Access the particle system trails module.
#pragma strict function Start() { var ps: ParticleSystem = GetComponent.<ParticleSystem>(); var trails: var = ps.trails; trails.enabled = true; trails.ratio = 0.5f; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { ParticleSystem ps = GetComponent<ParticleSystem>(); var trails = ps.trails; trails.enabled = true; trails.ratio = 0.5f; } }
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. |