# SetSubEmitterEmitProbability(int, float)

> Sets the probability that the sub-emitter emits particles.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

```csharp
public void SetSubEmitterEmitProbability(int index, float emitProbability)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The index of the sub-emitter you want to modify.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The probability value.

### Remarks

Accepts a value from 0 to 1, where 0 is never and 1 is always.

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    void Start()
    {
        // A simple particle material with no texture.
        var particleMaterial = new Material(Shader.Find("Particles/Standard Surface"));

        // Emit 1 particle per second.
        var particleSystemGameObject = new GameObject("Particle System");
        var particleSystemMain = particleSystemGameObject.AddComponent<ParticleSystem>();
        var emitMain = particleSystemMain.emission;
        emitMain.rateOverTime = 1;
        particleSystemGameObject.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

        // Create a sub-emitter with a 10% chance to emit a red particle when "Particle System" emits.
        var subEmitterGo = new GameObject("Sub Emitter");
        subEmitterGo.transform.SetParent(particleSystemGameObject.transform);
        var subEmitter = subEmitterGo.AddComponent<ParticleSystem>();
        var emitSub = subEmitter.emission;
        emitSub.rateOverTime = 0;
        emitSub.burstCount = 1;
        emitSub.SetBurst(0, new ParticleSystem.Burst(0, 1));
        var mainModule = subEmitter.main;
        mainModule.startColor = Color.red;
        subEmitterGo.GetComponent<ParticleSystemRenderer>().material = particleMaterial;

        // Add the sub-emitter, and set the probability.
        var subEmittersModule = particleSystemMain.subEmitters;
        subEmittersModule.enabled = true;
        subEmittersModule.AddSubEmitter(subEmitter, ParticleSystemSubEmitterType.Birth, new ParticleSystemSubEmitterProperties(), 0.1f);
    }
}
```
