# Emit

> Emit count particles immediately.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ParticleSystemModule

## Emit(int)

Emit `count` particles immediately.

```csharp
public void Emit(int count)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of particles to emit.

## Emit(EmitParams, int)

Emit a number of particles from script.

```csharp
public void Emit(ParticleSystem.EmitParams emitParams, int count)
```

### Parameters

**** (\[EmitParams]\(/engine/6000.7/script-reference/unityengine/particlesystem/emitparams)): Overidden particle properties.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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

```csharp
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
    }
}
```
