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Unity Engine


colorOverLifetime

The gradient that controls the trail colors during the lifetime of the attached particle.
Read time 1 minuteLast updated 9 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.ParticleSystemModule
public ParticleSystem.MinMaxGradient colorOverLifetime { get; set; }

Remarks

Additional Resources: ParticleSystem.MinMaxGradient.

Examples

using UnityEngine;using System.Collections;[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ private ParticleSystem ps; private Gradient gradient = new Gradient(); public bool swapColors = true; void Start() { ps = GetComponent<ParticleSystem>(); var main = ps.main; main.startSize = 0.1f; main.startLifetime = 1.5f; var trails = ps.trails; trails.enabled = true; var psr = GetComponent<ParticleSystemRenderer>(); psr.trailMaterial = new Material(Shader.Find("Sprites/Default")); } void Update() { var trails = ps.trails; if (swapColors) { gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.blue, 0.0f), new GradientColorKey(Color.green, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } ); } else { gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.blue, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } ); } trails.colorOverLifetime = gradient; } void OnGUI() { swapColors = GUI.Toggle(new Rect(25, 25, 200, 30), swapColors, "Swap Trail Colors"); }}