Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

ParticleSystem.MainModule.prewarm

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 var prewarm: bool;
public bool prewarm;

Description

When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.

#pragma strict
private var ps: ParticleSystem;
public var usePrewarm: boolean;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.loop = true;
	// prewarm only works on looping systems
	Restart();
}
function OnGUI() {
	var newPrewarm: boolean = GUI.Toggle(new Rect(10, 60, 200, 30), usePrewarm, "Use Prewarm");
	if (newPrewarm != usePrewarm) {
		usePrewarm = newPrewarm;
		Restart();
	}
}
function Restart() {
	ps.Stop();
	ps.Clear();
	var main: var = ps.main;
	main.prewarm = usePrewarm;
	ps.Play();
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool usePrewarm;

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

var main = ps.main; main.loop = true; // prewarm only works on looping systems

Restart(); }

void OnGUI() { bool newPrewarm = GUI.Toggle(new Rect(10, 60, 200, 30), usePrewarm, "Use Prewarm");

if (newPrewarm != usePrewarm) { usePrewarm = newPrewarm; Restart(); } }

void Restart() { ps.Stop(); ps.Clear();

var main = ps.main; main.prewarm = usePrewarm;

ps.Play(); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答