pub struct CollisionModule {Show 31 fields
pub enabled: bool,
pub minKillSpeed: f32,
pub _type: Option<i32>,
pub bounce: Option<f32>,
pub colliderForce: Option<f32>,
pub collidesWith: Option<BitField>,
pub collidesWithDynamic: Option<bool>,
pub collisionMessages: Option<bool>,
pub collisionMode: Option<i32>,
pub dampen: Option<f32>,
pub energyLossOnCollision: Option<f32>,
pub interiorCollisions: Option<bool>,
pub m_Bounce: Option<MinMaxCurve>,
pub m_Dampen: Option<MinMaxCurve>,
pub m_EnergyLossOnCollision: Option<MinMaxCurve>,
pub m_Planes: Option<Vec<PPtr>>,
pub maxCollisionShapes: Option<i32>,
pub maxKillSpeed: Option<f32>,
pub multiplyColliderForceByCollisionAngle: Option<bool>,
pub multiplyColliderForceByParticleSize: Option<bool>,
pub multiplyColliderForceByParticleSpeed: Option<bool>,
pub particleRadius: Option<f32>,
pub plane0: Option<PPtr>,
pub plane1: Option<PPtr>,
pub plane2: Option<PPtr>,
pub plane3: Option<PPtr>,
pub plane4: Option<PPtr>,
pub plane5: Option<PPtr>,
pub quality: Option<i32>,
pub radiusScale: Option<f32>,
pub voxelSize: Option<f32>,
}Expand description
CollisionModule is a sub class of the Unity engine since version 3.5.0. Exert from Unity’s scripting documentation: Script interface for the CollisionModule of a Particle System. See Also: ParticleSystem, ParticleSystem.collision.
Fields§
§enabled: boolSpecifies whether the CollisionModule is enabled or disabled.
minKillSpeed: f32Kill particles whose speed falls below this threshold, after a collision.
_type: Option<i32>The type of particle collision to perform. i32: (3.5.0 - 2022.3.2f1)
bounce: Option<f32>How much force is applied to each particle after a collision. f32: (3.5.0 - 5.2.5f1)
colliderForce: Option<f32>How much force is applied to a Collider when hit by particles from this Particle System. f32: (2017.1.0b1 - 2022.3.2f1)
collidesWith: Option<BitField>Control which Layers this Particle System collides with. BitField: (4.0.0 - 2022.3.2f1)
collidesWithDynamic: Option<bool>bool: (5.3.0f1 - 2022.3.2f1)
collisionMessages: Option<bool>bool: (4.2.0 - 2022.3.2f1)
collisionMode: Option<i32>i32: (5.3.0f1 - 2022.3.2f1)
dampen: Option<f32>How much speed does each particle lose after a collision. f32: (3.5.0 - 5.2.5f1)
energyLossOnCollision: Option<f32>f32: (3.5.0 - 5.2.5f1)
interiorCollisions: Option<bool>bool: (5.3.0f1 - 2022.3.2f1)
m_Bounce: Option<MinMaxCurve>How much force is applied to each particle after a collision. MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
m_Dampen: Option<MinMaxCurve>How much speed does each particle lose after a collision. MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
m_EnergyLossOnCollision: Option<MinMaxCurve>MinMaxCurve: (5.3.0f1 - 2022.3.2f1)
m_Planes: Option<Vec<PPtr>>Vec<PPtr<Transform>>: (2020.2.0b1 - 2022.3.2f1)
maxCollisionShapes: Option<i32>The maximum number of collision shapes Unity considers for particle collisions. It ignores excess shapes. Terrains take priority. i32: (5.3.0f1 - 2022.3.2f1)
maxKillSpeed: Option<f32>Kill particles whose speed goes above this threshold, after a collision. f32: (5.4.0f3 - 2022.3.2f1)
multiplyColliderForceByCollisionAngle: Option<bool>Specifies whether the physics system considers the collision angle when it applies forces from particles to Colliders. bool: (2017.1.0b1 - 2022.3.2f1)
multiplyColliderForceByParticleSize: Option<bool>Specifies whether the physics system considers particle sizes when it applies forces to Colliders. bool: (2017.1.0b1 - 2022.3.2f1)
multiplyColliderForceByParticleSpeed: Option<bool>Specifies whether the physics system considers particle speeds when it applies forces to Colliders. bool: (2017.1.0b1 - 2022.3.2f1)
particleRadius: Option<f32>f32: (4.0.0 - 5.2.5f1)
plane0: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
plane1: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
plane2: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
plane3: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
plane4: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
plane5: Option<PPtr>PPtr<Transform>: (3.5.0 - 2020.2.0a13)
quality: Option<i32>Specifies the accuracy of particle collisions against colliders in the Scene. i32: (4.0.0 - 2022.3.2f1)
radiusScale: Option<f32>A multiplier that Unity applies to the size of each particle before collisions are processed. f32: (5.3.0f1 - 2022.3.2f1)
voxelSize: Option<f32>Size of voxels in the collision cache. f32: (4.0.0 - 2022.3.2f1)