Before 5.5 particle system variables could be accessed via ParticleSystem and were read/write. Now they're accessed via ParticleSystem.MainModule and thus a lot of code has become obsolete. The API Updater has not been able to fix most of the issues. I've read through the new documentation but I can't figure out how the new variable types are supposed to be used. For example in JetParticleEffect.cs this line causes a warning:
// set the original properties from the particle system
m_OriginalLifetime = m_System.startLifetime;
The warning states: 'ParticleSystem.startLifetime' is obsolete: 'startLifetime property is deprecated. Use main.startLifetime or main.startLifetimeMultiplier instead.'
I've tried the following:
m_OriginalLifetime = m_System.main.startLifetime;
// error: Cannot implicitly convert type 'UnityEngine.ParticleSystem.MinMaxCurve' to 'float'
I believe the answer has something to do with the minMaxCurve constant variables as this compiles:
m_OriginalLifetime = m_System.main.startLifetime.constant;
But there is almost no explaination in the docs. Can anyone shed some light on this?
Also, where do the new multipliers fit in? I assume where previously you could do this:
particle.startSize *= myMultiplier
... you should now do this?
particle.main.startSizeMultiplier = myMultiplier
particle.startLifetime:
First of all, what Unity did in Unity 5.5 was to add new futures to the ParticleSystem
. They also exposed some ParticleSystem
API that was hidden before.
ParticleSystem.MainModule.startLifetime
is now a type of MinMaxCurve
instead of float like ParticleSystem.startLifetime
.
By doing this, you are now given more options such as modifying the startLifetime
as a curve.
Reading or writing to ParticleSystem.MainModule.startLifetime
depends on the value of ParticleSystem.MainModule.startLifetime.mode
which is set through the Editor or via code.
The default value of ParticleSystem.MainModule.startLifetime.mode
is ParticleSystemCurveMode.Constant
So your m_OriginalLifetime = m_System.main.startLifetime.constant;
is fine.
If startLifetime
is dynamically or randomly changed to another mode during run-time, then you will have to do something like this:
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
ParticleSystem.MinMaxCurve minMaxCurve = main.startLifetime;
if (minMaxCurve.mode == ParticleSystemCurveMode.Constant)
{
m_OriginalLifetime = m_System.main.startLifetime.constant;
}
else if (minMaxCurve.mode == ParticleSystemCurveMode.Curve)
{
AnimationCurve animCurveLifetime = m_System.main.startLifetime.curve;
}
...
particle.startSize:
The-same thing apply to particle.startSize
.
The particle.startSize
property is now m_System.main.startSize;
Although you can't do m_System.main.startSize.constant *= myMultiplier;
because your old code was particle.startSize *= myMultiplier
.
You need to get m_System.main.startSize
, modify it then assign the modified m_System.main.startSize
back to m_System.main.startSize
.
particle.startSize *= myMultiplier
should be:
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
ParticleSystem.MinMaxCurve minMaxCurve = main.startSize; //Get Size
minMaxCurve.constant *= myMultiplier; //Modify Size
main.startSize = minMaxCurve; //Assign the modified startSize back
Then, what are particle.main.startSizeMultiplier
and particle.main.startSize
used for?
This two variables can also be used to change startLifetime
and startSize
. It's main advantage is that it is very efficient. It does not not require that you make a copy of MinMaxCurve
like we did above, in order to change startSize
or startSizeMultiplier
.
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startSizeMultiplier = 5;
and
ParticleSystem m_System = GetComponent<ParticleSystem>();
ParticleSystem.MainModule main = m_System.main;
main.startLifetimeMultiplier = 8;
Use them if your ParticleSystem.MainModule.startLifetime.mode
is constant. This will to change the overall lifetime multiplier or the the overall size multiplier efficiently.
Color:
There is an implicit operator that lets you use:
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = Color.red;
but startColor
is not actually type of Color
. The startColor
variable is now a type of ParticleSystem.MinMaxGradient
.
This is how you should be changing the particle startColor
:
//Create Color
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Color;
color.color = Color.red;
//Assign the color to your particle
ParticleSystem.MainModule main = trailPartical.main;
main.startColor = color;
Gradient:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key
GradientColorKey[] gradientColorKey;
gradientColorKey = new GradientColorKey[3];
gradientColorKey[0].color = Color.red;
gradientColorKey[0].time = 0f;
gradientColorKey[1].color = Color.blue;
gradientColorKey[1].time = 0.5f;
gradientColorKey[2].color = Color.green;
gradientColorKey[2].time = 1f;
//Create Gradient alpha
GradientAlphaKey[] gradientAlphaKey;
gradientAlphaKey = new GradientAlphaKey[3];
gradientAlphaKey[0].alpha = 1.0f;
gradientAlphaKey[0].time = 0.0f;
gradientAlphaKey[1].alpha = 0.5f;
gradientAlphaKey[1].time = 0.5f;
gradientAlphaKey[2].alpha = 1f;
gradientAlphaKey[2].time = 1f;
//Create Gradient
Gradient gradient = new Gradient();
gradient.SetKeys(gradientColorKey, gradientAlphaKey);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.Gradient;
color.gradient = gradient;
//Assign the color to particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}
Random Between Two Colors:
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoColors;
color.colorMin = Color.red;
color.colorMax = Color.green;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
Random Between Two Gradients:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;
//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;
//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;
//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;
//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);
//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.TwoGradients;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}
Random Color:
public ParticleSystem particleSystem;
void Start()
{
//Create Gradient key Min
GradientColorKey[] gradientColorKeyMin;
gradientColorKeyMin = new GradientColorKey[3];
gradientColorKeyMin[0].color = Color.red;
gradientColorKeyMin[0].time = 0f;
gradientColorKeyMin[1].color = Color.blue;
gradientColorKeyMin[1].time = 0.5f;
gradientColorKeyMin[2].color = Color.green;
gradientColorKeyMin[2].time = 1f;
//Create Gradient alpha Min
GradientAlphaKey[] gradientAlphaKeyMin;
gradientAlphaKeyMin = new GradientAlphaKey[3];
gradientAlphaKeyMin[0].alpha = 1.0f;
gradientAlphaKeyMin[0].time = 0.0f;
gradientAlphaKeyMin[1].alpha = 0.5f;
gradientAlphaKeyMin[1].time = 0.5f;
gradientAlphaKeyMin[2].alpha = 1f;
gradientAlphaKeyMin[2].time = 1f;
//Create Gradient key Max
GradientColorKey[] gradientColorKeyMax;
gradientColorKeyMax = new GradientColorKey[3];
gradientColorKeyMax[0].color = Color.red;
gradientColorKeyMax[0].time = 0f;
gradientColorKeyMax[1].color = Color.blue;
gradientColorKeyMax[1].time = 0.5f;
gradientColorKeyMax[2].color = Color.green;
gradientColorKeyMax[2].time = 1f;
//Create Gradient alpha Max
GradientAlphaKey[] gradientAlphaKeyMax;
gradientAlphaKeyMax = new GradientAlphaKey[3];
gradientAlphaKeyMax[0].alpha = 1.0f;
gradientAlphaKeyMax[0].time = 0.0f;
gradientAlphaKeyMax[1].alpha = 0.5f;
gradientAlphaKeyMax[1].time = 0.5f;
gradientAlphaKeyMax[2].alpha = 1f;
gradientAlphaKeyMax[2].time = 1f;
//Create Gradient Min
Gradient gradientMin = new Gradient();
gradientMin.SetKeys(gradientColorKeyMin, gradientAlphaKeyMin);
//Create Gradient Max
Gradient gradientMax = new Gradient();
gradientMax.SetKeys(gradientColorKeyMax, gradientAlphaKeyMax);
//Create Color from Gradient
ParticleSystem.MinMaxGradient color = new ParticleSystem.MinMaxGradient();
color.mode = ParticleSystemGradientMode.RandomColor;
color.gradientMin = gradientMin;
color.gradientMax = gradientMax;
//Assign the color to the particle
ParticleSystem.MainModule main = particleSystem.main;
main.startColor = color;
}