public float limitXMultiplier ;

Description

Change the limit multiplier on the X axis.

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

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueSpeedX = 0.0f; public float hSliderValueSpeedY = 0.0f; public float hSliderValueSpeedZ = 0.0f; public float hSliderValueDampen = 0.1f;

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

var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.enabled = true; limitVelocityOverLifetime.separateAxes = true; }

void Update() { var limitVelocityOverLifetime = ps.limitVelocityOverLifetime; limitVelocityOverLifetime.limitXMultiplier = hSliderValueSpeedX; limitVelocityOverLifetime.limitYMultiplier = hSliderValueSpeedY; limitVelocityOverLifetime.limitZMultiplier = hSliderValueSpeedZ; limitVelocityOverLifetime.dampen = hSliderValueDampen; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Speed Limit X"); GUI.Label(new Rect(25, 80, 100, 30), "Speed Limit Y"); GUI.Label(new Rect(25, 120, 100, 30), "Speed Limit Z"); GUI.Label(new Rect(25, 160, 100, 30), "Dampen");

hSliderValueSpeedX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueSpeedX, 0.0f, 2.0f); hSliderValueSpeedY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueSpeedY, 0.0f, 2.0f); hSliderValueSpeedZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueSpeedZ, 0.0f, 2.0f); hSliderValueDampen = GUI.HorizontalSlider(new Rect(135, 165, 100, 30), hSliderValueDampen, 0.0f, 1.0f); } }
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