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Particle System Component
Particle System Component
Unity's Particle System component (sometimes called Shuriken) is a CPU-based tool used to create fluid effects like fire, smoke, sparks, and rain.
Core Modules
A Particle System is configured via modular panels in the Inspector:
- Main Module: Controls global settings (duration, looping, start lifetime, start speed, start size, gravity modifier).
- Emission: Controls how many particles are spawned. You can set a constant rate (e.g. 50 particles per second) or create a Burst (spawning 100 particles at once, ideal for explosions).
- Shape: Controls the spawning area shape (e.g. Cone, Sphere, Box, Circle).
- Size over Lifetime: Shrinks or grows particles as they age.
- Color over Lifetime: Fades particles out or changes their color over time using a gradient editor.
- Renderer: Defines the material and sprite/mesh used to draw the particles.
Playing Particles in C#
You can play and stop particle systems via code:
public class Fireplace : MonoBehaviour
{
private ParticleSystem particles;
void Start()
{
particles = GetComponent<ParticleSystem>();
}
public void LightFire()
{
particles.Play();
}
public void Extinguish()
{
particles.Stop();
}
}
TL;DR
- Shuriken Particle System is a CPU-based component for fluid effects.
- Adjust parameters via modules like Main, Emission, Shape, and Renderer.
- Burst emissions are useful for one-time impact effects.
- Use
Play()andStop()methods in scripts to trigger effects.