
ParticlePosition (int p, Vector3 position) More.ĭetermines if the particle have noForce set to true More. Sets a particle to no longer respond to forces. Kill the specified particle and send death events to all Manipulators tracking particles. KillAndSendManipulatorDeathEvents (int p)
#Particle playground grid random size update#
Gets the current delta time of a particle system's update loop. You will also see the "P" icon indicator in the Hierarchy turn red in Play Mode whenever this returns true. More.ĭetermines whether this particle system is reporting bad update rate. Sets the random seed for the internal System.Random. This is safe to call from another thread. Gets the layer this particle system is within. Gets the particle collision transform at index. Use this if you for example want to toggle between sticky and non-sticky particle behaviors. Sets the particle at index to stick onto a parent transform. SetSticky (int index, Vector3 position, Vector3 normal, float offset, Transform parent) Note that stick圜ollisions must be enabled to return expected values. Gets the particle sticky position at index. Gets the particle collision normal at index. Gets the particle collision position at index. More.ĭetermines if a particle at specified index has collided during its lifetime. More.ĭetermines whether this particle system has an initialized collision cache. More.ĭetermines whether this particle system may be affected by one or more available Global Manipulators. More.ĭetermines whether this particle system has overflow set by Overflow Offset.

More.ĭetermines whether this particle system has turbulence active. More.ĭetermines whether the skinned world object is ready. More.ĭetermines whether this particle system is yield refreshing. You should wait for Initialized() to become true before calling any scripted emission. More.Ĭheck if the particle system is ready. This returns the same result as calling Initialized(). You should wait for IsReady() to become true before calling any scripted emission. More.ĭetermines whether this particle system is saving a snapshot. More.ĭetermines whether this particle system is loading a snapshot. More.ĭetermines if this particle system is in a transition. More.ĭetermines whether this particle system is simulated in local space. ThreadSafeEmit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor)Ĭhecks if particles are still in simulation. ThreadSafeEmit ( Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor) More.Įmit ( Vector3 givePosition, Vector3 giveVelocity, float giveLifetime, Color32 giveColor)Įmits a single particle with specified position, velocity, lifetime and color. This will set particle color from previously called emission (as set in the Source tab). More.Įmit ( Vector3 givePosition, Vector3 giveVelocity, float giveLifetime)Įmits a single particle with specified lifetime. This will set particle velocity and color from previously called emission (as set in the Source tab). More.Įmit ( Vector3 givePosition, float giveLifetime)Įmits a single particle with specified lifetime. This will set particle position, velocity and color from previously called emission (as set in the Source tab). More.Įmits a single particle with specified lifetime.

More.Įmit (int quantity, Vector3 randomPositionMin, Vector3 randomPositionMax, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor)Įmits number of particles set by quantity, minimum - maximum random position and velocity. More.Įmit (int quantity, Vector3 givePosition, Vector3 randomVelocityMin, Vector3 randomVelocityMax, Color32 giveColor)Įmits number of particles set by quantity, position and minimum - maximum random velocity. All other values will be set from the previous scripted emission call (or as set in Inspector). More.Įmits number of particles set by quantity. More.Įmit ( Vector3 givePosition, Vector3 giveVelocity, Color32 giveColor)Įmits a single particle at position with velocity and color (Source Mode SOURCEC.Script will be automatically set). More.Įmit ( Vector3 givePosition, Vector3 giveVelocity)Įmits a single particle at position with velocity, the color will be set from the previous scripted emission color. More.Įmits a single particle at position with previously set scripted emission velocity and color. More.Įmits a single particle at previously set scripted emission position, velocity and color. More.ĬopySaveDataTo ( PlaygroundParticlesC playgroundParticles)Ĭopies stored data of Snapshots into a particle system (separated from CopyTo() to solve Save/Load overwrite paradox). Note that you additionally need to use CopySaveDataTo() if you want to clone the Snapshots.

CopyTo ( PlaygroundParticlesC playgroundParticles)Ĭlones the settings of this Particle Playground system into the passed reference.
