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ParticleSystem.TrailModule.widthOverTrailMultiplier

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public var widthOverTrailMultiplier: float;
public float widthOverTrailMultiplier;

Description

Change the width multiplier.

This is more efficient than accessing the whole curve, if you only want to change the overall width multiplier.

#pragma strict
private var ps: ParticleSystem;
public var widthOverTrail: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f);
	main.startLifetime = 1.5f;
	var trails: var = ps.trails;
	trails.enabled = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var trails: var = ps.trails;
	if (widthOverTrail)
		trails.widthOverTrailMultiplier = 0.2f;
	else
		trails.widthOverTrailMultiplier = 1.0f;
}
function OnGUI() {
	widthOverTrail = GUI.Toggle(new Rect(25, 25, 200, 30), widthOverTrail, "Width over Trail");
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public bool widthOverTrail = true;

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f); main.startLifetime = 1.5f;

var trails = ps.trails; trails.enabled = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); }

void Update() { var trails = ps.trails; if (widthOverTrail) trails.widthOverTrailMultiplier = 0.2f; else trails.widthOverTrailMultiplier = 1.0f; }

void OnGUI() { widthOverTrail = GUI.Toggle(new Rect(25, 25, 200, 30), widthOverTrail, "Width over Trail"); } }
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