# inverseStartLifetimes

> The lifetime of each particle, stored as 1.0f / lifetime.

## Definition

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

```csharp
public readonly NativeArray<float> inverseStartLifetimes { get; }
```

### Remarks

There are more cases in the native code where we wish to divide by lifetime, rather than multiply by it. Therefore, storing the reciprocal allows us to perform efficent multiplies, rather than slow divides, in the majority of use-cases.
