light
Select what Light Prefab you want to base your particle lights on.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.ParticleSystemModule
public Light light { get; set; }
Remarks
Additional Resources: Light.
Examples
using UnityEngine;using System.Collections;// For best results, use Deferred Rendering (see Camera settings)[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ private ParticleSystem ps; public Light lightPrefab; // Provide a light Prefab in the inspector (eg a default Point Light) public bool moduleEnabled = true; void Start() { ps = GetComponent<ParticleSystem>(); ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f); var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Circle; var lights = ps.lights; lights.light = lightPrefab; lights.ratio = 1.0f; lights.maxLights = 1000; // plane to receive lights var plane = GameObject.CreatePrimitive(PrimitiveType.Plane); plane.transform.parent = ps.transform; plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f); plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f); plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f); var material = new Material(Shader.Find("Standard")); material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f); plane.GetComponent<MeshRenderer>().material = material; } void Update() { var lights = ps.lights; lights.enabled = moduleEnabled; } void OnGUI() { moduleEnabled = GUI.Toggle(new Rect(25, 45, 200, 30), moduleEnabled, "Enabled"); }}