is possible to set as colliders.
minKillSpeed Kill particles whose speed falls below this threshold, after a collision.
mode Choose between 2D and 3D world collisions.
multiplyColliderForceByCollisionAngle If true, the collision angle is considered when applying forces from particles to Colliders.
multiplyColliderForceByParticleSize If true, particle sizes are considered when applying forces to Colliders.
multiplyColliderForceByParticleSpeed If true, particle speeds are considered when applying forces to Colliders.
quality Specifies the accuracy of particle collisions against colliders in the scene.
radiusScale A multiplier applied to the size of each particle before collisions are processed.
sendCollisionMessages Send collision callback messages.
type The type of particle collision to perform.
voxelSize Size of voxels in the collision cache.
GetPlane Get a collision plane associated with this particle system.
SetPlane Set a collision plane to be used with this particle system.
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colorBySpeed: Access the particle system color by lifetime module.
color The gradient controlling the particle colors.
enabled Enable/disable the Color By Speed module.
range Apply the color gradient between these minimum and maximum speeds.
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colorOverLifetime: Access the particle system color over lifetime module.
color The gradient controlling the particle colors.
enabled Enable/disable the Color Over Lifetime module.
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customData: Access the particle system Custom Data module.
enabled Enable/disable the Custom Data module.
GetColor Get a MinMaxGradient, that is being used to generate custom HDR color data.
GetMode Find out the type of custom data that is being generated for the chosen data stream.
GetVector Get a MinMaxCurve, that is being used to generate custom data.
GetVectorComponentCount Query how many MinMaxCurve elements are being used to generate this stream of custom data.
SetColor Set a MinMaxGradient, in order to generate custom HDR color data.
SetMode Choose the type of custom data to generate for the chosen data stream.
SetVector Set a MinMaxCurve, in order to generate custom data.
SetVectorComponentCount Specify how many curves are used to generate custom data for this stream.
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emission: Access the particle system emission module.
burstCount The current number of bursts.
enabled Enable/disable the Emission module.
rateOverDistance The rate at which new particles are spawned, over distance.
rateOverDistanceMultiplier Change the rate over distance multiplier.
rateOverTime The rate at which new particles are spawned, over time.
rateOverTimeMultiplier Change the rate over time multiplier.
GetBursts Get the burst array.
SetBursts Set the burst array.
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externalForces: Access the particle system external forces module.
enabled Enable/disable the External Forces module.
multiplier Multiplies the magnitude of applied external forces.
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forceOverLifetime: Access the particle system force over lifetime module.
enabled Enable/disable the Force Over Lifetime module.
randomized When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame.
space Are the forces being applied in local or world space?
x The curve defining particle forces in the X axis.
xMultiplier Change the X axis mulutiplier.
y The curve defining particle forces in the Y axis.
yMultiplier Change the Y axis multiplier.
z The curve defining particle forces in the Z axis.
zMultiplier Change the Z axis multiplier.
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inheritVelocity: Access the particle system velocity inheritance module.
curve Curve to define how much emitter velocity is applied during the lifetime of a particle.
curveMultiplier Change the curve multiplier.
enabled Enable/disable the InheritVelocity module.
mode How to apply emitter velocity to particles.
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lights: Access the particle system lights module.
alphaAffectsIntensity Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity.
enabled Enable/disable the Lights module.
intensity Define a curve to apply custom intensity scaling to particle lights.
intensityMultiplier Intensity multiplier.
light Select what Light prefab you want to base your particle lights on.
maxLights Set a limit on how many lights this Module can create.
range Define a curve to apply custom range scaling to particle lights.
rangeMultiplier Range multiplier.
ratio Choose what proportion of particles will receive a dynamic light.
sizeAffectsRange Toggle where the particle size will be multiplied by the light range, to determine the final light range.
useParticleColor Toggle whether the particle lights will have their color multiplied by the particle color.
useRandomDistribution Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio.
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limitVelocityOverLifetime: Access the particle system limit velocity over lifetime module.
dampen Controls how much the velocity that exceeds the velocity limit should be dampened.
enabled Enable/disable the Limit Force Over Lifetime module.
limit Maximum velocity curve, when not using one curve per axis.
limitMultiplier Change the limit multiplier.
limitX Maximum velocity curve for the X axis.
limitXMultiplier Change the limit multiplier on the X axis.
limitY Maximum velocity curve for the Y axis.
limitYMultiplier Change the limit multiplier on the Y axis.
limitZ Maximum velocity curve for the Z axis.
limitZMultiplier Change the limit multiplier on the Z axis.
separateAxes Set the velocity limit on each axis separately.
space Specifies if the velocity limits are in local space (rotated with the transform) or world space.
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main: Access the main particle system settings.
customSimulationSpace Simulate particles relative to a custom transform component.
duration The duration of the particle system in seconds.
emitterVelocityMode Control how the Particle System calculates its velocity, when moving in the world.
gravityModifier Scale applied to the gravity, defined by Physics.gravity.
gravityModifierMultiplier Change the gravity mulutiplier.
loop Is the particle system looping?
maxParticles The maximum number of particles to emit.
playOnAwake If set to true, the particle system will automatically start playing on startup.
prewarm When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.
randomizeRotationDirection Cause some particles to spin in the opposite direction.
scalingMode Control how the particle system's Transform Component is applied to the particle system.
simulationSpace This selects the space in which to simulate particles. It can be either world or local space.
simulationSpeed Override the default playback speed of the Particle System.
startColor The initial color of particles when emitted.
startDelay Start delay in seconds.
startDelayMultiplier Start delay multiplier in seconds.
startLifetime The total lifetime in seconds that each new particle will have.
startLifetimeMultiplier Start lifetime multiplier.
startRotation The initial rotation of particles when emitted.
startRotation3D A flag to enable 3D particle rotation.
startRotationMultiplier Start rotation multiplier.
startRotationX The initial rotation of particles around the X axis when emitted.
startRotationXMultiplier Start rotation multiplier around the X axis.
startRotationY The initial rotation of particles around the Y axis when emitted.
startRotationYMultiplier Start rotation multiplier around the Y axis.
startRotationZ The initial rotation of particles around the Z axis when emitted.
startRotationZMultiplier Start rotation multiplier around the Z axis.
startSize The initial size of particles when emitted.
startSize3D A flag to enable specifying particle size individually for each axis.
startSizeMultiplier Start size multiplier.
startSizeX The initial size of particles along the X axis when emitted.
startSizeXMultiplier Start rotation multiplier along the X axis.
startSizeY The initial size of particles along the Y axis when emitted.
startSizeYMultiplier Start rotation multiplier along the Y axis.
startSizeZ The initial size of particles along the Z axis when emitted.
startSizeZMultiplier Start rotation multiplier along the Z axis.
startSpeed The initial speed of particles when emitted.
startSpeedMultiplier A multiplier of the initial speed of particles when emitted.
useUnscaledTime When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time.
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noise: Access the particle system noise module.
damping Higher frequency noise will reduce the strength by a proportional amount, if enabled.
enabled Enable/disable the Noise module.
frequency Low values create soft, smooth noise, and high values create rapidly changing noise.
octaveCount Layers of noise that combine to produce final noise.
octaveMultiplier When combining each octave, scale the intensity by this amount.
octaveScale When combining each octave, zoom in by this amount.
positionAmount How much the noise affects the particle positions.
quality Generate 1D, 2D or 3D noise.
remap Define how the noise values are remapped.
remapEnabled Enable remapping of the final noise values, allowing for noise values to be translated into different values.
remapMultiplier Remap multiplier.
remapX Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.
remapXMultiplier X axis remap multiplier.
remapY Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.
remapYMultiplier Y axis remap multiplier.
remapZ Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.
remapZMultiplier Z axis remap multiplier.
rotationAmount How much the noise affects the particle rotation, in degrees per second.
scrollSpeed Scroll the noise map over the particle system.
scrollSpeedMultiplier Scroll speed multiplier.
separateAxes Control the noise separately for each axis.
sizeAmount How much the noise affects the particle sizes, applied as a multiplier on the size of each particle.
strength How strong the overall noise effect is.
strengthMultiplier Strength multiplier.
strengthX Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.
strengthXMultiplier X axis strength multiplier.
strengthY Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.
strengthYMultiplier Y axis strength multiplier.
strengthZ Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.
strengthZMultiplier Z axis strength multiplier.
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rotationBySpeed: Access the particle system rotation by speed module.
enabled Enable/disable the Rotation By Speed module.
range Apply the rotation curve between these minimum and maximum speeds.
separateAxes Set the rotation by speed on each axis separately.
x Rotation by speed curve for the X axis.
xMultiplier Speed multiplier along the X axis.
y Rotation by speed curve for the Y axis.
yMultiplier Speed multiplier along the Y axis.
z Rotation by speed curve for the Z axis.
zMultiplier Speed multiplier along the Z axis.
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rotationOverLifetime: Access the particle system rotation over lifetime module.
enabled Enable/disable the Rotation Over Lifetime module.
separateAxes Set the rotation over lifetime on each axis separately.
x Rotation over lifetime curve for the X axis.
xMultiplier Rotation multiplier around the X axis.
y Rotation over lifetime curve for the Y axis.
yMultiplier Rotation multiplier around the Y axis.
z Rotation over lifetime curve for the Z axis.
zMultiplier Rotation multiplier around the Z axis.
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shape: Access the particle system shape module.
alignToDirection Align particles based on their initial direction of travel.
angle Angle of the cone.
arc Circle arc angle.
arcMode The mode used for generating particles around the arc.
arcSpeed When using one of the animated modes, how quickly to move the emission position around the arc.
arcSpeedMultiplier A multiplier of the arc speed of the emission shape.
arcSpread Control the gap between emission points around the arc.
boxThickness Thickness of the box.
donutRadius The radius of the Donut shape.
enabled Enable/disable the Shape module.
length Length of the cone.
mesh Mesh to emit particles from.
meshMaterialIndex Emit particles from a single material of a mesh.
meshRenderer MeshRenderer to emit particles from.
meshShapeType Where on the mesh to emit particles from.
normalOffset Move particles away from the surface of the source mesh.
position Apply an offset to the position from which particles are emitted.
radius Radius of the shape.
radiusMode The mode used for generating particles along the radius.
radiusSpeed When using one of the animated modes, how quickly to move the emission position along the radius.
radiusSpeedMultiplier A multiplier of the radius speed of the emission shape.
radiusSpread Control the gap between emission points along the radius.
radiusThickness Thickness of the radius.
randomDirectionAmount Randomizes the starting direction of particles.
randomPositionAmount Randomizes the starting position of particles.
rotation Apply a rotation to the shape from which particles are emitted.
scale Apply scale to the shape from which particles are emitted.
shapeType Type of shape to emit particles from.
skinnedMeshRenderer SkinnedMeshRenderer to emit particles from.
sphericalDirectionAmount Spherizes the starting direction of particles.
useMeshColors Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist.
useMeshMaterialIndex Emit from a single material, or the whole mesh.
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sizeBySpeed: Access the particle system size by speed module.
enabled Enable/disable the Size By Speed module.
range Apply the size curve between these minimum and maximum speeds.
separateAxes Set the size by speed on each axis separately.
size Curve to control particle size based on speed.
sizeMultiplier Size multiplier.
x Size by speed curve for the X axis.
xMultiplier X axis size multiplier.
y Size by speed curve for the Y axis.
yMultiplier Y axis size multiplier.
z Size by speed curve for the Z axis.
zMultiplier Z axis size multiplier.
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sizeOverLifetime: Access the particle system size over lifetime module.
enabled Enable/disable the Size Over Lifetime module.
separateAxes Set the size over lifetime on each axis separately.
size Curve to control particle size based on lifetime.
sizeMultiplier Size multiplier.
x Size over lifetime curve for the X axis.
xMultiplier X axis size multiplier.
y Size over lifetime curve for the Y axis.
yMultiplier Y axis size multiplier.
z Size over lifetime curve for the Z axis.
zMultiplier Z axis size multiplier.
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subEmitters: Access the particle system sub emitters module.
enabled Enable/disable the Sub Emitters module.
subEmittersCount The total number of sub-emitters.
AddSubEmitter Add a new sub-emitter.
GetSubEmitterProperties Get the properties of the sub-emitter at the given index.
GetSubEmitterSystem Get the sub-emitter Particle System at the given index.
GetSubEmitterType Get the type of the sub-emitter at the given index.
RemoveSubEmitter Remove a sub-emitter from the given index in the array.
SetSubEmitterProperties Set the properties of the sub-emitter at the given index.
SetSubEmitterSystem Set the Particle System to use as the sub-emitter at the given index.
SetSubEmitterType Set the type of the sub-emitter at the given index.
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textureSheetAnimation: Access the particle system texture sheet animation module.
animation Specifies the animation type.
cycleCount Specifies how many times the animation will loop during the lifetime of the particle.
enabled Enable/disable the Texture Sheet Animation module.
flipU Flip the U coordinate on particles, causing them to appear mirrored horizontally.
flipV Flip the V coordinate on particles, causing them to appear mirrored vertically.
frameOverTime Curve to control which frame of the texture sheet animation to play.
frameOverTimeMultiplier Frame over time mutiplier.
mode Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects.
numTilesX Defines the tiling of the texture in the X axis.
numTilesY Defines the tiling of the texture in the Y axis.
rowIndex Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false.
spriteCount The total number of sprites.
startFrame Define a random starting frame for the texture sheet animation.
startFrameMultiplier Starting frame multiplier.
useRandomRow Use a random row of the texture sheet for each particle emitted.
uvChannelMask Choose which UV channels will receive texture animation.
AddSprite Add a new Sprite.
GetSprite Get the Sprite at the given index.
RemoveSprite Remove a Sprite from the given index in the array.
SetSprite Set the Sprite at the given index.
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trails: Access the particle system trails module.
colorOverLifetime The gradient controlling the trail colors during the lifetime of the attached particle.
colorOverTrail The gradient controlling the trail colors over the length of the trail.
dieWithParticles If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.
enabled Enable/disable the Trail module.
generateLightingData Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.
inheritParticleColor Toggle whether the trail will inherit the particle color as its starting color.
lifetime The curve describing the trail lifetime, throughout the lifetime of the particle.
lifetimeMultiplier Change the lifetime multiplier.
minVertexDistance Set the minimum distance each trail can travel before a new vertex is added to it.
ratio Choose what proportion of particles will receive a trail.
sizeAffectsLifetime Set whether the particle size will act as a multiplier on top of the trail lifetime.
sizeAffectsWidth Set whether the particle size will act as a multiplier on top of the trail width.
textureMode Choose whether the U coordinate of the trail texture is tiled or stretched.
widthOverTrail The curve describing the width, of each trail point.
widthOverTrailMultiplier Change the width multiplier.
worldSpace Drop new trail points in world space, regardless of Particle System Simulation Space.
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trigger: Access the particle system trigger module.
enabled Enable/disable the Trigger module.
enter Choose what action to perform when particles enter the trigger volume.
exit Choose what action to perform when particles leave the trigger volume.
inside Choose what action to perform when particles are inside the trigger volume.
maxColliderCount The maximum number of collision shapes that can be attached to this particle system trigger.
outside Choose what action to perform when particles are outside the trigger volume.
radiusScale A multiplier applied to the size of each particle before overlaps are processed.
GetCollider Get a collision shape associated with this particle system trigger.
SetCollider Set a collision shape associated with this particle system trigger.
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velocityOverLifetime: Access the particle system velocity over lifetime module.
enabled Enable/disable the Velocity Over Lifetime module.
space Specifies if the velocities are in local space (rotated with the transform) or world space.
x Curve to control particle speed based on lifetime, on the X axis.
xMultiplier X axis speed multiplier.
y Curve to control particle speed based on lifetime, on the Y axis.
yMultiplier Y axis speed multiplier.
z Curve to control particle speed based on lifetime, on the Z axis.
zMultiplier Z axis speed multiplier.
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