# remapZMultiplier

> z-axis remap multiplier.

## Definition

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

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

### Remarks

Changing this property is more efficient than accessing the entire curve, if you only want to change the overall remap multiplier. Additional Resources: [ParticleSystem.NoiseModule.remapZ](/engine/6000.5/script-reference/unityengine/particlesystem/noisemodule/remapz.md).

### Examples

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

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

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

        var noise = ps.noise;
        noise.enabled = true;
        noise.remapEnabled = true;
        noise.separateAxes = true;

        // An unusual curve to show off different noise behavior (See curve preview in the Inspector)
        AnimationCurve ourCurve;
        ourCurve = new AnimationCurve();
        ourCurve.AddKey(0.0f, 0.0f);
        ourCurve.AddKey(0.45f, -0.75f);
        ourCurve.AddKey(0.50f, 1.0f);
        ourCurve.AddKey(0.55f, -0.75f);
        ourCurve.AddKey(1.0f, 0.0f);

        // Apply the curve
        noise.remapX = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
        noise.remapY = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
        noise.remapZ = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);

        // Set color by speed, to demonstrate the effects of the Noise Module
        var colorBySpeed = ps.colorBySpeed;
        colorBySpeed.enabled = true;

        Gradient gradient = new Gradient();
        gradient.SetKeys(
            new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) },
            new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }
        );

        colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
        colorBySpeed.range = new Vector2(3.0f, 7.0f);
    }

    void Update()
    {
        var noise = ps.noise;
        noise.remapXMultiplier = hSliderValueRemapX;
        noise.remapYMultiplier = hSliderValueRemapY;
        noise.remapZMultiplier = hSliderValueRemapZ;
    }

    void OnGUI()
    {
        GUI.Label(new Rect(25, 40, 100, 30), "Remap X");
        GUI.Label(new Rect(25, 80, 100, 30), "Remap Y");
        GUI.Label(new Rect(25, 120, 100, 30), "Remap Z");

        hSliderValueRemapX = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemapX, 0.0f, 5.0f);
        hSliderValueRemapY = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueRemapY, 0.0f, 5.0f);
        hSliderValueRemapZ = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueRemapZ, 0.0f, 5.0f);
    }
}
```
