useRandomDistribution
Randomly assign Lights to new particles based on _ratio.
Read time 2 minutesLast updated 6 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.ParticleSystemModule
public bool useRandomDistribution { get; set; }
Remarks
When this property is false, the system assigns Lights at regular intervals according to the _ratio.
Examples
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 public float hSliderValueRatio = 1.0f; public float hSliderValueMax = 1000.0f; public bool randomDistribution = 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; // 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.ratio = hSliderValueRatio; lights.maxLights = (int)hSliderValueMax; lights.useRandomDistribution = randomDistribution; } void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Ratio"); GUI.Label(new Rect(25, 80, 100, 30), "Max Lights"); hSliderValueRatio = GUI.HorizontalSlider(new Rect(95, 45, 100, 30), hSliderValueRatio, 0.0f, 1.0f); hSliderValueMax = GUI.HorizontalSlider(new Rect(95, 85, 100, 30), hSliderValueMax, 0.0f, 500.0f); randomDistribution = GUI.Toggle(new Rect(25, 125, 400, 30), randomDistribution, "Randomly assign Lights to Particles instead of evenly distributing them."); }}