# SetMeshWeightings

> Sets the weights that the ParticleSystemRenderer uses to assign Meshes to particles.

## Definition

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

## SetMeshWeightings(float\[], int)

Sets the weights that the [ParticleSystemRenderer](/engine/6000.3/script-reference/unityengine/particlesystemrenderer.md) uses to assign Meshes to particles.

```csharp
public void SetMeshWeightings(float[] weightings, int size)
```

### Parameters

**** (\[float\[]]\(https\://learn.microsoft.com/dotnet/api/system.single)): The array of weights to use.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of elements from the weighting array to apply.

### Remarks

The [ParticleSystemRenderer](/engine/6000.3/script-reference/unityengine/particlesystemrenderer.md) only uses these weights if you set [ParticleSystemRenderer.renderMode](/engine/6000.3/script-reference/unityengine/particlesystemrenderer/rendermode.md) to [ParticleSystemRenderMode.Mesh](/engine/6000.3/script-reference/unityengine/particlesystemrendermode/mesh.md) and set [ParticleSystemRenderer.meshDistribution](/engine/6000.3/script-reference/unityengine/particlesystemrenderer/meshdistribution.md) to [ParticleSystemMeshDistribution.NonUniformRandom](/engine/6000.3/script-reference/unityengine/particlesystemmeshdistribution/nonuniformrandom.md).

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

```csharp
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](/engine/6000.3/script-reference/unityengine/particlesystemrenderer.md) uses to assign Meshes to particles.

```csharp
public void SetMeshWeightings(float[] weightings)
```

### Parameters

**** (\[float\[]]\(https\://learn.microsoft.com/dotnet/api/system.single)): The array of weights to use.

### Remarks

The [ParticleSystemRenderer](/engine/6000.3/script-reference/unityengine/particlesystemrenderer.md) only uses these weights if you set [ParticleSystemRenderer.renderMode](/engine/6000.3/script-reference/unityengine/particlesystemrenderer/rendermode.md) to [ParticleSystemRenderMode.Mesh](/engine/6000.3/script-reference/unityengine/particlesystemrendermode/mesh.md) and set [ParticleSystemRenderer.meshDistribution](/engine/6000.3/script-reference/unityengine/particlesystemrenderer/meshdistribution.md) to [ParticleSystemMeshDistribution.NonUniformRandom](/engine/6000.3/script-reference/unityengine/particlesystemmeshdistribution/nonuniformrandom.md).

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

```csharp
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());
    }
}
```
