# flipU

> Flip the U coordinate on particles, causing them to appear mirrored horizontally.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

> **Warning:**
>
> **Deprecated.** flipU property is deprecated. Use ParticleSystemRenderer.flip.x instead.

```csharp
public float flipU { get; set; }
```

### Remarks

Set between 0 and 1, where higher values mirror a higher proportion of particles, and a value of 1 mirrors all particles.

### Examples

```csharp
using UnityEngine;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public float flipU = 0.0f;
    public float flipV = 0.0f;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();

        var main = ps.main;
        main.startLifetimeMultiplier = 2.0f;

        var tex = ps.textureSheetAnimation;
        tex.enabled = true;
        tex.numTilesX = 4;
        tex.numTilesY = 2;
    }

    void Update()
    {
        var tex = ps.textureSheetAnimation;
        tex.flipU = flipU;
        tex.flipV = flipV;
    }

    void OnGUI()
    {
        GUI.Label(new Rect(25, 20, 100, 30), "Flip U Amount");
        GUI.Label(new Rect(25, 60, 100, 30), "Flip V Amount");

        flipU = GUI.HorizontalSlider(new Rect(125, 25, 100, 30), flipU, 0.0f, 1.0f);
        flipV = GUI.HorizontalSlider(new Rect(125, 65, 100, 30), flipV, 0.0f, 1.0f);
    }
}
```
