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ParticleSystem.TrailModule.worldSpace

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public var worldSpace: bool;
public bool worldSpace;

Description

Drop new trail points in world space, regardless of Particle System Simulation Space.

When set to true, trails will always be in world space, and will not move relative to the Transform component. When set to false, trails will move with the particle system transform, if also using local Simulation Space. See Also: ParticleSystem.MainModule.simulationSpace.

#pragma strict
private var ps: ParticleSystem;
public var worldSpace: boolean = true;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
	main.startSize = 0.1f;
	main.startLifetime = 0.5f;
	var trails: var = ps.trails;
	trails.enabled = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	ps.transform.position = new Vector3(Mathf.Sin(Time.time * 2.0f) * 2.0f, 0.0f, 0.0f);
	var trails: var = ps.trails;
	trails.worldSpace = worldSpace;
}
function OnGUI() {
	worldSpace = GUI.Toggle(new Rect(25, 25, 200, 30), worldSpace, "World Space");
}
using UnityEngine;
using System.Collections;

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

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

var main = ps.main; main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow); main.startSize = 0.1f; main.startLifetime = 0.5f;

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

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

void Update() { ps.transform.position = new Vector3(Mathf.Sin(Time.time * 2.0f) * 2.0f, 0.0f, 0.0f);

var trails = ps.trails; trails.worldSpace = worldSpace; }

void OnGUI() { worldSpace = GUI.Toggle(new Rect(25, 25, 200, 30), worldSpace, "World Space"); } }
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