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Unity Engine


GetParticles

Gets the particles of this Particle System.
Read time 7 minutesLast updated 4 days ago

Definition

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

GetParticles(Particle[], int, int)

Gets the particles of this Particle System.
public int GetParticles(ParticleSystem.Particle[] particles, int size, int offset)

Parameters

particles

Output particle buffer, containing the current particle state.

size

The number of elements that are read from the Particle System.

offset

The offset into the active particle list, from which to copy the particles.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}

GetParticles(Particle[], int)

Gets the particles of this Particle System.
public int GetParticles(ParticleSystem.Particle[] particles, int size)

Parameters

particles

Output particle buffer, containing the current particle state.

size

The number of elements that are read from the Particle System.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}

GetParticles(Particle[])

Gets the particles of this Particle System.
public int GetParticles(ParticleSystem.Particle[] particles)

Parameters

particles

Output particle buffer, containing the current particle state.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}

GetParticles(NativeArray<Particle>, int, int)

Gets the particles of this Particle System.
public int GetParticles(NativeArray<ParticleSystem.Particle> particles, int size, int offset)

Parameters

Output particle buffer, containing the current particle state.

size

The number of elements that are read from the Particle System.

offset

The offset into the active particle list, from which to copy the particles.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}

GetParticles(NativeArray<Particle>, int)

Gets the particles of this Particle System.
public int GetParticles(NativeArray<ParticleSystem.Particle> particles, int size)

Parameters

Output particle buffer, containing the current particle state.

size

The number of elements that are read from the Particle System.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}

GetParticles(NativeArray<Particle>)

Gets the particles of this Particle System.
public int GetParticles(NativeArray<ParticleSystem.Particle> particles)

Parameters

Output particle buffer, containing the current particle state.

Returns

Type

Description

intThe number of particles written to the input particle array (the number of particles currently alive).

Remarks

This method is allocation free as long the input "particles" array is preallocated once (see example below). The method only gets the particles that are currently alive in the Particle System when it is called, so it may only get a small part of the particles array.

Examples

using UnityEngine;[RequireComponent(typeof(ParticleSystem))]public class ParticleFlow : MonoBehaviour{ ParticleSystem m_System; ParticleSystem.Particle[] m_Particles; public float m_Drift = 0.01f; private void LateUpdate() { InitializeIfNeeded(); // GetParticles is allocation free because we reuse the m_Particles buffer between updates int numParticlesAlive = m_System.GetParticles(m_Particles); // Change only the particles that are alive for (int i = 0; i < numParticlesAlive; i++) { m_Particles[i].velocity += Vector3.up * m_Drift; } // Apply the particle changes to the Particle System m_System.SetParticles(m_Particles, numParticlesAlive); } void InitializeIfNeeded() { if (m_System == null) m_System = GetComponent<ParticleSystem>(); if (m_Particles == null || m_Particles.Length < m_System.main.maxParticles) m_Particles = new ParticleSystem.Particle[m_System.main.maxParticles]; }}