Override the lifetime of emitted particles.
See Also: ParticleSystem.Particle.startLifetime.
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); } }