# influenceCount

> The number of Force Fields explicitly provided to the influencers list.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public int influenceCount { get; }
```

### Remarks

When [ParticleSystem.ExternalForcesModule.influenceFilter](/engine/6000.0/script-reference/unityengine/particlesystem/externalforcesmodule/influencefilter.md) is set to [ParticleSystemGameObjectFilter.List](/engine/6000.0/script-reference/unityengine/particlesystemgameobjectfilter/list.md) then only Force Fields in the influencers list affect the Particle System.

Additional Resources: [ParticleSystemForceField](/engine/6000.0/script-reference/unityengine/particlesystemforcefield.md).

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    ParticleSystem.ExternalForcesModule externalForcesModule;

    void Start()
    {
        // Create a default particle system
        var particleSystemGameObject = new GameObject("Particle System");
        var system = particleSystemGameObject.AddComponent<ParticleSystem>();

        // Create a force field to influence the particle system
        var forceFieldGameObject = new GameObject("Force Field");
        var forceField = forceFieldGameObject.AddComponent<ParticleSystemForceField>();
        forceField.endRange = 5;
        forceFieldGameObject.transform.position = new Vector3(0, 0, 10);

        // Add the force to the particle systems external forces influencers.
        externalForcesModule = system.externalForces;
        externalForcesModule.enabled = true;
        externalForcesModule.influenceFilter = ParticleSystemGameObjectFilter.List;
        externalForcesModule.AddInfluence(forceField);
    }

    void OnGUI()
    {
        GUILayout.Label("Particle System Influencers:");
        for (int i = 0; i < externalForcesModule.influenceCount; ++i)
        {
            var influence = externalForcesModule.GetInfluence(i);
            GUILayout.Label(i + ": " + influence.name);
        }
    }
}
```
