Burst
Construct a new Burst with a time and count.
Read time 7 minutesLast updated 8 days ago
Definition
- Type: Constructor
- Namespace: UnityEngine
- Assembly: UnityEngine.ParticleSystemModule
Burst(float, short)
Construct a new Burst with a time and count.
public Burst(float _time, short _count)
Parameters
Remarks
Additional Resources: ParticleSystem.EmissionModule.SetBursts, ParticleSystem.EmissionModule.GetBursts
Examples
using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}
Burst(float, short, short)
Construct a new Burst with a time and count.
public Burst(float _time, short _minCount, short _maxCount)
Parameters
Remarks
Additional Resources: ParticleSystem.EmissionModule.SetBursts, ParticleSystem.EmissionModule.GetBursts
Examples
using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}
Burst(float, short, short, int, float)
Construct a new Burst with a time and count.
public Burst(float _time, short _minCount, short _maxCount, int _cycleCount, float _repeatInterval)
Parameters
Time to emit the burst.
Minimum number of particles to emit.
Maximum number of particles to emit.
Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely.
How often to repeat the burst, in seconds.
Remarks
Additional Resources: ParticleSystem.EmissionModule.SetBursts, ParticleSystem.EmissionModule.GetBursts
Examples
using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}
Burst(float, MinMaxCurve)
Construct a new Burst with a time and count.
public Burst(float _time, ParticleSystem.MinMaxCurve _count)
Parameters
Remarks
Additional Resources: ParticleSystem.EmissionModule.SetBursts, ParticleSystem.EmissionModule.GetBursts
Examples
using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}
Burst(float, MinMaxCurve, int, float)
Construct a new Burst with a time and count.
public Burst(float _time, ParticleSystem.MinMaxCurve _count, int _cycleCount, float _repeatInterval)
Parameters
Time to emit the burst.
Number of particles to emit.
Specifies how many times the system should play the burst. Set this to 0 to make it play indefinitely.
How often to repeat the burst, in seconds.
Remarks
Additional Resources: ParticleSystem.EmissionModule.SetBursts, ParticleSystem.EmissionModule.GetBursts
Examples
using UnityEngine;using System.Collections; // Create a looping Particle System. // At 0, 1 and 2 secs the number of particles in each loop // are changed from 10, to 50, then to 100. // The loops repeat after 3 seconds.[RequireComponent(typeof(ParticleSystem))]public class ExampleClass : MonoBehaviour{ public Material part; void Start() { // create a red ground plane GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Quad); ground.transform.rotation = Quaternion.Euler(90, 0, 0); ground.transform.localScale = new Vector3(10, 10, 10); ground.GetComponent<Renderer>().material.color = Color.red; // rotate the GameObject so particles rise up in the y-axis gameObject.transform.rotation = Quaternion.Euler(-90, 0, 0); gameObject.AddComponent<ParticleSystem>(); // create the ParticleSystem ParticleSystem ps; ps = gameObject.GetComponent<ParticleSystem>(); ps.Stop(); // set the MainModule default values var main = ps.main; main.startColor = Color.yellow; main.duration = 3; // create a cone and change it into a cylinder var shape = ps.shape; shape.shapeType = ParticleSystemShapeType.Cone; shape.angle = 0.0f; shape.radius = 2.0f; shape.radiusThickness = 0.0f; // use the passed in material gameObject.GetComponent<ParticleSystemRenderer>().material = part; // set up the emission to generate particles var em = ps.emission; em.enabled = true; em.rateOverTime = 0; em.SetBursts( new ParticleSystem.Burst[] { new ParticleSystem.Burst(0.0f, 10), new ParticleSystem.Burst(1.0f, 50), new ParticleSystem.Burst(2.0f, 100) }); ps.Play(); }}