# sizeAffectsRange

> Toggle whether the system multiplies the particle size by the light range to determine the final light range.

## Definition

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

```csharp
public bool sizeAffectsRange { get; set; }
```

### Remarks

This is useful for shrinking light influence at the same time as particles disappear, to avoid popping.

### Examples

```csharp
using UnityEngine;
using System.Collections;

 // For best results, use Deferred Rendering (see Camera settings)
[RequireComponent(typeof(ParticleSystem))]
public class ExampleClass : MonoBehaviour
{
    private ParticleSystem ps;
    public Light lightPrefab;     // Provide a light Prefab in the inspector (eg a default Point Light)
    public float hSliderValueSize = 1.0f;
    public bool sizeAffectsRange = true;

    void Start()
    {
        ps = GetComponent<ParticleSystem>();
        ps.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 45.0f);

        var shape = ps.shape;
        shape.shapeType = ParticleSystemShapeType.Circle;

        var lights = ps.lights;
        lights.enabled = true;
        lights.light = lightPrefab;
        lights.ratio = 1.0f;
        lights.maxLights = 1000;

        // plane to receive lights
        var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
        plane.transform.parent = ps.transform;
        plane.transform.localPosition = new Vector3(0.0f, 0.0f, 3.0f);
        plane.transform.localScale = new Vector3(20.0f, 20.0f, 20.0f);
        plane.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 0.0f);

        var material = new Material(Shader.Find("Standard"));
        material.color = new Color(0.1f, 0.1f, 0.1f, 1.0f);
        plane.GetComponent<MeshRenderer>().material = material;
    }

    void Update()
    {
        var lights = ps.lights;
        lights.sizeAffectsRange = sizeAffectsRange;

        var main = ps.main;
        main.startSize = hSliderValueSize;
    }

    void OnGUI()
    {
        GUI.Label(new Rect(25, 40, 100, 30), "Size");

        hSliderValueSize = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueSize, 0.0f, 1.0f);
        sizeAffectsRange = GUI.Toggle(new Rect(25, 85, 200, 30), sizeAffectsRange, "Particle Size Affects Light Range");
    }
}
```
