| WeatherMakerFallingParticleScript3D Fields | 
The WeatherMakerFallingParticleScript3D type exposes the following members.
 Fields
Fields| Name | Description | |
|---|---|---|
|  | AnimatedTextureCollisionMaskAbove | Layer mask for collision check above player to turn off animated texture if something is hit, i.e. a roof or tree. | 
|  | AnimatedTextureCollisionMaskBelow | Layer mask for collision check below player to position animated texture, i.e. the ground. | 
|  | AnimatedTextureRenderer | Optional animated texture renderer, used to render things like ripples / splashes all inside a shader without need for particle collisions. | 
|  | AnimatedTextureRendererIntensityThreshold | The intensity at which the animated texture (puddles) are fully visible. | 
|  | AnimatedTextureRendererPositionOffset | How much to offset the animated texture renderer should offset from nearest hit below camera. All values should be >= 0. If z is > 0, the drops will rotate with the camera to keep the majority in front of the camera. | 
|  | BaseEmissionRate | Base number of particles to emit per second. This is multiplied by intensity and intensity multiplier.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | BaseEmissionRateSecondary | Base number of secondary particles to emit per second. This is multiplied by intensity and intensity multiplier.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | BaseMistEmissionRate | Base number of mist particles to emit per second. This is multiplied by intensity and intensity multiplier.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | DitherLevel | Particle dithering factor(Inherited from WeatherMakerFallingParticleScript.) | 
|  | ExplosionParticleSystem | Particles system for when particles hit something(Inherited from WeatherMakerFallingParticleScript.) | 
|  | ExternalIntensityMultiplier | External intensity modifier, for example if the player goes in a cave, this could be reduced to slow or stop particles.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | FirstPersonFollowSpeed | How fast particle systems should follow each camera if first person. Higher values follow faster but can result in visible snapping of particles. Set to 0 for instant follow. | 
|  | ForwardOffset | How far the particle system is ahead of the camera | 
|  | Height | The height above the camera that the particles will start falling from | 
|  | Intensity | Overall intensity of the system (0-1)(Inherited from WeatherMakerFallingParticleScript.) | 
|  | IntensityMultiplier | Intensity multiplier for fewer or extra particles(Inherited from WeatherMakerFallingParticleScript.) | 
|  | IsFirstPerson | Whether the particles will anchor themselves to each rendered camera. If false, particles stay where you put them. | 
|  | LoopSourceHeavy | Heavy particle looping audio source(Inherited from WeatherMakerFallingParticleScript.) | 
|  | LoopSourceLight | Light particle looping audio source(Inherited from WeatherMakerFallingParticleScript.) | 
|  | LoopSourceMedium | Medium particle looping audio source(Inherited from WeatherMakerFallingParticleScript.) | 
|  | MistForward | Forward offset for mist | 
|  | MistHeight | The top y value of the mist particles | 
|  | MistIntensityMultiplier | Intensity multiplier for fewer or extra mist particles(Inherited from WeatherMakerFallingParticleScript.) | 
|  | MistParticleSystem | Particle system to use for mist(Inherited from WeatherMakerFallingParticleScript.) | 
|  | MistThreshold | The threshold that Intensity must pass for mist particles to appear (0 - 1). Set to 1 for no mist. Set this before changing Intensity.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | NullZoneHeight | Height to place particle systems if in a null zone | 
|  | ParticleSystem | Particle system(Inherited from WeatherMakerFallingParticleScript.) | 
|  | ParticleSystemFarDepth | ParticleSystem Far Depth | 
|  | ParticleSystemFarWidth | ParticleSystem Far Width | 
|  | ParticleSystemMistFarDepth | ParticleSystemMist Far Depth | 
|  | ParticleSystemMistFarWidth | ParticleSystemMist Far Width | 
|  | ParticleSystemMistNearDepth | ParticleSystemMist Near Depth | 
|  | ParticleSystemMistNearWidth | ParticleSystemMist Near Width | 
|  | ParticleSystemNearDepth | ParticleSystem Near Depth | 
|  | ParticleSystemNearWidth | ParticleSystem Near Width | 
|  | ParticleSystemSecondary | Particle system that is secondary and optional(Inherited from WeatherMakerFallingParticleScript.) | 
|  | ParticleSystemSecondaryFarDepth | ParticleSystemSecondary Far Depth | 
|  | ParticleSystemSecondaryFarWidth | ParticleSystemSecondary Far Width | 
|  | ParticleSystemSecondaryNearDepth | ParticleSystemSecondary Near Depth | 
|  | ParticleSystemSecondaryNearWidth | ParticleSystemSecondary Near Width | 
|  | PrecipitationMistTintColor | Precipitation mist tint color(Inherited from WeatherMakerFallingParticleScript.) | 
|  | PrecipitationSecondaryTintColor | Precipitation secondary tint color(Inherited from WeatherMakerFallingParticleScript.) | 
|  | PrecipitationTintColor | Precipitation tint color(Inherited from WeatherMakerFallingParticleScript.) | 
|  | SecondaryForwardOffset | How far the secondary particle system is ahead of the camera | 
|  | SecondaryHeight | The height above the camera that the secondary particles will start falling from | 
|  | SecondaryIntensityMultiplier | Intensity multiplier for fewer or extra secondary particles(Inherited from WeatherMakerFallingParticleScript.) | 
|  | SecondaryThreshold | The threshold that Intensity must pass for secondary particles to appear (0 - 1). Set to 1 for no secondary particles. Set this before changing Intensity.(Inherited from WeatherMakerFallingParticleScript.) | 
|  | SoundHeavyIntensityThreshold | Intensity threshold for heavy loop sound(Inherited from WeatherMakerFallingParticleScript.) | 
|  | SoundMediumIntensityThreshold | Intensity threshold for medium looping sound(Inherited from WeatherMakerFallingParticleScript.) | 
 See Also
See Also