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Question by lampshade · Jan 17, 2011 at 04:35 AM · materialalpha

Access Material property of ParticleRenderer

does anyone have the syntax of accessing the material.element[0] property of the ParticleRenderer component? This is so I can work with the alpha component to properly fade out the particles..The below doesn't quite cut it (is basically similar to Destroy(gameObject)):

public class Collisions : MonoBehaviour {

private ParticleEmitter pEmitter; public GameObject prefab; private GameObject inst;

 private void instParticles() {

          if (inst == null) {
         inst = (GameObject) Instantiate(prefab, pos, Quaternion.identity);
     }

 if (inst) {
     /*ParticleEmitter pEmitter = inst.GetComponent<ParticleEmitter>( );
     if (pEmitter.maxSize >= 0) {
         pEmitter.maxSize -= 60 * Time.deltaTime;
     }*/
     ParticleRenderer pRenderer = inst.GetComponent<ParticleRenderer>( );
     if (pRenderer.renderer.material.color.a > 0)
         pRenderer.renderer.material.color = new Color(
         pRenderer.renderer.material.color.r,
         pRenderer.renderer.material.color.g,
         pRenderer.renderer.material.color.b,
         pRenderer.renderer.material.color.a - 0.20f * Time.deltaTime
     );
     else {

         Destroy(inst, 0.175f);
         Destroy(go);

         pRenderer.renderer.material.color = new Color(
         pRenderer.renderer.material.color.r,
         pRenderer.renderer.material.color.g,
         pRenderer.renderer.material.color.b,
         1);
 }

//...

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Answer by Jessy · Jan 17, 2011 at 05:27 AM

It won't work because none of the particle shaders have a property called "_Color". Either edit the shader, or use SetColor instead.

In addition, there's no reason to use pRenderer.renderer. pRenderer already inherits from renderer; you don't need to fetch the renderer component that's attached to its game object, because it already is that.

http://unity3d.com/support/documentation/ScriptReference/Material-color.html

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