Legacy Documentation: Version 2018.2 (Go to current version)
LanguageEnglish
  • C#

ParticleSystem.EmitParams.startLifetime

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 float startLifetime;

Description

Override the lifetime of emitted particles.

using UnityEngine;

// In this example we have a particle system emitting aligned particles; we then emit and override the lifetime every 2 seconds. public class ExampleClass : MonoBehaviour { private ParticleSystem system;

void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));

// Create a particle system. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = system.main; mainModule.startLifetimeMultiplier = 0.1f;

// Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); }

void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the lifetime. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.startLifetime = 5.0f; system.Emit(emitParams, 10); } }
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