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Question by DCA123 · Jan 25, 2016 at 04:44 AM · 2d gameparticle system

How do I set the width of a particle system using code in Unity 2D? (C#)

In Unity 5, using Unity 2D, I would like to have a particle system span the entire, or partial, width of my camera. Keeping in mind that distance may change based on device screen resolution, how can I do this in code (C#)?

Thanks!

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avatar image SterlingSoftworks · Jan 25, 2016 at 05:33 AM 0
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Is Camera.main.pixelWidth; Camera.main.pixelHeight; What you're looking for..? o.O

avatar image incorrect SterlingSoftworks · Jan 25, 2016 at 05:36 AM 0
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They are in pixels and are not what he needs, 'cause it's not the world space.

avatar image SterlingSoftworks incorrect · Jan 25, 2016 at 05:46 AM 0
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Ahh yes, thank you! Sorry @DCA123 ;P

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Answer by incorrect · Jan 25, 2016 at 06:00 AM

 using UnityEngine;
 using System.Collections;
 
 public class ParticleSystemFitter : MonoBehaviour
 {
     void Start ()
     {
         ParticleSystem pSystem = GetComponent<ParticleSystem>();
 
         //Just checking if everything's OK
         #region checks
         if(pSystem == null)
         {
             Debug.LogError(name + " is missing Particle System!");
             return;
         }
 
         Camera camera = Camera.main;
 
         if(!camera.orthographic)
         {
             Debug.LogError("Camera is not in orthographic mode!");
             return;
         }
 
         if(pSystem.shape.shapeType != ParticleSystemShapeType.Box)
         {
             Debug.LogError("Particle system is not in a box shape!");
             return;
         }
         #endregion
 
         //calculating camera's viewport ratio
         //if you don't cast those ints to floats, you'l get a bit different result 'cause int's division is different
         float ratio = (float)camera.pixelWidth / (float)camera.pixelHeight;
 
         //calculating particle box based on camera's orthorgaphic size (which is in world space)
         //and camera's veiwport ratio;
         //multiplying by 2 'cause orthorgaphic size is the half of camer's viewport height
         Vector3 particleBox = new Vector3(2f * ratio * camera.orthographicSize, 2f * camera.orthographicSize, 1f);
 
         //applying this box to the particle system
         ParticleSystem.ShapeModule shape = pSystem.shape;
         shape.box = particleBox;
     }
 }

Any questions?

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