Version: 2021.2
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  • C#

ParticleSystem.MainModule.scalingMode

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public ParticleSystemScalingMode scalingMode;

Description

Control how the Particle System applies its Transform component to the particles it emits.

Hierarchy: Scale according to its Transform and all its parents. Local: Scale using only its own Transform, ignoring all parents. Shape: Only apply scale to the source positions of the particles, but not their size. The source positions are defined by the Shape module.

using UnityEngine;
using System.Collections;

// add this to a Particle System which has a parent game object, to see how each scaling mode works public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float sliderValue = 1.0F; public float parentSliderValue = 1.0F; public ParticleSystemScalingMode scaleMode;

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

void Update() { ps.transform.localScale = new Vector3(sliderValue, sliderValue, sliderValue); if (ps.transform.parent != null) ps.transform.parent.localScale = new Vector3(parentSliderValue, parentSliderValue, parentSliderValue);

var main = ps.main; main.scalingMode = scaleMode; }

void OnGUI() { scaleMode = (ParticleSystemScalingMode)GUI.SelectionGrid(new Rect(25, 25, 300, 30), (int)scaleMode, new GUIContent[] { new GUIContent("Hierarchy"), new GUIContent("Local"), new GUIContent("Shape") }, 3); GUI.Label(new Rect(25, 80, 100, 30), "Scale"); sliderValue = GUI.HorizontalSlider(new Rect(125, 85, 100, 30), sliderValue, 0.0F, 5.0F); GUI.Label(new Rect(25, 120, 100, 30), "Parent Scale"); parentSliderValue = GUI.HorizontalSlider(new Rect(125, 125, 100, 30), parentSliderValue, 0.0F, 5.0F); } }
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