ProtectedconstructorOptionalisInternalConstructor: booleanDetermines the time period during which the system runs, in seconds. This effects evaluation of distributions with curves using particle system time for evaluation.
Determines should the particle system bounds be automatically calculated, or should the fixed value provided be used. Bounds are used primarily for culling purposes. Note that automatic bounds are not supported when GPU simulation is enabled.
Determines should an automatic seed be used for the internal random number generator. This ensures the particle system yields different results each time it is ran.
If true the particle system will be simulated on the GPU. This allows much higher particle counts at lower performance cost. GPU simulation ignores any provided evolvers and instead uses ParticleGPUSimulationSettings to customize the GPU simulation.
Determines should the particle system time wrap around once it reaches its duration.
Determines should the particles only be allowed to orient themselves around the Y axis, or freely. Ignored if using the Plane orientation mode.
Determines the seed to use for the internal random number generator. Allows you to guarantee identical behaviour between different runs. Only relevant if automatic seed is disabled.
Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that shader. It provides a simple interface for manipulating the parameters.
Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that shader. It provides a simple interface for manipulating the parameters.
Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that shader. It provides a simple interface for manipulating the parameters.
Determines the maximum number of particles that can ever be active in this system. This number is ignored if GPU simulation is enabled, and instead particle count is instead only limited by the size of the internal buffers (shared between all particle systems).
Primary class for holding geometry. Stores data in the form of vertex buffers and optionally an index buffer, which may be bound to the pipeline for drawing. May contain multiple sub-meshes.
Primary class for holding geometry. Stores data in the form of vertex buffers and optionally an index buffer, which may be bound to the pipeline for drawing. May contain multiple sub-meshes.
Primary class for holding geometry. Stores data in the form of vertex buffers and optionally an index buffer, which may be bound to the pipeline for drawing. May contain multiple sub-meshes.
Determines how are particles oriented when rendering.
Specifies a start time for the particle system once it becomes active. This will cause the particle system to be fully simulated at 30hz interval until the PrerollTime has been exhausted.
Determines the renderer to use for rendering a scene.
Determines in which space are particles in.
Determines how (and if) are particles sorted. Sorting controls in what order are particles rendered. If GPU simulation is enabled only distance based sorting is supported.
Marks the object as dirty.
Flags specifying what kind of member was changed.
Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.
The scope where the object is modified.
Generic settings used for controlling a ParticleSystem.