ParticleEmitter Manual     Reference     Scripting  
Scripting > Runtime Classes > ParticleEmitter
ParticleEmitter Class, inherits from Component

Script interface for particle emitters.

See Also: Particles documentation.

Variables
emit

Should particles be automatically emitted each frame?

minSize

The minimum size each particle can be at the time when it is spawned.

maxSize

The maximum size each particle can be at the time when it is spawned.

minEnergy

The minimum lifetime of each particle, measured in seconds.

maxEnergy

The maximum lifetime of each particle, measured in seconds.

minEmission

The minimum number of particles that will be spawned every second.

maxEmission

The maximum number of particles that will be spawned every second.

emitterVelocityScale

he amount of the emitter's speed that the particles inherit.

worldVelocity

The starting speed of particles in world space, along X, Y, and Z.

localVelocity

The starting speed of particles along X, Y, and Z, measured in the object's orientation.

rndVelocity

A random speed along X, Y, and Z that is added to the velocity.

useWorldSpace

If enabled, the particles don't move when the emitter moves. If false, when you move the emitter, the particles follow it around.

particles

Returns a copy of all particles and assigns an array of all particles to be the current particles.

particleCount

The current number of particles (Read Only).

enabled

Turns the ParticleEmitter on or off.

Functions
ClearParticles

Removes all particles from the particle system.

Emit

Emit a number of particles.

Simulate

Advance particle system simulation by given time.

Inherited members
Inherited Variables
transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText attached to this GameObject (null if there is none attached).

networkView

The NetworkView attached to this GameObject (Read Only). (null if there is none attached)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter attached to this GameObject (null if there is none attached).

gameObject

The game object this component is attached to. A component is always attached to a game object.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions
GetComponent

Returns the component of Type type if the game object has one attached, null if it doesn't.

GetComponentInChildren

Returns the component of Type type in the GameObject or any of its children using depth first search.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.