# ribbonCount

> Select how many lines to create through the Particle System.

## Definition

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

```csharp
public int ribbonCount { get; set; }
```

### Remarks

For example, if using 1 ribbon, this draws a single line, starting at the youngest particle and travelling through each subsequent particle based on their ages, until finally reaching the oldest. If using a value larger than 1, this draws multiple lines, connecting each Nth oldest particle. For example, if using 3 ribbons, this conntects every 3rd particle (1,4,7, and 2,5,8 and 3,6,9).

### Examples

```csharp
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public float hSliderValueRibbonCount = 1.0f;

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

        var main = ps.main;
        main.startColor = new ParticleSystem.MinMaxGradient(Color.red, Color.yellow);
        main.startSize = 0.1f;
        main.startLifetime = 2.5f;

        var trails = ps.trails;
        trails.enabled = true;
        trails.mode = ParticleSystemTrailMode.Ribbon;

        var psr = GetComponent<ParticleSystemRenderer>();
        psr.trailMaterial = new Material(Shader.Find("Sprites/Default"));
    }

    void Update()
    {
        var trails = ps.trails;
        trails.ribbonCount = (int)hSliderValueRibbonCount;
    }

    void OnGUI()
    {
        GUI.Label(new Rect(25, 40, 100, 30), "Ribbon Count");

        hSliderValueRibbonCount = GUI.HorizontalSlider(new Rect(125, 45, 100, 30), hSliderValueRibbonCount, 1.0f, 4.0f);
    }
}
```
