Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#

ParticleSystem.RotationBySpeedModule.range

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
public Vector2 range;

Description

Apply the rotation curve between these minimum and maximum speeds.

See Also: ParticleSystem.RotationBySpeedModule.angularVelocity.

using UnityEngine;
using System.Collections;

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

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

var rotationBySpeed = ps.rotationBySpeed; rotationBySpeed.enabled = true;

AnimationCurve curve = new AnimationCurve(); curve.AddKey(0.0f, 0.0f); curve.AddKey(1.0f, 1.0f);

rotationBySpeed.z = new ParticleSystem.MinMaxCurve(1.0f, curve); rotationBySpeed.range = new Vector2(1.0f, 5.0f);

var psr = GetComponent<ParticleSystemRenderer>(); psr.material = new Material(Shader.Find("Sprites/Default")); // this material renders a square billboard, so we can see the rotation }

void Update() { var main = ps.main; main.startSpeed = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 1.0f, 5.0f); } }

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