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Unity Engine


Emit

Emit count particles immediately.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.ParticleSystemModule

Emit(int)

Emit
count
particles immediately.
public void Emit(int count)

Parameters

count

Number of particles to emit.

Emit(EmitParams, int)

Emit a number of particles from script.
public void Emit(ParticleSystem.EmitParams emitParams, int count)

Parameters

emitParams

Overidden particle properties.

count

Number of particles to emit.

Remarks

Setting properties in the emitParams will override those properties in the emitted particles. Any properties not modified will inherit the behavior specified in the inspector.

Examples

using UnityEngine; // In this example, we have a Particle System emitting green particles; we then emit and override some properties every 2 seconds.public class EmitExample : MonoBehaviour{ public ParticleSystem system; void Start() { // A simple particle material with no texture. Material particleMaterial = new Material(Shader.Find("Particles/Standard Unlit")); // Create a green 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.startColor = Color.green; mainModule.startSize = 0.5f; // Every 2 secs 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 start color and size. var emitParams = new ParticleSystem.EmitParams(); emitParams.startColor = Color.red; emitParams.startSize = 0.2f; system.Emit(emitParams, 10); system.Play(); // Continue normal emissions }}