Version: 2023.2
LanguageEnglish
  • C#

ParticleSystem.Simulate

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

Declaration

public void Simulate(float t);

Declaration

public void Simulate(float t, bool withChildren = true);

Declaration

public void Simulate(float t, bool withChildren = true, bool restart = true);

Declaration

public void Simulate(float t, bool withChildren = true, bool restart = true, bool fixedTimeStep = true);

Parameters

t Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.
withChildren Fast-forward all child Particle Systems as well.
restart Restart and start from the beginning.
fixedTimeStep Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.

Description

Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.

See Also: Play, Pause functions.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961