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Unity Engine


startLifetime

Override the lifetime of particles this system emits.
Read time 1 minuteLast updated 6 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.ParticleSystemModule
public float startLifetime { get; set; }

Remarks

Examples

using UnityEngine;// In this example we have a Particle System emitting aligned particles; we then emit and override the lifetime every 2 seconds.public class ExampleClass : MonoBehaviour{ private ParticleSystem system; void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Unlit")); // Create a Particle System. var go = new GameObject("Particle System"); go.transform.Rotate(-90, 0, 0); // Rotate so the system emits upwards. system = go.AddComponent<ParticleSystem>(); go.GetComponent<ParticleSystemRenderer>().material = particleMaterial; var mainModule = system.main; mainModule.startLifetimeMultiplier = 0.1f; // Every 2 seconds we will emit. InvokeRepeating("DoEmit", 2.0f, 2.0f); } void DoEmit() { // Any parameters we assign in emitParams will override the current system's when we call Emit. // Here we will override the lifetime. All other parameters will use the behavior defined in the Inspector. var emitParams = new ParticleSystem.EmitParams(); emitParams.startLifetime = 5.0f; system.Emit(emitParams, 10); }}