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Question by Crewdog · Jan 22, 2017 at 09:44 PM · rotationscripting problemparticlesparticlesystememission

Particle System Emission Rate Scriptt

Hello all,

So I'm currently having trouble with adjusting the emission rate. Ive searched a good bit but its hard sorting out whats part of the old methods and the new. Here is my current script.

     private ParticleSystem nps, rps;
 
     void Start () {
         // initialize the rigidbody of the current object
         rb = GetComponent<Rigidbody>();
 
         // initialize the particle systems
         nps = normParticles.GetComponent<ParticleSystem>();
         rps = revParticles.GetComponent<ParticleSystem>();
 
         // adjust scale based on mass
         AdjustScale();
         startingMass = rb.mass;
     }
 
     public void AdjustScale()
     {
         // adjust scale of object based on mass
         s = rb.mass / 10;
         transform.localScale = new Vector3(s, s, s);
 
         // adjust the normal gravity particle system to match scale
         ParticleSystem.ShapeModule nsm = nps.shape;
         nsm.radius = s * 2f;
         ParticleSystem.EmissionModule nem = nps.emission;
         nem.rateOverTime = 2f;
         Debug.Log("rateovertime: " + nem.rateOverTime);
         ParticleSystem.MainModule nmm = nps.main;
         nmm.startSpeed = (s / 3) * -1;
         nmm.startLifetime = s / 10;
     }

So first off, when i tried using the script example out of the API i wasn't able to get anything to work. The other modules have very similar scripts to adjust. With my current script based off other unity answers and examples, i can adjust the radius, startSpeed, and startLifetime of my particle system but i can't seem to adjust the rate over time. It automatically reverts to 5 regardless of what my script has.

edit: forgot to mention that the debug log prints out the following for the rate: rateovertime: UnityEngine.ParticleSystem+MinMaxCurve

i tried playing with setting the constant max and constant min with no success.

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