# bounce

> How much force is applied to each particle after a collision.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public ParticleSystem.MinMaxCurve bounce { get; set; }
```

### Remarks

Additional Resources: [ParticleSystem.collision](/engine/6000.5/script-reference/unityengine/particlesystem/collision.md), [ParticleSystem.MinMaxCurve](/engine/6000.5/script-reference/unityengine/particlesystem/minmaxcurve.md).

### Examples

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

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

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

        var collision = ps.collision;
        collision.enabled = true;
        collision.type = ParticleSystemCollisionType.World;
        collision.mode = ParticleSystemCollisionMode.Collision3D;

        var collider = GameObject.CreatePrimitive(PrimitiveType.Sphere);
        collider.transform.parent = ps.transform;
        collider.transform.localPosition = new Vector3(0.0f, 0.0f, 13.0f);
        collider.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
    }

    void Update()
    {
        var collision = ps.collision;
        collision.bounce = hSliderValue;
    }

    void OnGUI()
    {
        hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 2.0F);
    }
}
```
