UnityEditor.ParticleSystemEditorUtils.PerformCompleteResimulation C# (CSharp) Method

PerformCompleteResimulation() private method

private PerformCompleteResimulation ( ) : void
return void
        internal static extern void PerformCompleteResimulation();
        [ExcludeFromDocs]

Usage Example

        public void ApplyProperties()
        {
            bool hasModifiedProperties = m_ParticleSystemSerializedObject.hasModifiedProperties;

            // Check the system was not destroyed such as by an Undo operation.
            if (m_ParticleSystemSerializedObject.targetObject != null)
            {
                m_ParticleSystemSerializedObject.ApplyModifiedProperties();
            }
            if (hasModifiedProperties)
            {
                // Resimulate
                foreach (ParticleSystem ps in m_ParticleSystems)
                {
                    ParticleSystem root = ParticleSystemEditorUtils.GetRoot(ps);
                    if (!ParticleEffectUI.IsStopped(root) && ParticleSystemEditorUtils.resimulation)
                    {
                        ParticleSystemEditorUtils.PerformCompleteResimulation();
                    }
                }

                // Refresh procedural supported string
                UpdateParticleSystemInfoString();
            }
            if (m_RendererSerializedObject != null && m_RendererSerializedObject.targetObject != null)
            {
                m_RendererSerializedObject.ApplyModifiedProperties();
            }
        }
All Usage Examples Of UnityEditor.ParticleSystemEditorUtils::PerformCompleteResimulation