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); } }