SetMeshWeightings
Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.ParticleSystemModule
SetMeshWeightings(float[], int)
Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles.
public void SetMeshWeightings(float[] weightings, int size)
Parameters
Remarks
The ParticleSystemRenderer only uses these weights if you set ParticleSystemRenderer.renderMode to ParticleSystemRenderMode.Mesh and set ParticleSystemRenderer.meshDistribution to ParticleSystemMeshDistribution.NonUniformRandom.
The weightings are relative to each other but can be any positive value. For example, if you set the weights to 6 and 3, the ParticleSystemRenderer randomly selects the first Mesh approximately twice as often as the second Mesh. It can be most intuitive to use percentages for the weightings and ensure that the sum of the weightings adds up to 100, but this is not a requirement.
Examples
using UnityEngine;using System.Collections;[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ private ParticleSystem ps; private ParticleSystemRenderer psr; void Start() { ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.meshDistribution = ParticleSystemMeshDistribution.NonUniformRandom; psr.SetMeshes(new Mesh[]{ Resources.GetBuiltinResource<Mesh>("Capsule.fbx"), Resources.GetBuiltinResource<Mesh>("Cube.fbx"), Resources.GetBuiltinResource<Mesh>("Sphere.fbx") }); psr.SetMeshWeightings(new float[]{ 0.1f, 0.1f, 0.8f }); } void OnGUI() { GUI.Label(new Rect(25, 40, 200, 30), "Mesh Count: " + psr.meshCount.ToString()); }}
SetMeshWeightings(float[])
Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles.
public void SetMeshWeightings(float[] weightings)
Parameters
The array of weights to use.
Remarks
The ParticleSystemRenderer only uses these weights if you set ParticleSystemRenderer.renderMode to ParticleSystemRenderMode.Mesh and set ParticleSystemRenderer.meshDistribution to ParticleSystemMeshDistribution.NonUniformRandom.
The weightings are relative to each other but can be any positive value. For example, if you set the weights to 6 and 3, the ParticleSystemRenderer randomly selects the first Mesh approximately twice as often as the second Mesh. It can be most intuitive to use percentages for the weightings and ensure that the sum of the weightings adds up to 100, but this is not a requirement.
Examples
using UnityEngine;using System.Collections;[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ private ParticleSystem ps; private ParticleSystemRenderer psr; void Start() { ps = GetComponent<ParticleSystem>(); psr = GetComponent<ParticleSystemRenderer>(); psr.renderMode = ParticleSystemRenderMode.Mesh; psr.meshDistribution = ParticleSystemMeshDistribution.NonUniformRandom; psr.SetMeshes(new Mesh[]{ Resources.GetBuiltinResource<Mesh>("Capsule.fbx"), Resources.GetBuiltinResource<Mesh>("Cube.fbx"), Resources.GetBuiltinResource<Mesh>("Sphere.fbx") }); psr.SetMeshWeightings(new float[]{ 0.1f, 0.1f, 0.8f }); } void OnGUI() { GUI.Label(new Rect(25, 40, 200, 30), "Mesh Count: " + psr.meshCount.ToString()); }}