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ParticleSystem.MainModule.startSizeZMultiplier

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public var startSizeZMultiplier: float;
public float startSizeZMultiplier;

Description

Start rotation multiplier along the Z axis.

This method is more efficient than accessing the whole curve, if you only want to change the overall size multiplier.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValue: float = 1.0F;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var main: var = ps.main;
	main.startSize3D = true;
	var psr: var = GetComponent.<ParticleSystemRenderer>();
	psr.renderMode = ParticleSystemRenderMode.Mesh;
	psr.mesh = Resources.GetBuiltinResource.<Mesh>("Cube.fbx");
	// use a mesh, because billboards have no Z axis size
	psr.material = new Material(Shader.Find("Sprites/Default"));
}
function Update() {
	var main: var = ps.main;
	main.startSizeZMultiplier = hSliderValue;
}
function OnGUI() {
	hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 10.0F);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValue = 1.0F;

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

var main = ps.main; main.startSize3D = true;

var psr = GetComponent<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.mesh = Resources.GetBuiltinResource<Mesh>("Cube.fbx");// use a mesh, because billboards have no Z axis size psr.material = new Material(Shader.Find("Sprites/Default")); }

void Update() { var main = ps.main; main.startSizeZMultiplier = hSliderValue; }

void OnGUI() { hSliderValue = GUI.HorizontalSlider(new Rect(25, 45, 100, 30), hSliderValue, 0.0F, 10.0F); } }
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