# colliderForce

> How much force is applied to a Collider when hit by particles from this Particle System.

## Definition

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

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

### Remarks

Additional Resources: [ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize](/engine/6000.5/script-reference/unityengine/particlesystem/collisionmodule/multiplycolliderforcebyparticlesize.md), [ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed](/engine/6000.5/script-reference/unityengine/particlesystem/collisionmodule/multiplycolliderforcebyparticlespeed.md), [ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle](/engine/6000.5/script-reference/unityengine/particlesystem/collisionmodule/multiplycolliderforcebycollisionangle.md), [ParticleSystem.collision](/engine/6000.5/script-reference/unityengine/particlesystem/collision.md).

### Examples

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

[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public float hSliderValue = 0.02F;
    public bool hToggleUseCollisionAngle = true;
    public bool hToggleUseSpeed = true;
    public bool hToggleUseSize = true;

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

        var main = ps.main;
        main.startSize = new ParticleSystem.MinMaxCurve(0.01f, 1.0f);

        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);

        var rb = collider.AddComponent<Rigidbody>();
        rb.isKinematic = false;
        rb.useGravity = false;
    }

    void Update()
    {
        var collision = ps.collision;
        collision.colliderForce = hSliderValue;
        collision.multiplyColliderForceByCollisionAngle = hToggleUseCollisionAngle;
        collision.multiplyColliderForceByParticleSpeed = hToggleUseSpeed;
        collision.multiplyColliderForceByParticleSize = hToggleUseSize;
    }

    void OnGUI()
    {
        hSliderValue = GUI.HorizontalSlider(new Rect(25, 40, 100, 30), hSliderValue, 0.0F, 1.0F);
        hToggleUseCollisionAngle = GUI.Toggle(new Rect(25, 80, 140, 30), hToggleUseCollisionAngle, "Use Collision Angle");
        hToggleUseSpeed = GUI.Toggle(new Rect(25, 120, 140, 30), hToggleUseSpeed, "Use Particle Speed");
        hToggleUseSize = GUI.Toggle(new Rect(25, 160, 140, 30), hToggleUseSize, "Use Particle Size");
    }
}
```
