Pixelpart 1.8.4
Unity Plugin
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Scripting

A Pixelpart effect played with a PixelpartEffect component in your scene can be modified at runtime with a script. This can be used to dynamically make an effect react to whatever is happening in your scene.

Effect inputs

Effect inputs are the primary technique to dynamically modify effect properties. The following example shows how the value of an effect input, which has been defined in the Pixelpart editor, can be changed from a C# script:

// Get effect component of game object
var effect = GetComponent<PixelpartEffect>();
// Set effect input "Size" to 2.0
effect.SetInputFloat("Size", 2.0f);

Depending on the data type, several set methods are available to change the value of effect inputs:

To retrieve the currently set input value, use the corresponding get methods:

Triggers

Triggers are used to make effects react to events in your game. The following example shows how a trigger can be activated from a C# script using the ActivateTrigger method:

// Get effect component of game object
var effect = GetComponent<PixelpartEffect>();
// Activate the trigger "Event"
effect.ActivateTrigger("Event");

Use IsTriggerActivated to check if a trigger has already been activated.