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ParticleSystem.CollisionModule.minKillSpeed

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public var minKillSpeed: float;
public float minKillSpeed;

Description

Kill particles whose speed falls below this threshold, after a collision.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 2.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var collision: var = ps.collision;
	collision.enabled = true;
	collision.type = ParticleSystemCollisionType.World;
	collision.mode = ParticleSystemCollisionMode.Collision3D;
	var collider: var = GameObject.CreatePrimitive(PrimitiveType.Sphere);
	collider.transform.parent = ps.transform;
	collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f);
	collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
}
function Update() {
	var collision: var = ps.collision;
	collision.minKillSpeed = hSliderValue;
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 10.0F);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 2.0F;

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

var collision = ps.collision; collision.enabled = true; collision.type = ParticleSystemCollisionType.World; collision.mode = ParticleSystemCollisionMode.Collision3D;

var collider = GameObject.CreatePrimitive(PrimitiveType.Sphere); collider.transform.parent = ps.transform; collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f); collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); }

void Update() { var collision = ps.collision; collision.minKillSpeed = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 10.0F); } }
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