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Unity Engine


Play

Starts the Particle System.
Read time 3 minutesLast updated 6 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.ParticleSystemModule

Play(bool)

Starts the Particle System.
public void Play(bool withChildren)

Parameters

withChildren

Play all child Particle Systems as well.

Remarks

Sets the Particle Systems into play mode and enables emitting (if it has been disabled).
If the Particle System has been paused, then this resumes playing from the previous time.
If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the ParticleSystem.startDelay is applied. If the Particle System is already playing, the system continues to play and this function has no effect.
Note: Unity does not apply ParticleSystem.MainModule.prewarm when the Particle System resumes from a paused state. To apply
prewarm
when the Particle System resumes, call ParticleSystem.Clear after ParticleSystem.Stop.
Note: If you invoke this function again before the particle system has had time to spawn a particle, the particle system restarts its internal counters. This means that if you invoke this function continuously, a particle system with a low emission rate will never start to play.
The following example creates a GUI window for manipulating a Particle System.

Examples

using UnityEngine;public class ParticleSystemControllerWindow : MonoBehaviour{ ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem; public Rect windowRect = new Rect(0, 0, 300, 120); public bool includeChildren = true; void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); } void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal(); includeChildren = GUILayout.Toggle(includeChildren, "Include Children"); GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found"); GUI.DragWindow(); }}

Play()

Starts the Particle System.
public void Play()

Remarks

Sets the Particle Systems into play mode and enables emitting (if it has been disabled).
If the Particle System has been paused, then this resumes playing from the previous time.
If the Particle System has stopped, then the system starts from time 0, and, if it is relevant, the ParticleSystem.startDelay is applied. If the Particle System is already playing, the system continues to play and this function has no effect.
Note: Unity does not apply ParticleSystem.MainModule.prewarm when the Particle System resumes from a paused state. To apply
prewarm
when the Particle System resumes, call ParticleSystem.Clear after ParticleSystem.Stop.
Note: If you invoke this function again before the particle system has had time to spawn a particle, the particle system restarts its internal counters. This means that if you invoke this function continuously, a particle system with a low emission rate will never start to play.
The following example creates a GUI window for manipulating a Particle System.

Examples

using UnityEngine;public class ParticleSystemControllerWindow : MonoBehaviour{ ParticleSystem system { get { if (_CachedSystem == null) _CachedSystem = GetComponent<ParticleSystem>(); return _CachedSystem; } } private ParticleSystem _CachedSystem; public Rect windowRect = new Rect(0, 0, 300, 120); public bool includeChildren = true; void OnGUI() { windowRect = GUI.Window("ParticleController".GetHashCode(), windowRect, DrawWindowContents, system.name); } void DrawWindowContents(int windowId) { if (system) { GUILayout.BeginHorizontal(); GUILayout.Toggle(system.isPlaying, "Playing"); GUILayout.Toggle(system.isEmitting, "Emitting"); GUILayout.Toggle(system.isPaused, "Paused"); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); if (GUILayout.Button("Play")) system.Play(includeChildren); if (GUILayout.Button("Pause")) system.Pause(includeChildren); if (GUILayout.Button("Stop Emitting")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmitting); if (GUILayout.Button("Stop & Clear")) system.Stop(includeChildren, ParticleSystemStopBehavior.StopEmittingAndClear); GUILayout.EndHorizontal(); includeChildren = GUILayout.Toggle(includeChildren, "Include Children"); GUILayout.BeginHorizontal(); GUILayout.Label("Time(" + system.time + ")"); GUILayout.Label("Particle Count(" + system.particleCount + ")"); GUILayout.EndHorizontal(); } else GUILayout.Label("No Particle System found"); GUI.DragWindow(); }}