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<doc>
  <members>
    <assembly>
      <name>UnityEngine.ParticleSystemModule</name>
    </assembly>
    <member name="T:UnityEngine.ParticleCollisionEvent">
      <summary>
        <para>Information about a particle collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleCollisionEvent.colliderComponent">
      <summary>
        <para>The Collider or Collider2D for the GameObject struck by the particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleCollisionEvent.intersection">
      <summary>
        <para>Intersection point of the collision in world coordinates.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleCollisionEvent.normal">
      <summary>
        <para>Geometry normal at the intersection point of the collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleCollisionEvent.velocity">
      <summary>
        <para>Incident velocity at the intersection point of the collision.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticlePhysicsExtensions">
      <summary>
        <para>Method extension for Physics in Particle System.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.GetCollisionEvents(UnityEngine.ParticleSystem,UnityEngine.GameObject,UnityEngine.ParticleCollisionEvent[])">
      <summary>
        <para>Get the particle collision events for a GameObject. Returns the number of events written to the array.</para>
      </summary>
      <param name="go">The GameObject for which to retrieve collision events.</param>
      <param name="collisionEvents">Array to write collision events to.</param>
      <param name="ps"></param>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeCollisionEventSize(UnityEngine.ParticleSystem)">
      <summary>
        <para>Safe array size for use with ParticleSystem.GetCollisionEvents.</para>
      </summary>
      <param name="ps"></param>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.GetSafeTriggerParticlesSize(UnityEngine.ParticleSystem,UnityEngine.ParticleSystemTriggerEventType)">
      <summary>
        <para>Safe array size for use with ParticleSystem.GetTriggerParticles.</para>
      </summary>
      <param name="ps">Particle system.</param>
      <param name="type">Type of trigger to return size for.</param>
      <returns>
        <para>Number of particles with this trigger event type.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.GetTriggerParticles">
      <summary>
        <para>Get the particles that met the condition in the particle trigger module. Returns the number of particles written to the array.</para>
      </summary>
      <param name="ps">Particle system.</param>
      <param name="type">Type of trigger to return particles for.</param>
      <param name="particles">The array of particles matching the trigger event type.</param>
      <returns>
        <para>Number of particles with this trigger event type.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.SetTriggerParticles">
      <summary>
        <para>Write modified particles back to the particle system, during a call to OnParticleTrigger.</para>
      </summary>
      <param name="ps">Particle system.</param>
      <param name="type">Type of trigger to set particles for.</param>
      <param name="particles">Particle array.</param>
      <param name="offset">Offset into the array, if you only want to write back a subset of the returned particles.</param>
      <param name="count">Number of particles to write, if you only want to write back a subset of the returned particles.</param>
    </member>
    <member name="M:UnityEngine.ParticlePhysicsExtensions.SetTriggerParticles">
      <summary>
        <para>Write modified particles back to the particle system, during a call to OnParticleTrigger.</para>
      </summary>
      <param name="ps">Particle system.</param>
      <param name="type">Type of trigger to set particles for.</param>
      <param name="particles">Particle array.</param>
      <param name="offset">Offset into the array, if you only want to write back a subset of the returned particles.</param>
      <param name="count">Number of particles to write, if you only want to write back a subset of the returned particles.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem">
      <summary>
        <para>Script interface for Particle Systems (Shuriken).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.automaticCullingEnabled">
      <summary>
        <para>Does this system support Automatic Culling?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.collision">
      <summary>
        <para>Script interface for the Particle System collision module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.colorBySpeed">
      <summary>
        <para>Script interface for the Particle System color by lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.colorOverLifetime">
      <summary>
        <para>Script interface for the Particle System color over lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.customData">
      <summary>
        <para>Script interface for the Particle System Custom Data module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.duration">
      <summary>
        <para>The duration of the Particle System in seconds (Read Only).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.emission">
      <summary>
        <para>Script interface for the Particle System emission module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.emissionRate">
      <summary>
        <para>The rate of particle emission.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.enableEmission">
      <summary>
        <para>When set to false, the Particle System will not emit particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.externalForces">
      <summary>
        <para>Script interface for the Particle System external forces module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.forceOverLifetime">
      <summary>
        <para>Script interface for the Particle System force over lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.gravityModifier">
      <summary>
        <para>Scale being applied to the gravity defined by Physics.gravity.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.inheritVelocity">
      <summary>
        <para>Script interface for the Particle System velocity inheritance module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.isEmitting">
      <summary>
        <para>Determines whether the Particle System is emitting particles. A Particle System may stop emitting when its emission module has finished, it has been paused or if the system has been stopped using ParticleSystem.Stop|Stop with the ParticleSystemStopBehavior.StopEmitting|StopEmitting flag. Resume emitting by calling ParticleSystem.Play|Play.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.isPaused">
      <summary>
        <para>Determines whether the Particle System is paused.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.isPlaying">
      <summary>
        <para>Determines whether the Particle System is playing.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.isStopped">
      <summary>
        <para>Determines whether the Particle System is stopped.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.lights">
      <summary>
        <para>Script interface for the Particle System Lights module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.limitVelocityOverLifetime">
      <summary>
        <para>Script interface for the Particle System Limit Velocity over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.loop">
      <summary>
        <para>Determines whether the Particle System is looping.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.main">
      <summary>
        <para>Access the main Particle System settings.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.maxParticles">
      <summary>
        <para>The maximum number of particles to emit.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.noise">
      <summary>
        <para>Script interface for the Particle System Noise module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.particleCount">
      <summary>
        <para>The current number of particles (Read Only).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.playbackSpeed">
      <summary>
        <para>The playback speed of the Particle System. 1 is normal playback speed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.playOnAwake">
      <summary>
        <para>If set to true, the Particle System will automatically start playing on startup.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.proceduralSimulationSupported">
      <summary>
        <para>Does this system support Procedural Simulation?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.randomSeed">
      <summary>
        <para>Override the random seed used for the Particle System emission.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.rotationBySpeed">
      <summary>
        <para>Script interface for the Particle System Rotation by Speed  module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.rotationOverLifetime">
      <summary>
        <para>Script interface for the Particle System Rotation over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.scalingMode">
      <summary>
        <para>The scaling mode applied to particle sizes and positions.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.shape">
      <summary>
        <para>Script interface for the Particle System Shape module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.simulationSpace">
      <summary>
        <para>This selects the space in which to simulate particles. It can be either world or local space.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.sizeBySpeed">
      <summary>
        <para>Script interface for the Particle System Size by Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.sizeOverLifetime">
      <summary>
        <para>Script interface for the Particle System Size over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startColor">
      <summary>
        <para>The initial color of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startDelay">
      <summary>
        <para>Start delay in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startLifetime">
      <summary>
        <para>The total lifetime in seconds that particles will have when emitted. When using curves, this value acts as a scale on the curve. This value is set in the particle when it is created by the Particle System.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startRotation">
      <summary>
        <para>The initial rotation of particles when emitted. When using curves, this value acts as a scale on the curve.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startRotation3D">
      <summary>
        <para>The initial 3D rotation of particles when emitted. When using curves, this value acts as a scale on the curves.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startSize">
      <summary>
        <para>The initial size of particles when emitted. When using curves, this value acts as a scale on the curve.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.startSpeed">
      <summary>
        <para>The initial speed of particles when emitted. When using curves, this value acts as a scale on the curve.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.subEmitters">
      <summary>
        <para>Script interface for the Particle System Sub Emitters module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.textureSheetAnimation">
      <summary>
        <para>Script interface for the Particle System Texture Sheet Animation module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.time">
      <summary>
        <para>Playback position in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.trails">
      <summary>
        <para>Script interface for the Particle System Trails module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.trigger">
      <summary>
        <para>Script interface for the Particle System Trigger module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.useAutoRandomSeed">
      <summary>
        <para>Controls whether the Particle System uses an automatically-generated random number to seed the random number generator.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.velocityOverLifetime">
      <summary>
        <para>Script interface for the Particle System Velocity over Lifetime module.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.Burst">
      <summary>
        <para>Script interface for a Burst.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.count">
      <summary>
        <para>Number of particles to be emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.cycleCount">
      <summary>
        <para>How many times to play the burst. (0 means infinitely).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.maxCount">
      <summary>
        <para>Maximum number of particles to be emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.minCount">
      <summary>
        <para>Minimum number of particles to be emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.probability">
      <summary>
        <para>The chance that the burst will trigger.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.repeatInterval">
      <summary>
        <para>How often to repeat the burst, in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Burst.time">
      <summary>
        <para>The time that each burst occurs.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16)">
      <summary>
        <para>Construct a new Burst with a time and count.</para>
      </summary>
      <param name="_time">Time to emit the burst.</param>
      <param name="_minCount">Minimum number of particles to emit.</param>
      <param name="_maxCount">Maximum number of particles to emit.</param>
      <param name="_count">Number of particles to emit.</param>
      <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param>
      <param name="_repeatInterval">How often to repeat the burst, in seconds.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16,System.Int16)">
      <summary>
        <para>Construct a new Burst with a time and count.</para>
      </summary>
      <param name="_time">Time to emit the burst.</param>
      <param name="_minCount">Minimum number of particles to emit.</param>
      <param name="_maxCount">Maximum number of particles to emit.</param>
      <param name="_count">Number of particles to emit.</param>
      <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param>
      <param name="_repeatInterval">How often to repeat the burst, in seconds.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,System.Int16,System.Int16,System.Int32,System.Single)">
      <summary>
        <para>Construct a new Burst with a time and count.</para>
      </summary>
      <param name="_time">Time to emit the burst.</param>
      <param name="_minCount">Minimum number of particles to emit.</param>
      <param name="_maxCount">Maximum number of particles to emit.</param>
      <param name="_count">Number of particles to emit.</param>
      <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param>
      <param name="_repeatInterval">How often to repeat the burst, in seconds.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,UnityEngine.ParticleSystem/MinMaxCurve)">
      <summary>
        <para>Construct a new Burst with a time and count.</para>
      </summary>
      <param name="_time">Time to emit the burst.</param>
      <param name="_minCount">Minimum number of particles to emit.</param>
      <param name="_maxCount">Maximum number of particles to emit.</param>
      <param name="_count">Number of particles to emit.</param>
      <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param>
      <param name="_repeatInterval">How often to repeat the burst, in seconds.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Burst.#ctor(System.Single,UnityEngine.ParticleSystem/MinMaxCurve,System.Int32,System.Single)">
      <summary>
        <para>Construct a new Burst with a time and count.</para>
      </summary>
      <param name="_time">Time to emit the burst.</param>
      <param name="_minCount">Minimum number of particles to emit.</param>
      <param name="_maxCount">Maximum number of particles to emit.</param>
      <param name="_count">Number of particles to emit.</param>
      <param name="_cycleCount">Number of times to play the burst. (0 means indefinitely).</param>
      <param name="_repeatInterval">How often to repeat the burst, in seconds.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Clear(System.Boolean)">
      <summary>
        <para>Remove all particles in the Particle System.</para>
      </summary>
      <param name="withChildren">Clear all child Particle Systems as well.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.CollisionModule">
      <summary>
        <para>Script interface for the Collision module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.bounce">
      <summary>
        <para>How much force is applied to each particle after a collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.bounceMultiplier">
      <summary>
        <para>Change the bounce multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.colliderForce">
      <summary>
        <para>How much force is applied to a Collider when hit by particles from this Particle System.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.collidesWith">
      <summary>
        <para>Control which layers this particle system collides with.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.dampen">
      <summary>
        <para>How much speed is lost from each particle after a collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.dampenMultiplier">
      <summary>
        <para>Change the dampen multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.enabled">
      <summary>
        <para>Enable/disable the Collision module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.enableDynamicColliders">
      <summary>
        <para>Allow particles to collide with dynamic colliders when using world collision mode.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.enableInteriorCollisions">
      <summary>
        <para>Allow particles to collide when inside colliders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.lifetimeLoss">
      <summary>
        <para>How much a particle's lifetime is reduced after a collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.lifetimeLossMultiplier">
      <summary>
        <para>Change the lifetime loss multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxCollisionShapes">
      <summary>
        <para>The maximum number of collision shapes that will be considered for particle collisions. Excess shapes will be ignored. Terrains take priority.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxKillSpeed">
      <summary>
        <para>Kill particles whose speed goes above this threshold, after a collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.maxPlaneCount">
      <summary>
        <para>The maximum number of planes it is possible to set as colliders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.minKillSpeed">
      <summary>
        <para>Kill particles whose speed falls below this threshold, after a collision.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.mode">
      <summary>
        <para>Choose between 2D and 3D world collisions.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByCollisionAngle">
      <summary>
        <para>If true, the collision angle is considered when applying forces from particles to Colliders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByParticleSize">
      <summary>
        <para>If true, particle sizes are considered when applying forces to Colliders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.multiplyColliderForceByParticleSpeed">
      <summary>
        <para>If true, particle speeds are considered when applying forces to Colliders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.quality">
      <summary>
        <para>Specifies the accuracy of particle collisions against colliders in the Scene.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.radiusScale">
      <summary>
        <para>A multiplier applied to the size of each particle before collisions are processed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.sendCollisionMessages">
      <summary>
        <para>Send collision callback messages.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.type">
      <summary>
        <para>The type of particle collision to perform.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CollisionModule.voxelSize">
      <summary>
        <para>Size of voxels in the collision cache.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CollisionModule.GetPlane(System.Int32)">
      <summary>
        <para>Get a collision plane associated with this particle system.</para>
      </summary>
      <param name="index">Specifies which plane to access.</param>
      <returns>
        <para>The plane.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CollisionModule.SetPlane(System.Int32,UnityEngine.Transform)">
      <summary>
        <para>Set a collision plane to be used with this particle system.</para>
      </summary>
      <param name="index">Specifies which plane to set.</param>
      <param name="transform">The plane to set.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.ColorBySpeedModule">
      <summary>
        <para>Script interface for the Color By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.color">
      <summary>
        <para>The gradient controlling the particle colors.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.enabled">
      <summary>
        <para>Enable/disable the Color By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ColorBySpeedModule.range">
      <summary>
        <para>Apply the color gradient between these minimum and maximum speeds.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.ColorOverLifetimeModule">
      <summary>
        <para>Script interface for the Color Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ColorOverLifetimeModule.color">
      <summary>
        <para>The gradient controlling the particle colors.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ColorOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Color Over Lifetime module.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.CustomDataModule">
      <summary>
        <para>Script interface for the Custom Data module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.CustomDataModule.enabled">
      <summary>
        <para>Enable/disable the Custom Data module.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetColor(UnityEngine.ParticleSystemCustomData)">
      <summary>
        <para>Get a ParticleSystem.MinMaxGradient, that is being used to generate custom HDR color data.</para>
      </summary>
      <param name="stream">The name of the custom data stream to retrieve the gradient from.</param>
      <returns>
        <para>The color gradient being used to generate custom color data.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetMode(UnityEngine.ParticleSystemCustomData)">
      <summary>
        <para>Find out the type of custom data that is being generated for the chosen data stream.</para>
      </summary>
      <param name="stream">The name of the custom data stream to query.</param>
      <returns>
        <para>The type of data being generated for the requested stream.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetVector(UnityEngine.ParticleSystemCustomData,System.Int32)">
      <summary>
        <para>Get a ParticleSystem.MinMaxCurve, that is being used to generate custom data.</para>
      </summary>
      <param name="stream">The name of the custom data stream to retrieve the curve from.</param>
      <param name="component">The component index to retrieve the curve for (0-3, mapping to the xyzw components of a Vector4 or float4).</param>
      <returns>
        <para>The curve being used to generate custom data.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.GetVectorComponentCount(UnityEngine.ParticleSystemCustomData)">
      <summary>
        <para>Query how many ParticleSystem.MinMaxCurve elements are being used to generate this stream of custom data.</para>
      </summary>
      <param name="stream">The name of the custom data stream to retrieve the curve from.</param>
      <returns>
        <para>The number of curves.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetColor(UnityEngine.ParticleSystemCustomData,UnityEngine.ParticleSystem/MinMaxGradient)">
      <summary>
        <para>Set a ParticleSystem.MinMaxGradient, in order to generate custom HDR color data.</para>
      </summary>
      <param name="stream">The name of the custom data stream to apply the gradient to.</param>
      <param name="gradient">The gradient to be used for generating custom color data.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetMode(UnityEngine.ParticleSystemCustomData,UnityEngine.ParticleSystemCustomDataMode)">
      <summary>
        <para>Choose the type of custom data to generate for the chosen data stream.</para>
      </summary>
      <param name="stream">The name of the custom data stream to enable data generation on.</param>
      <param name="mode">The type of data to generate.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetVector(UnityEngine.ParticleSystemCustomData,System.Int32,UnityEngine.ParticleSystem/MinMaxCurve)">
      <summary>
        <para>Set a ParticleSystem.MinMaxCurve, in order to generate custom data.</para>
      </summary>
      <param name="stream">The name of the custom data stream to apply the curve to.</param>
      <param name="component">The component index to apply the curve to (0-3, mapping to the xyzw components of a Vector4 or float4).</param>
      <param name="curve">The curve to be used for generating custom data.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.CustomDataModule.SetVectorComponentCount(UnityEngine.ParticleSystemCustomData,System.Int32)">
      <summary>
        <para>Specify how many curves are used to generate custom data for this stream.</para>
      </summary>
      <param name="stream">The name of the custom data stream to apply the curve to.</param>
      <param name="curveCount">The number of curves to generate data for.</param>
      <param name="count"></param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.EmissionModule">
      <summary>
        <para>Script interface for the Emission module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.burstCount">
      <summary>
        <para>The current number of bursts.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.enabled">
      <summary>
        <para>Enable/disable the Emission module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rate">
      <summary>
        <para>The rate at which new particles are spawned.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateMultiplier">
      <summary>
        <para>Change the rate multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverDistance">
      <summary>
        <para>The rate at which new particles are spawned, over distance.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverDistanceMultiplier">
      <summary>
        <para>Change the rate over distance multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverTime">
      <summary>
        <para>The rate at which new particles are spawned, over time.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.rateOverTimeMultiplier">
      <summary>
        <para>Change the rate over time multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmissionModule.type">
      <summary>
        <para>The emission type.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmissionModule.GetBurst(System.Int32)">
      <summary>
        <para>Get a single burst from the array of bursts.</para>
      </summary>
      <param name="index">The index of the burst to retrieve.</param>
      <returns>
        <para>The burst data at the given index.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmissionModule.GetBursts(UnityEngine.ParticleSystem/Burst[])">
      <summary>
        <para>Get the burst array.</para>
      </summary>
      <param name="bursts">Array of bursts to be filled in.</param>
      <returns>
        <para>The number of bursts in the array.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmissionModule.SetBurst(System.Int32,UnityEngine.ParticleSystem/Burst)">
      <summary>
        <para>Set a single burst in the array of bursts.</para>
      </summary>
      <param name="index">The index of the burst to retrieve.</param>
      <param name="burst">The new burst data to apply to the Particle System.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmissionModule.SetBursts(UnityEngine.ParticleSystem/Burst[])">
      <summary>
        <para>Set the burst array.</para>
      </summary>
      <param name="bursts">Array of bursts.</param>
      <param name="size">Optional array size, if burst count is less than array size.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmissionModule.SetBursts(UnityEngine.ParticleSystem/Burst[],System.Int32)">
      <summary>
        <para>Set the burst array.</para>
      </summary>
      <param name="bursts">Array of bursts.</param>
      <param name="size">Optional array size, if burst count is less than array size.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Emit(System.Int32)">
      <summary>
        <para>Emit count particles immediately.</para>
      </summary>
      <param name="count">Number of particles to emit.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/EmitParams,System.Int32)">
      <summary>
        <para>Emit a number of particles from script.</para>
      </summary>
      <param name="emitParams">Overidden particle properties.</param>
      <param name="count">Number of particles to emit.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,System.Single,UnityEngine.Color32)">
      <summary>
        <para></para>
      </summary>
      <param name="position"></param>
      <param name="velocity"></param>
      <param name="size"></param>
      <param name="lifetime"></param>
      <param name="color"></param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Emit(UnityEngine.ParticleSystem/Particle)">
      <summary>
        <para></para>
      </summary>
      <param name="particle"></param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.EmitParams">
      <summary>
        <para>Script interface for Particle System emission parameters.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.angularVelocity">
      <summary>
        <para>Override the angular velocity of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.angularVelocity3D">
      <summary>
        <para>Override the 3D angular velocity of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.applyShapeToPosition">
      <summary>
        <para>When overriding the position of particles, setting this flag to true allows you to retain the influence of the shape module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.axisOfRotation">
      <summary>
        <para>Override the axis of rotation of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.position">
      <summary>
        <para>Override the position of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.randomSeed">
      <summary>
        <para>Override the random seed of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.rotation">
      <summary>
        <para>Override the rotation of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.rotation3D">
      <summary>
        <para>Override the 3D rotation of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.startColor">
      <summary>
        <para>Override the initial color of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.startLifetime">
      <summary>
        <para>Override the lifetime of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.startSize">
      <summary>
        <para>Override the initial size of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.startSize3D">
      <summary>
        <para>Override the initial 3D size of emitted particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.EmitParams.velocity">
      <summary>
        <para>Override the velocity of emitted particles.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetAngularVelocity">
      <summary>
        <para>Reverts angularVelocity and angularVelocity3D back to the values specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetAxisOfRotation">
      <summary>
        <para>Revert the axis of rotation back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetPosition">
      <summary>
        <para>Revert the position back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetRandomSeed">
      <summary>
        <para>Revert the random seed back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetRotation">
      <summary>
        <para>Reverts rotation and rotation3D back to the values specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartColor">
      <summary>
        <para>Revert the initial color back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartLifetime">
      <summary>
        <para>Revert the lifetime back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetStartSize">
      <summary>
        <para>Revert the initial size back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.EmitParams.ResetVelocity">
      <summary>
        <para>Revert the velocity back to the value specified in the inspector.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.ExternalForcesModule">
      <summary>
        <para>Script interface for the External Forces module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.enabled">
      <summary>
        <para>Enable/disable the External Forces module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.influenceCount">
      <summary>
        <para>The number of Force Fields explicitly provided to the influencers list.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.influenceFilter">
      <summary>
        <para>Apply all Force Fields belonging to a matching layer to this Particle System.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ExternalForcesModule.multiplier">
      <summary>
        <para>Multiplies the magnitude of applied external forces.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.AddInfluence(UnityEngine.ParticleSystemForceField)">
      <summary>
        <para>Adds a ParticleSystemForceField to the influencers list.</para>
      </summary>
      <param name="field">The Force Field to add to the influencers list.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.GetInfluence(System.Int32)">
      <summary>
        <para>Returns the ParticleSystemForceField at the given index in the influencers list.</para>
      </summary>
      <param name="index">The index to return the chosen Force Field from.</param>
      <returns>
        <para>The ForceField from the list.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.IsAffectedBy(UnityEngine.ParticleSystemForceField)">
      <summary>
        <para>Determines whether any particles are inside the influence of a Force Field.</para>
      </summary>
      <param name="field">The Force Field to test.</param>
      <returns>
        <para>Whether the Force Field affects the Particle System.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.RemoveInfluence(System.Int32)">
      <summary>
        <para>Removes the Force Field from the influencers list at the given index.</para>
      </summary>
      <param name="index">The index to remove the chosen Force Field from.</param>
      <param name="field">The Force Field to remove from the list.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.RemoveInfluence(UnityEngine.ParticleSystemForceField)">
      <summary>
        <para>Removes the Force Field from the influencers list at the given index.</para>
      </summary>
      <param name="index">The index to remove the chosen Force Field from.</param>
      <param name="field">The Force Field to remove from the list.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ExternalForcesModule.SetInfluence(System.Int32,UnityEngine.ParticleSystemForceField)">
      <summary>
        <para>Assigns the Force Field at the given index in the influencers list.</para>
      </summary>
      <param name="index">Index to assign the Force Field.</param>
      <param name="field">Force Field that will be assigned.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.ForceOverLifetimeModule">
      <summary>
        <para>Script interface for the Force Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Force Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.randomized">
      <summary>
        <para>When randomly selecting values between two curves or constants, this flag will cause a new random force to be chosen on each frame.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.space">
      <summary>
        <para>Are the forces being applied in local or world space?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.x">
      <summary>
        <para>The curve defining particle forces in the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.xMultiplier">
      <summary>
        <para>Change the X axis mulutiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.y">
      <summary>
        <para>The curve defining particle forces in the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.yMultiplier">
      <summary>
        <para>Change the Y axis multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.z">
      <summary>
        <para>The curve defining particle forces in the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ForceOverLifetimeModule.zMultiplier">
      <summary>
        <para>Change the Z axis multiplier.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.GetCustomParticleData(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,UnityEngine.ParticleSystemCustomData)">
      <summary>
        <para>Get a stream of custom per-particle data.</para>
      </summary>
      <param name="customData">The array of per-particle data.</param>
      <param name="streamIndex">Which stream to retrieve the data from.</param>
      <returns>
        <para>The amount of valid per-particle data.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[])">
      <summary>
        <para>Gets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Output particle buffer, containing the current particle state.</param>
      <param name="size">The number of elements that are read from the Particle System.</param>
      <param name="offset">The offset into the active particle list, from which to copy the particles.</param>
      <returns>
        <para>The number of particles written to the input particle array (the number of particles currently alive).</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32)">
      <summary>
        <para>Gets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Output particle buffer, containing the current particle state.</param>
      <param name="size">The number of elements that are read from the Particle System.</param>
      <param name="offset">The offset into the active particle list, from which to copy the particles.</param>
      <returns>
        <para>The number of particles written to the input particle array (the number of particles currently alive).</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.GetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32,System.Int32)">
      <summary>
        <para>Gets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Output particle buffer, containing the current particle state.</param>
      <param name="size">The number of elements that are read from the Particle System.</param>
      <param name="offset">The offset into the active particle list, from which to copy the particles.</param>
      <returns>
        <para>The number of particles written to the input particle array (the number of particles currently alive).</para>
      </returns>
    </member>
    <member name="T:UnityEngine.ParticleSystem.InheritVelocityModule">
      <summary>
        <para>The Inherit Velocity Module controls how the velocity of the emitter is transferred to the particles as they are emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.curve">
      <summary>
        <para>Curve to define how much emitter velocity is applied during the lifetime of a particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.curveMultiplier">
      <summary>
        <para>Change the curve multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.enabled">
      <summary>
        <para>Enable/disable the InheritVelocity module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.InheritVelocityModule.mode">
      <summary>
        <para>How to apply emitter velocity to particles.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.IsAlive">
      <summary>
        <para>Does the Particle System contain any live particles, or will it produce more?</para>
      </summary>
      <param name="withChildren">Check all child Particle Systems as well.</param>
      <returns>
        <para>True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.IsAlive(System.Boolean)">
      <summary>
        <para>Does the Particle System contain any live particles, or will it produce more?</para>
      </summary>
      <param name="withChildren">Check all child Particle Systems as well.</param>
      <returns>
        <para>True if the Particle System contains live particles or is still creating new particles. False if the Particle System has stopped emitting particles and all particles are dead.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.ParticleSystem.LightsModule">
      <summary>
        <para>Access the ParticleSystem Lights Module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.alphaAffectsIntensity">
      <summary>
        <para>Toggle whether the particle alpha gets multiplied by the light intensity, when computing the final light intensity.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.enabled">
      <summary>
        <para>Enable/disable the Lights module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.intensity">
      <summary>
        <para>Define a curve to apply custom intensity scaling to particle lights.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.intensityMultiplier">
      <summary>
        <para>Intensity multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.light">
      <summary>
        <para>Select what Light Prefab you want to base your particle lights on.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.maxLights">
      <summary>
        <para>Set a limit on how many lights this Module can create.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.range">
      <summary>
        <para>Define a curve to apply custom range scaling to particle lights.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.rangeMultiplier">
      <summary>
        <para>Range multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.ratio">
      <summary>
        <para>Choose what proportion of particles will receive a dynamic light.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.sizeAffectsRange">
      <summary>
        <para>Toggle where the particle size will be multiplied by the light range, to determine the final light range.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.useParticleColor">
      <summary>
        <para>Toggle whether the particle lights will have their color multiplied by the particle color.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LightsModule.useRandomDistribution">
      <summary>
        <para>Randomly assign lights to new particles based on ParticleSystem.LightsModule.ratio.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule">
      <summary>
        <para>Script interface for the Limit Velocity Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.dampen">
      <summary>
        <para>Controls how much the velocity that exceeds the velocity limit should be dampened.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.drag">
      <summary>
        <para>Controls the amount of drag applied to the particle velocities.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.dragMultiplier">
      <summary>
        <para>Change the drag multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Limit Force Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limit">
      <summary>
        <para>Maximum velocity curve, when not using one curve per axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitMultiplier">
      <summary>
        <para>Change the limit multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitX">
      <summary>
        <para>Maximum velocity curve for the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitXMultiplier">
      <summary>
        <para>Change the limit multiplier on the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitY">
      <summary>
        <para>Maximum velocity curve for the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitYMultiplier">
      <summary>
        <para>Change the limit multiplier on the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitZ">
      <summary>
        <para>Maximum velocity curve for the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.limitZMultiplier">
      <summary>
        <para>Change the limit multiplier on the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.multiplyDragByParticleSize">
      <summary>
        <para>Adjust the amount of drag applied to particles, based on their sizes.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.multiplyDragByParticleVelocity">
      <summary>
        <para>Adjust the amount of drag applied to particles, based on their speeds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.separateAxes">
      <summary>
        <para>Set the velocity limit on each axis separately.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule.space">
      <summary>
        <para>Specifies if the velocity limits are in local space (rotated with the transform) or world space.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.MainModule">
      <summary>
        <para>Script interface for the main module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.cullingMode">
      <summary>
        <para>Configure whether the Particle System will still be simulated each frame, when it is offscreen.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.customSimulationSpace">
      <summary>
        <para>Simulate particles relative to a custom transform component.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.duration">
      <summary>
        <para>The duration of the particle system in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.emitterVelocityMode">
      <summary>
        <para>Control how the Particle System calculates its velocity, when moving in the world.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.flipRotation">
      <summary>
        <para>Makes some particles spin in the opposite direction.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.gravityModifier">
      <summary>
        <para>Scale applied to the gravity, defined by Physics.gravity.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.gravityModifierMultiplier">
      <summary>
        <para>Change the gravity multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.loop">
      <summary>
        <para>Is the particle system looping?</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.maxParticles">
      <summary>
        <para>The maximum number of particles to emit.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.playOnAwake">
      <summary>
        <para>If set to true, the particle system will automatically start playing on startup.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.prewarm">
      <summary>
        <para>When looping is enabled, this controls whether this particle system will look like it has already simulated for one loop when first becoming visible.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.randomizeRotationDirection">
      <summary>
        <para>Cause some particles to spin in  the opposite direction.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.ringBufferLoopRange">
      <summary>
        <para>When ParticleSystem.MainModule.ringBufferMode is set to loop, this value defines the proportion of the particle life that is looped.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.ringBufferMode">
      <summary>
        <para>Configure the Particle System to not kill its particles when their lifetimes are exceeded.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.scalingMode">
      <summary>
        <para>Control how the particle system's Transform Component is applied to the particle system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.simulationSpace">
      <summary>
        <para>This selects the space in which to simulate particles. It can be either world or local space.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.simulationSpeed">
      <summary>
        <para>Override the default playback speed of the Particle System.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startColor">
      <summary>
        <para>The initial color of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startDelay">
      <summary>
        <para>Start delay in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startDelayMultiplier">
      <summary>
        <para>Start delay multiplier in seconds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startLifetime">
      <summary>
        <para>The total lifetime in seconds that each new particle will have.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startLifetimeMultiplier">
      <summary>
        <para>Start lifetime multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotation">
      <summary>
        <para>The initial rotation of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotation3D">
      <summary>
        <para>A flag to enable 3D particle rotation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationMultiplier">
      <summary>
        <para>The initial rotation multiplier of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationX">
      <summary>
        <para>The initial rotation of particles around the X axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationXMultiplier">
      <summary>
        <para>The initial rotation multiplier of particles around the X axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationY">
      <summary>
        <para>The initial rotation of particles around the Y axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationYMultiplier">
      <summary>
        <para>The initial rotation multiplier of particles around the Y axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationZ">
      <summary>
        <para>The initial rotation of particles around the Z axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startRotationZMultiplier">
      <summary>
        <para>The initial rotation multiplier of particles around the Z axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSize">
      <summary>
        <para>The initial size of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSize3D">
      <summary>
        <para>A flag to enable specifying particle size individually for each axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeMultiplier">
      <summary>
        <para>A multiplier of the initial size of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeX">
      <summary>
        <para>The initial size of particles along the X axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeXMultiplier">
      <summary>
        <para>The initial size multiplier of particles along the X axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeY">
      <summary>
        <para>The initial size of particles along the Y axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeYMultiplier">
      <summary>
        <para>The initial size multiplier of particles along the Y axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeZ">
      <summary>
        <para>The initial size of particles along the Z axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSizeZMultiplier">
      <summary>
        <para>The initial size multiplier of particles along the Z axis when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSpeed">
      <summary>
        <para>The initial speed of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.startSpeedMultiplier">
      <summary>
        <para>A multiplier of the initial speed of particles when emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.stopAction">
      <summary>
        <para>Select whether to Disable or Destroy the GameObject, or to call the OnParticleSystemStopped script Callback, when the Particle System is stopped and all particles have died.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MainModule.useUnscaledTime">
      <summary>
        <para>When true, use the unscaled delta time to simulate the Particle System. Otherwise, use the scaled delta time.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.MinMaxCurve">
      <summary>
        <para>Script interface for a Min-Max Curve.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constant">
      <summary>
        <para>Set the constant value.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constantMax">
      <summary>
        <para>Set a constant for the upper bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.constantMin">
      <summary>
        <para>Set a constant for the lower bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curve">
      <summary>
        <para>Set the curve.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMax">
      <summary>
        <para>Set a curve for the upper bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMin">
      <summary>
        <para>Set a curve for the lower bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.curveMultiplier">
      <summary>
        <para>Set a multiplier to be applied to the curves.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxCurve.mode">
      <summary>
        <para>Set the mode that the min-max curve will use to evaluate values.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single)">
      <summary>
        <para>A single constant value for the entire curve.</para>
      </summary>
      <param name="constant">Constant value.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,UnityEngine.AnimationCurve)">
      <summary>
        <para>Use one curve when evaluating numbers along this Min-Max curve.</para>
      </summary>
      <param name="scalar">A multiplier to be applied to the curve.</param>
      <param name="curve">A single curve for evaluating against.</param>
      <param name="multiplier"></param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,UnityEngine.AnimationCurve,UnityEngine.AnimationCurve)">
      <summary>
        <para>Randomly select values based on the interval between the minimum and maximum curves.</para>
      </summary>
      <param name="scalar">A multiplier to be applied to the curves.</param>
      <param name="min">The curve describing the minimum values to be evaluated.</param>
      <param name="max">The curve describing the maximum values to be evaluated.</param>
      <param name="multiplier"></param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.#ctor(System.Single,System.Single)">
      <summary>
        <para>Randomly select values based on the interval between the minimum and maximum constants.</para>
      </summary>
      <param name="min">The constant describing the minimum values to be evaluated.</param>
      <param name="max">The constant describing the maximum values to be evaluated.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.Evaluate(System.Single)">
      <summary>
        <para>Manually query the curve to calculate values based on what mode it is in.</para>
      </summary>
      <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param>
      <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param>
      <returns>
        <para>Calculated curve/constant value.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxCurve.Evaluate(System.Single,System.Single)">
      <summary>
        <para>Manually query the curve to calculate values based on what mode it is in.</para>
      </summary>
      <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.</param>
      <param name="lerpFactor">Blend between the 2 curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).</param>
      <returns>
        <para>Calculated curve/constant value.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.ParticleSystem.MinMaxGradient">
      <summary>
        <para>MinMaxGradient contains two Gradients, and returns a Color based on ParticleSystem.MinMaxGradient.mode. Depending on the mode, the Color returned may be randomized.
Gradients are edited via the ParticleSystem Inspector once a ParticleSystemGradientMode requiring them has been selected. Some modes do not require gradients, only colors.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.color">
      <summary>
        <para>Set a constant color.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.colorMax">
      <summary>
        <para>Set a constant color for the upper bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.colorMin">
      <summary>
        <para>Set a constant color for the lower bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradient">
      <summary>
        <para>Set the gradient.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradientMax">
      <summary>
        <para>Set a gradient for the upper bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.gradientMin">
      <summary>
        <para>Set a gradient for the lower bound.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.MinMaxGradient.mode">
      <summary>
        <para>Set the mode that the min-max gradient will use to evaluate colors.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Color)">
      <summary>
        <para>A single constant color for the entire gradient.</para>
      </summary>
      <param name="color">Constant color.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Gradient)">
      <summary>
        <para>Use one gradient when evaluating numbers along this Min-Max gradient.</para>
      </summary>
      <param name="gradient">A single gradient for evaluating against.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Color,UnityEngine.Color)">
      <summary>
        <para>Randomly select colors based on the interval between the minimum and maximum constants.</para>
      </summary>
      <param name="min">The constant color describing the minimum colors to be evaluated.</param>
      <param name="max">The constant color describing the maximum colors to be evaluated.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.#ctor(UnityEngine.Gradient,UnityEngine.Gradient)">
      <summary>
        <para>Randomly select colors based on the interval between the minimum and maximum gradients.</para>
      </summary>
      <param name="min">The gradient describing the minimum colors to be evaluated.</param>
      <param name="max">The gradient describing the maximum colors to be evaluated.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.Evaluate(System.Single)">
      <summary>
        <para>Manually query the gradient to calculate colors based on what mode it is in.</para>
      </summary>
      <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param>
      <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param>
      <returns>
        <para>Calculated gradient/color value.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.MinMaxGradient.Evaluate(System.Single,System.Single)">
      <summary>
        <para>Manually query the gradient to calculate colors based on what mode it is in.</para>
      </summary>
      <param name="time">Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the gradient. This is valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.Gradient or ParticleSystemGradientMode.TwoGradients.</param>
      <param name="lerpFactor">Blend between the 2 gradients/colors (Valid when ParticleSystem.MinMaxGradient.mode is set to ParticleSystemGradientMode.TwoColors or ParticleSystemGradientMode.TwoGradients).</param>
      <returns>
        <para>Calculated gradient/color value.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.ParticleSystem.NoiseModule">
      <summary>
        <para>Script interface for the Noise Module.

The Noise Module allows you to apply turbulence to the movement of your particles. Use the low quality settings to create computationally efficient Noise, or simulate smoother, richer Noise with the higher quality settings. You can also choose to define the behavior of the Noise individually for each axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.damping">
      <summary>
        <para>Higher frequency noise will reduce the strength by a proportional amount, if enabled.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.enabled">
      <summary>
        <para>Enable/disable the Noise module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.frequency">
      <summary>
        <para>Low values create soft, smooth noise, and high values create rapidly changing noise.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveCount">
      <summary>
        <para>Layers of noise that combine to produce final noise.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveMultiplier">
      <summary>
        <para>When combining each octave, scale the intensity by this amount.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.octaveScale">
      <summary>
        <para>When combining each octave, zoom in by this amount.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.positionAmount">
      <summary>
        <para>How much the noise affects the particle positions.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.quality">
      <summary>
        <para>Generate 1D, 2D or 3D noise.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remap">
      <summary>
        <para>Define how the noise values are remapped.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapEnabled">
      <summary>
        <para>Enable remapping of the final noise values, allowing for noise values to be translated into different values.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapMultiplier">
      <summary>
        <para>Remap multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapX">
      <summary>
        <para>Define how the noise values are remapped on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapXMultiplier">
      <summary>
        <para>X axis remap multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapY">
      <summary>
        <para>Define how the noise values are remapped on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapYMultiplier">
      <summary>
        <para>Y axis remap multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapZ">
      <summary>
        <para>Define how the noise values are remapped on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.remapZMultiplier">
      <summary>
        <para>Z axis remap multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.rotationAmount">
      <summary>
        <para>How much the noise affects the particle rotation, in degrees per second.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.scrollSpeed">
      <summary>
        <para>Scroll the noise map over the particle system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.scrollSpeedMultiplier">
      <summary>
        <para>Scroll speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.separateAxes">
      <summary>
        <para>Control the noise separately for each axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.sizeAmount">
      <summary>
        <para>How much the noise affects the particle sizes, applied as a multiplier on the size of each particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strength">
      <summary>
        <para>How strong the overall noise effect is.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthMultiplier">
      <summary>
        <para>Strength multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthX">
      <summary>
        <para>Define the strength of the effect on the X axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthXMultiplier">
      <summary>
        <para>X axis strength multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthY">
      <summary>
        <para>Define the strength of the effect on the Y axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthYMultiplier">
      <summary>
        <para>Y axis strength multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthZ">
      <summary>
        <para>Define the strength of the effect on the Z axis, when using the ParticleSystem.NoiseModule.separateAxes option.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.NoiseModule.strengthZMultiplier">
      <summary>
        <para>Z axis strength multiplier.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.Particle">
      <summary>
        <para>Script interface for a Particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity">
      <summary>
        <para>The angular velocity of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.angularVelocity3D">
      <summary>
        <para>The 3D angular velocity of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.animatedVelocity">
      <summary>
        <para>The animated velocity of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.axisOfRotation">
      <summary>
        <para>Mesh particles will rotate around this axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.lifetime">
      <summary>
        <para>The lifetime of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.position">
      <summary>
        <para>The position of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.randomSeed">
      <summary>
        <para>The random seed of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.randomValue">
      <summary>
        <para>The random value of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.remainingLifetime">
      <summary>
        <para>The remaining lifetime of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.rotation">
      <summary>
        <para>The rotation of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.rotation3D">
      <summary>
        <para>The 3D rotation of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.startColor">
      <summary>
        <para>The initial color of the particle. The current color of the particle is calculated procedurally based on this value and the active color modules.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.startLifetime">
      <summary>
        <para>The starting lifetime of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.startSize">
      <summary>
        <para>The initial size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.startSize3D">
      <summary>
        <para>The initial 3D size of the particle. The current size of the particle is calculated procedurally based on this value and the active size modules.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.totalVelocity">
      <summary>
        <para>The total velocity of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.Particle.velocity">
      <summary>
        <para>The velocity of the particle.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentColor(UnityEngine.ParticleSystem)">
      <summary>
        <para>Calculate the current color of the particle by applying the relevant curves to its startColor property.</para>
      </summary>
      <param name="system">The particle system from which this particle was emitted.</param>
      <returns>
        <para>Current color.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentSize(UnityEngine.ParticleSystem)">
      <summary>
        <para>Calculate the current size of the particle by applying the relevant curves to its startSize property.</para>
      </summary>
      <param name="system">The particle system from which this particle was emitted.</param>
      <returns>
        <para>Current size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Particle.GetCurrentSize3D(UnityEngine.ParticleSystem)">
      <summary>
        <para>Calculate the current 3D size of the particle by applying the relevant curves to its startSize3D property.</para>
      </summary>
      <param name="system">The particle system from which this particle was emitted.</param>
      <returns>
        <para>Current size.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Pause">
      <summary>
        <para>Pauses the system so no new particles are emitted and the existing particles are not updated.</para>
      </summary>
      <param name="withChildren">Pause all child Particle Systems as well.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Pause(System.Boolean)">
      <summary>
        <para>Pauses the system so no new particles are emitted and the existing particles are not updated.</para>
      </summary>
      <param name="withChildren">Pause all child Particle Systems as well.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Play">
      <summary>
        <para>Starts the Particle System.</para>
      </summary>
      <param name="withChildren">Play all child Particle Systems as well.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Play(System.Boolean)">
      <summary>
        <para>Starts the Particle System.</para>
      </summary>
      <param name="withChildren">Play all child Particle Systems as well.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.ResetPreMappedBufferMemory">
      <summary>
        <para>Reset the cache of reserved graphics memory used for efficient rendering of Particle Systems.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.RotationBySpeedModule">
      <summary>
        <para>Script interface for the Rotation By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.enabled">
      <summary>
        <para>Enable/disable the Rotation By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.range">
      <summary>
        <para>Apply the rotation curve between these minimum and maximum speeds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.separateAxes">
      <summary>
        <para>Set the rotation by speed on each axis separately.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.x">
      <summary>
        <para>Rotation by speed curve for the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.xMultiplier">
      <summary>
        <para>Speed multiplier along the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.y">
      <summary>
        <para>Rotation by speed curve for the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.yMultiplier">
      <summary>
        <para>Speed multiplier along the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.z">
      <summary>
        <para>Rotation by speed curve for the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationBySpeedModule.zMultiplier">
      <summary>
        <para>Speed multiplier along the Z axis.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.RotationOverLifetimeModule">
      <summary>
        <para>Script interface for the Rotation Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Rotation Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.separateAxes">
      <summary>
        <para>Set the rotation over lifetime on each axis separately.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.x">
      <summary>
        <para>Rotation over lifetime curve for the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.xMultiplier">
      <summary>
        <para>Rotation multiplier around the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.y">
      <summary>
        <para>Rotation over lifetime curve for the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.yMultiplier">
      <summary>
        <para>Rotation multiplier around the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.z">
      <summary>
        <para>Rotation over lifetime curve for the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.RotationOverLifetimeModule.zMultiplier">
      <summary>
        <para>Rotation multiplier around the Z axis.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SetCustomParticleData(System.Collections.Generic.List`1&lt;UnityEngine.Vector4&gt;,UnityEngine.ParticleSystemCustomData)">
      <summary>
        <para>Set a stream of custom per-particle data.</para>
      </summary>
      <param name="customData">The array of per-particle data.</param>
      <param name="streamIndex">Which stream to assign the data to.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[])">
      <summary>
        <para>Sets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Input particle buffer, containing the desired particle state.</param>
      <param name="size">The number of elements in the particles array that is written to the Particle System.</param>
      <param name="offset">The offset into the destination particle list, to assign these particles.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32)">
      <summary>
        <para>Sets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Input particle buffer, containing the desired particle state.</param>
      <param name="size">The number of elements in the particles array that is written to the Particle System.</param>
      <param name="offset">The offset into the destination particle list, to assign these particles.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SetParticles(UnityEngine.ParticleSystem/Particle[],System.Int32,System.Int32)">
      <summary>
        <para>Sets the particles of this Particle System.</para>
      </summary>
      <param name="particles">Input particle buffer, containing the desired particle state.</param>
      <param name="size">The number of elements in the particles array that is written to the Particle System.</param>
      <param name="offset">The offset into the destination particle list, to assign these particles.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.ShapeModule">
      <summary>
        <para>Script interface for the Shape module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.alignToDirection">
      <summary>
        <para>Align particles based on their initial direction of travel.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.angle">
      <summary>
        <para>Angle of the cone to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.arc">
      <summary>
        <para>Angle of the circle arc to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcMode">
      <summary>
        <para>The mode used for generating particles around the arc.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpeed">
      <summary>
        <para>In animated modes, this determines how quickly the particle emission position moves around the arc.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpeedMultiplier">
      <summary>
        <para>A multiplier of the arc speed of the particle emission shape.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.arcSpread">
      <summary>
        <para>Control the gap between particle emission points around the arc.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.box">
      <summary>
        <para>Scale of the box to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.boxThickness">
      <summary>
        <para>Thickness of the box to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.donutRadius">
      <summary>
        <para>The radius of the Donut shape to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.enabled">
      <summary>
        <para>Enable/disable the Shape module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.length">
      <summary>
        <para>Length of the cone to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.mesh">
      <summary>
        <para>Mesh to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshMaterialIndex">
      <summary>
        <para>Emit particles from a single material of a mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshRenderer">
      <summary>
        <para>MeshRenderer to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshScale">
      <summary>
        <para>Apply a scaling factor to the mesh that particles are emitted from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshShapeType">
      <summary>
        <para>Where on the mesh to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshSpawnMode">
      <summary>
        <para>The mode used for generating particles on a mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshSpawnSpeed">
      <summary>
        <para>In animated modes, this determines how quickly the particle emission position moves across the mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshSpawnSpeedMultiplier">
      <summary>
        <para>A multiplier of the mesh spawn speed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.meshSpawnSpread">
      <summary>
        <para>Control the gap between particle emission points across the mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.normalOffset">
      <summary>
        <para>Move particles away from the surface of the source mesh.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.position">
      <summary>
        <para>Apply an offset to the position from which particles are emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radius">
      <summary>
        <para>Radius of the shape to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusMode">
      <summary>
        <para>The mode used for generating particles along the radius.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpeed">
      <summary>
        <para>In animated modes, this determines how quickly the particle emission position moves along the radius.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpeedMultiplier">
      <summary>
        <para>A multiplier of the radius speed of the particle emission shape.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusSpread">
      <summary>
        <para>Control the gap between particle emission points along the radius.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.radiusThickness">
      <summary>
        <para>Radius thickness of the shape's edge from which to emit particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomDirection">
      <summary>
        <para>Randomizes the starting direction of particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomDirectionAmount">
      <summary>
        <para>Randomizes the starting direction of particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.randomPositionAmount">
      <summary>
        <para>Randomizes the starting position of particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.rotation">
      <summary>
        <para>Apply a rotation to the shape from which particles are emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.scale">
      <summary>
        <para>Apply scale to the shape from which particles are emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.shapeType">
      <summary>
        <para>Type of shape to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.skinnedMeshRenderer">
      <summary>
        <para>SkinnedMeshRenderer to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.sphericalDirectionAmount">
      <summary>
        <para>Makes particles move in a spherical direction from their starting point.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.sprite">
      <summary>
        <para>Sprite to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.spriteRenderer">
      <summary>
        <para>SpriteRenderer to emit particles from.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.texture">
      <summary>
        <para>Selects a texture to be used for tinting particle start colors.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureAlphaAffectsParticles">
      <summary>
        <para>When enabled, the alpha channel of the texture is applied to the particle alpha when spawned.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureBilinearFiltering">
      <summary>
        <para>When enabled, 4 neighboring samples are taken from the texture, and combined to give the final particle value.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureClipChannel">
      <summary>
        <para>Selects which channel of the texture is used for discarding particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureClipThreshold">
      <summary>
        <para>Discards particles when they are spawned on an area of the texture with a value lower than this threshold.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureColorAffectsParticles">
      <summary>
        <para>When enabled, the RGB channels of the texture are applied to the particle color when spawned.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.textureUVChannel">
      <summary>
        <para>When using a Mesh as a source shape type, this option controls which UV channel on the Mesh is used for reading the source texture.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.useMeshColors">
      <summary>
        <para>Modulate the particle colors with the vertex colors, or the material color if no vertex colors exist.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.ShapeModule.useMeshMaterialIndex">
      <summary>
        <para>Emit particles from a single material, or the whole mesh.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Simulate(System.Single)">
      <summary>
        <para>Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.</para>
      </summary>
      <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param>
      <param name="withChildren">Fast-forward all child Particle Systems as well.</param>
      <param name="restart">Restart and start from the beginning.</param>
      <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean)">
      <summary>
        <para>Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.</para>
      </summary>
      <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param>
      <param name="withChildren">Fast-forward all child Particle Systems as well.</param>
      <param name="restart">Restart and start from the beginning.</param>
      <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean)">
      <summary>
        <para>Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.</para>
      </summary>
      <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param>
      <param name="withChildren">Fast-forward all child Particle Systems as well.</param>
      <param name="restart">Restart and start from the beginning.</param>
      <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Simulate(System.Single,System.Boolean,System.Boolean,System.Boolean)">
      <summary>
        <para>Fast-forwards the Particle System by simulating particles over the given period of time, then pauses it.</para>
      </summary>
      <param name="t">Time period in seconds to advance the ParticleSystem simulation by. If restart is true, the ParticleSystem will be reset to 0 time, and then advanced by this value. If restart is false, the ParticleSystem simulation will be advanced in time from its current state by this value.</param>
      <param name="withChildren">Fast-forward all child Particle Systems as well.</param>
      <param name="restart">Restart and start from the beginning.</param>
      <param name="fixedTimeStep">Only update the system at fixed intervals, based on the value in "Fixed Time" in the Time options.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.SizeBySpeedModule">
      <summary>
        <para>Script interface for the Size By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.enabled">
      <summary>
        <para>Enable/disable the Size By Speed module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.range">
      <summary>
        <para>Apply the size curve between these minimum and maximum speeds.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.separateAxes">
      <summary>
        <para>Set the size by speed on each axis separately.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.size">
      <summary>
        <para>Curve to control particle size based on speed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.sizeMultiplier">
      <summary>
        <para>Size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.x">
      <summary>
        <para>Size by speed curve for the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.xMultiplier">
      <summary>
        <para>X axis size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.y">
      <summary>
        <para>Size by speed curve for the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.yMultiplier">
      <summary>
        <para>Y axis size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.z">
      <summary>
        <para>Size by speed curve for the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeBySpeedModule.zMultiplier">
      <summary>
        <para>Z axis size multiplier.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.SizeOverLifetimeModule">
      <summary>
        <para>Script interface for the Size Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Size Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.separateAxes">
      <summary>
        <para>Set the size over lifetime on each axis separately.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.size">
      <summary>
        <para>Curve to control particle size based on lifetime.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.sizeMultiplier">
      <summary>
        <para>Size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.x">
      <summary>
        <para>Size over lifetime curve for the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.xMultiplier">
      <summary>
        <para>X axis size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.y">
      <summary>
        <para>Size over lifetime curve for the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.yMultiplier">
      <summary>
        <para>Y axis size multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.z">
      <summary>
        <para>Size over lifetime curve for the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SizeOverLifetimeModule.zMultiplier">
      <summary>
        <para>Z axis size multiplier.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Stop">
      <summary>
        <para>Stops playing the Particle System using the supplied stop behaviour.</para>
      </summary>
      <param name="withChildren">Stop all child Particle Systems as well.</param>
      <param name="stopBehavior">Stop emitting or stop emitting and clear the system.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean)">
      <summary>
        <para>Stops playing the Particle System using the supplied stop behaviour.</para>
      </summary>
      <param name="withChildren">Stop all child Particle Systems as well.</param>
      <param name="stopBehavior">Stop emitting or stop emitting and clear the system.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.Stop(System.Boolean,UnityEngine.ParticleSystemStopBehavior)">
      <summary>
        <para>Stops playing the Particle System using the supplied stop behaviour.</para>
      </summary>
      <param name="withChildren">Stop all child Particle Systems as well.</param>
      <param name="stopBehavior">Stop emitting or stop emitting and clear the system.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.SubEmittersModule">
      <summary>
        <para>Script interface for the Sub Emitters module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.birth0">
      <summary>
        <para>Sub particle system which spawns at the locations of the birth of the particles from the parent system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.birth1">
      <summary>
        <para>Sub particle system which spawns at the locations of the birth of the particles from the parent system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.collision0">
      <summary>
        <para>Sub particle system which spawns at the locations of the collision of the particles from the parent system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.collision1">
      <summary>
        <para>Sub particle system which spawns at the locations of the collision of the particles from the parent system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.death0">
      <summary>
        <para>Sub particle system which spawns at the locations of the death of the particles from the parent system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.death1">
      <summary>
        <para>Sub particle system to spawn on death of the parent system's particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.enabled">
      <summary>
        <para>Enable/disable the Sub Emitters module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.SubEmittersModule.subEmittersCount">
      <summary>
        <para>The total number of sub-emitters.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.AddSubEmitter(UnityEngine.ParticleSystem,UnityEngine.ParticleSystemSubEmitterType,UnityEngine.ParticleSystemSubEmitterProperties)">
      <summary>
        <para>Add a new sub-emitter.</para>
      </summary>
      <param name="subEmitter">The sub-emitter to be added.</param>
      <param name="type">The event that creates new particles.</param>
      <param name="properties">The properties of the new particles.</param>
      <param name="emitProbability">The probability that the sub-emitter emits particles. Accepts values from 0 to 1, where 0 is never and 1 is always.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.AddSubEmitter(UnityEngine.ParticleSystem,UnityEngine.ParticleSystemSubEmitterType,UnityEngine.ParticleSystemSubEmitterProperties,System.Single)">
      <summary>
        <para>Add a new sub-emitter.</para>
      </summary>
      <param name="subEmitter">The sub-emitter to be added.</param>
      <param name="type">The event that creates new particles.</param>
      <param name="properties">The properties of the new particles.</param>
      <param name="emitProbability">The probability that the sub-emitter emits particles. Accepts values from 0 to 1, where 0 is never and 1 is always.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterEmitProbability(System.Int32)">
      <summary>
        <para>Returns the probability that the sub-emitter emits particles.</para>
      </summary>
      <param name="index">The index of the desired sub-emitter.</param>
      <returns>
        <para>The emission probability for the desired sub-emitter</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterProperties(System.Int32)">
      <summary>
        <para>Get the properties of the sub-emitter at the given index.</para>
      </summary>
      <param name="index">The index of the desired sub-emitter.</param>
      <returns>
        <para>The properties of the requested sub-emitter.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterSystem(System.Int32)">
      <summary>
        <para>Get the sub-emitter Particle System at the given index.</para>
      </summary>
      <param name="index">The index of the desired sub-emitter.</param>
      <returns>
        <para>The sub-emitter being requested.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.GetSubEmitterType(System.Int32)">
      <summary>
        <para>Get the type of the sub-emitter at the given index.</para>
      </summary>
      <param name="index">The index of the desired sub-emitter.</param>
      <returns>
        <para>The type of the requested sub-emitter.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.RemoveSubEmitter(System.Int32)">
      <summary>
        <para>Remove a sub-emitter from the given index in the array.</para>
      </summary>
      <param name="index">The index from which to remove a sub-emitter.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterEmitProbability(System.Int32,System.Single)">
      <summary>
        <para>Sets the probability that the sub-emitter emits particles.</para>
      </summary>
      <param name="index">The index of the sub-emitter being modified.</param>
      <param name="emitProbability">Sets the emission probability of the sub-emitter at the given index.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterProperties(System.Int32,UnityEngine.ParticleSystemSubEmitterProperties)">
      <summary>
        <para>Set the properties of the sub-emitter at the given index.</para>
      </summary>
      <param name="index">The index of the sub-emitter being modified.</param>
      <param name="properties">The new properties to assign to this sub-emitter.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterSystem(System.Int32,UnityEngine.ParticleSystem)">
      <summary>
        <para>Set the Particle System to use as the sub-emitter at the given index.</para>
      </summary>
      <param name="index">The index of the sub-emitter being modified.</param>
      <param name="subEmitter">The Particle System being used as this sub-emitter.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.SubEmittersModule.SetSubEmitterType(System.Int32,UnityEngine.ParticleSystemSubEmitterType)">
      <summary>
        <para>Set the type of the sub-emitter at the given index.</para>
      </summary>
      <param name="index">The index of the sub-emitter being modified.</param>
      <param name="type">The new spawning type to assign to this sub-emitter.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.TextureSheetAnimationModule">
      <summary>
        <para>Script interface for the Texture Sheet Animation module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.animation">
      <summary>
        <para>Specifies the animation type.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.cycleCount">
      <summary>
        <para>Specifies how many times the animation will loop during the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.enabled">
      <summary>
        <para>Enable/disable the Texture Sheet Animation module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.flipU">
      <summary>
        <para>Flip the U coordinate on particles, causing them to appear mirrored horizontally.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.flipV">
      <summary>
        <para>Flip the V coordinate on particles, causing them to appear mirrored vertically.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.fps">
      <summary>
        <para>Control how quickly the animation plays.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.frameOverTime">
      <summary>
        <para>Curve to control which frame of the texture sheet animation to play.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.frameOverTimeMultiplier">
      <summary>
        <para>Frame over time mutiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.mode">
      <summary>
        <para>Select whether the animated texture information comes from a grid of frames on a single texture, or from a list of Sprite objects.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.numTilesX">
      <summary>
        <para>Defines the tiling of the texture in the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.numTilesY">
      <summary>
        <para>Defines the tiling of the texture in the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.rowIndex">
      <summary>
        <para>Explicitly select which row of the texture sheet is used, when ParticleSystem.TextureSheetAnimationModule.useRandomRow is set to false.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.speedRange">
      <summary>
        <para>Specify how particle speeds are mapped to the animation frames.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.spriteCount">
      <summary>
        <para>The total number of sprites.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.startFrame">
      <summary>
        <para>Define a random starting frame for the texture sheet animation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.startFrameMultiplier">
      <summary>
        <para>Starting frame multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.timeMode">
      <summary>
        <para>Select whether the playback is based on mapping a curve to the lifetime of each particle, by using the particle speeds, or if playback simply uses a constant frames per second.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.useRandomRow">
      <summary>
        <para>Use a random row of the texture sheet for each particle emitted.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TextureSheetAnimationModule.uvChannelMask">
      <summary>
        <para>Choose which UV channels will receive texture animation.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.AddSprite(UnityEngine.Sprite)">
      <summary>
        <para>Add a new Sprite.</para>
      </summary>
      <param name="sprite">The Sprite to be added.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.GetSprite(System.Int32)">
      <summary>
        <para>Get the Sprite at the given index.</para>
      </summary>
      <param name="index">The index of the desired Sprite.</param>
      <returns>
        <para>The Sprite being requested.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.RemoveSprite(System.Int32)">
      <summary>
        <para>Remove a Sprite from the given index in the array.</para>
      </summary>
      <param name="index">The index from which to remove a Sprite.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TextureSheetAnimationModule.SetSprite(System.Int32,UnityEngine.Sprite)">
      <summary>
        <para>Set the Sprite at the given index.</para>
      </summary>
      <param name="index">The index of the Sprite being modified.</param>
      <param name="sprite">The Sprite being assigned.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.TrailModule">
      <summary>
        <para>Script interface for the Particle System Trails module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.attachRibbonsToTransform">
      <summary>
        <para>Adds an extra position to each ribbon, connecting it to the location of the Transform Component.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.colorOverLifetime">
      <summary>
        <para>The gradient controlling the trail colors during the lifetime of the attached particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.colorOverTrail">
      <summary>
        <para>The gradient controlling the trail colors over the length of the trail.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.dieWithParticles">
      <summary>
        <para>If enabled, Trails will disappear immediately when their owning particle dies. Otherwise, the trail will persist until all its points have naturally expired, based on its lifetime.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.enabled">
      <summary>
        <para>Enable/disable the Trail module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.generateLightingData">
      <summary>
        <para>Configures the trails to generate Normals and Tangents. With this data, Scene lighting can affect the trails via Normal Maps and the Unity Standard Shader, or your own custom-built Shaders.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.inheritParticleColor">
      <summary>
        <para>Toggle whether the trail will inherit the particle color as its starting color.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.lifetime">
      <summary>
        <para>The curve describing the trail lifetime, throughout the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.lifetimeMultiplier">
      <summary>
        <para>Change the lifetime multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.minVertexDistance">
      <summary>
        <para>Set the minimum distance each trail can travel before a new vertex is added to it.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.mode">
      <summary>
        <para>Choose how particle trails are generated.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.ratio">
      <summary>
        <para>Choose what proportion of particles will receive a trail.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.ribbonCount">
      <summary>
        <para>Select how many lines to create through the Particle System.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.shadowBias">
      <summary>
        <para>Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the trail width at each segment.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.sizeAffectsLifetime">
      <summary>
        <para>Set whether the particle size will act as a multiplier on top of the trail lifetime.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.sizeAffectsWidth">
      <summary>
        <para>Set whether the particle size will act as a multiplier on top of the trail width.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.splitSubEmitterRibbons">
      <summary>
        <para>When used on a sub emitter, ribbons will connect particles from each parent particle independently.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.textureMode">
      <summary>
        <para>Choose whether the U coordinate of the trail texture is tiled or stretched.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.widthOverTrail">
      <summary>
        <para>The curve describing the width, of each trail point.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.widthOverTrailMultiplier">
      <summary>
        <para>Change the width multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TrailModule.worldSpace">
      <summary>
        <para>Drop new trail points in world space, regardless of Particle System Simulation Space.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystem.TriggerModule">
      <summary>
        <para>Script interface for the Trigger module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.enabled">
      <summary>
        <para>Enable/disable the Trigger module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.enter">
      <summary>
        <para>Choose what action to perform when particles enter the trigger volume.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.exit">
      <summary>
        <para>Choose what action to perform when particles leave the trigger volume.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.inside">
      <summary>
        <para>Choose what action to perform when particles are inside the trigger volume.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.maxColliderCount">
      <summary>
        <para>The maximum number of collision shapes that can be attached to this particle system trigger.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.outside">
      <summary>
        <para>Choose what action to perform when particles are outside the trigger volume.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.TriggerModule.radiusScale">
      <summary>
        <para>A multiplier applied to the size of each particle before overlaps are processed.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TriggerModule.GetCollider(System.Int32)">
      <summary>
        <para>Get a collision shape associated with this particle system trigger.</para>
      </summary>
      <param name="index">Which collider to return.</param>
      <returns>
        <para>The collider at the given index.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TriggerModule.SetCollider(System.Int32,UnityEngine.Component)">
      <summary>
        <para>Set a collision shape associated with this particle system trigger.</para>
      </summary>
      <param name="index">Which collider to set.</param>
      <param name="collider">The collider to associate with this trigger.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TriggerSubEmitter(System.Int32)">
      <summary>
        <para>Triggers the specified sub emitter on all particles of the Particle System.</para>
      </summary>
      <param name="subEmitterIndex">Index of the sub emitter to trigger.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TriggerSubEmitter(System.Int32,UnityEngine.ParticleSystem/Particle&amp;)">
      <summary>
        <para>Triggers the specified sub emitter on the specified particle(s) of the Particle System.</para>
      </summary>
      <param name="subEmitterIndex">Index of the sub emitter to trigger.</param>
      <param name="particle">Triggers the sub emtter on a single particle.</param>
      <param name="particles">Triggers the sub emtter on a list of particles.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystem.TriggerSubEmitter(System.Int32,System.Collections.Generic.List`1&lt;UnityEngine.ParticleSystem/Particle&gt;)">
      <summary>
        <para>Triggers the specified sub emitter on the specified particle(s) of the Particle System.</para>
      </summary>
      <param name="subEmitterIndex">Index of the sub emitter to trigger.</param>
      <param name="particle">Triggers the sub emtter on a single particle.</param>
      <param name="particles">Triggers the sub emtter on a list of particles.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystem.VelocityOverLifetimeModule">
      <summary>
        <para>Script interface for the Velocity Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.enabled">
      <summary>
        <para>Enable/disable the Velocity Over Lifetime module.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetX">
      <summary>
        <para>Specify a custom center of rotation for the orbital and radial velocities.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetXMultiplier">
      <summary>
        <para>This method is more efficient than accessing the whole curve, if you only want to change the overall offset multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetY">
      <summary>
        <para>Specify a custom center of rotation for the orbital and radial velocities.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetYMultiplier">
      <summary>
        <para>This method is more efficient than accessing the whole curve, if you only want to change the overall offset multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetZ">
      <summary>
        <para>Specify a custom center of rotation for the orbital and radial velocities.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalOffsetZMultiplier">
      <summary>
        <para>This method is more efficient than accessing the whole curve, if you only want to change the overall offset multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalX">
      <summary>
        <para>Curve to control particle speed based on lifetime, around the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalXMultiplier">
      <summary>
        <para>X axis speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalY">
      <summary>
        <para>Curve to control particle speed based on lifetime, around the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalYMultiplier">
      <summary>
        <para>Y axis speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalZ">
      <summary>
        <para>Curve to control particle speed based on lifetime, around the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.orbitalZMultiplier">
      <summary>
        <para>Z axis speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.radial">
      <summary>
        <para>Curve to control particle speed based on lifetime, away from a center position.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.radialMultiplier">
      <summary>
        <para>Radial speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.space">
      <summary>
        <para>Specifies if the velocities are in local space (rotated with the transform) or world space.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.speedModifier">
      <summary>
        <para>Curve to control particle speed based on lifetime, without affecting the direction of the particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.speedModifierMultiplier">
      <summary>
        <para>Speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.x">
      <summary>
        <para>Curve to control particle speed based on lifetime, on the X axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.xMultiplier">
      <summary>
        <para>X axis speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.y">
      <summary>
        <para>Curve to control particle speed based on lifetime, on the Y axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.yMultiplier">
      <summary>
        <para>Y axis speed multiplier.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.z">
      <summary>
        <para>Curve to control particle speed based on lifetime, on the Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystem.VelocityOverLifetimeModule.zMultiplier">
      <summary>
        <para>Z axis speed multiplier.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemAnimationMode">
      <summary>
        <para>The animation mode.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationMode.Grid">
      <summary>
        <para>Use a regular grid to construct a sequence of animation frames.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationMode.Sprites">
      <summary>
        <para>Use a list of sprites to construct a sequence of animation frames.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemAnimationTimeMode">
      <summary>
        <para>Control how animation frames are selected.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationTimeMode.FPS">
      <summary>
        <para>Select animation frames sequentially at a constant rate of the specified frames per second.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationTimeMode.Lifetime">
      <summary>
        <para>Select animation frames based on the particle ages.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationTimeMode.Speed">
      <summary>
        <para>Select animation frames based on the particle speeds.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemAnimationType">
      <summary>
        <para>The animation type.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationType.SingleRow">
      <summary>
        <para>Animate a single row in the sheet from left to right.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemAnimationType.WholeSheet">
      <summary>
        <para>Animate over the whole texture sheet from left to right, top to bottom.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCollisionMode">
      <summary>
        <para>Whether to use 2D or 3D colliders for particle collisions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionMode.Collision2D">
      <summary>
        <para>Use 2D colliders to collide particles against.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionMode.Collision3D">
      <summary>
        <para>Use 3D colliders to collide particles against.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCollisionQuality">
      <summary>
        <para>Quality of world collisions. Medium and low quality are approximate and may leak particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionQuality.High">
      <summary>
        <para>The most accurate world collisions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionQuality.Low">
      <summary>
        <para>Fastest and most approximate world collisions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionQuality.Medium">
      <summary>
        <para>Approximate world collisions.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCollisionType">
      <summary>
        <para>The type of collisions to use for a given particle system.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionType.Planes">
      <summary>
        <para>Collide with a list of planes.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCollisionType.World">
      <summary>
        <para>Collide with the world geometry.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCullingMode">
      <summary>
        <para>The action to perform when the Particle System is offscreen.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCullingMode.AlwaysSimulate">
      <summary>
        <para>Continue simulating the Particle System when it is offscreen.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCullingMode.Automatic">
      <summary>
        <para>For looping effects, the simulation is paused when offscreen, and for one-shot effects, the simulation will continue playing.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCullingMode.Pause">
      <summary>
        <para>Pause the Particle System simulation when it is offscreen.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCullingMode.PauseAndCatchup">
      <summary>
        <para>Pause the Particle System simulation when it is offscreen, and perform an extra simulation when the system comes back onscreen, creating the impression that it was never paused.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCurveMode">
      <summary>
        <para>The particle curve mode (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCurveMode.Constant">
      <summary>
        <para>Use a single constant for the ParticleSystem.MinMaxCurve.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCurveMode.Curve">
      <summary>
        <para>Use a single curve for the ParticleSystem.MinMaxCurve.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCurveMode.TwoConstants">
      <summary>
        <para>Use a random value between 2 constants for the ParticleSystem.MinMaxCurve.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCurveMode.TwoCurves">
      <summary>
        <para>Use a random value between 2 curves for the ParticleSystem.MinMaxCurve.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCustomData">
      <summary>
        <para>Which stream of custom particle data to set.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCustomData.Custom1">
      <summary>
        <para>The first stream of custom per-particle data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCustomData.Custom2">
      <summary>
        <para>The second stream of custom per-particle data.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemCustomDataMode">
      <summary>
        <para>Which mode the Custom Data module uses to generate its data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCustomDataMode.Color">
      <summary>
        <para>Generate data using ParticleSystem.MinMaxGradient.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCustomDataMode.Disabled">
      <summary>
        <para>Don't generate any data.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemCustomDataMode.Vector">
      <summary>
        <para>Generate data using ParticleSystem.MinMaxCurve.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemEmissionType">
      <summary>
        <para>The mode in which particles are emitted.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemEmissionType.Distance">
      <summary>
        <para>Emit when emitter moves.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemEmissionType.Time">
      <summary>
        <para>Emit over time.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemEmitterVelocityMode">
      <summary>
        <para>Control how a Particle System calculates its velocity.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemEmitterVelocityMode.Rigidbody">
      <summary>
        <para>Calculate the Particle System velocity by using a Rigidbody or Rigidbody2D component, if one exists on the Game Object.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemEmitterVelocityMode.Transform">
      <summary>
        <para>Calculate the Particle System velocity by using the Transform component.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemForceField">
      <summary>
        <para>Script interface for Particle System Force Fields.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.directionX">
      <summary>
        <para>Apply a linear force along the local X axis to particles within the volume of the Force Field.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.directionY">
      <summary>
        <para>Apply a linear force along the local Y axis to particles within the volume of the Force Field.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.directionZ">
      <summary>
        <para>Apply a linear force along the local Z axis to particles within the volume of the Force Field.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.drag">
      <summary>
        <para>Apply drag to particles within the volume of the Force Field.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.endRange">
      <summary>
        <para>Determines the size of the shape used for influencing particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.gravity">
      <summary>
        <para>Apply gravity to particles within the volume of the Force Field.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.gravityFocus">
      <summary>
        <para>When using the gravity force, set this value between 0 and 1 to control the focal point of the gravity effect.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.length">
      <summary>
        <para>Describes the length of the Cylinder when using the Cylinder Force Field shape to influence particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.multiplyDragByParticleSize">
      <summary>
        <para>When using Drag, the drag strength will be multiplied by the size of the particles if this toggle is enabled.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.multiplyDragByParticleVelocity">
      <summary>
        <para>When using Drag, the drag strength will be multiplied by the speed of the particles if this toggle is enabled.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.rotationAttraction">
      <summary>
        <para>Controls how strongly particles are dragged into the vortex motion.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.rotationRandomness">
      <summary>
        <para>Apply randomness to the Force Field axis that particles will travel around.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.rotationSpeed">
      <summary>
        <para>The speed at which particles are propelled around a vortex.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.shape">
      <summary>
        <para>Selects the type of shape used for influencing particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.startRange">
      <summary>
        <para>Setting a value greater than 0 creates a hollow Force Field shape. This will cause particles to not be affected by the Force Field when closer to the center of the volume than the startRange property.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.vectorField">
      <summary>
        <para>Apply forces to particles within the volume of the Force Field, by using a 3D texture containing vector field data.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.vectorFieldAttraction">
      <summary>
        <para>Controls how strongly particles are dragged into the vector field motion.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemForceField.vectorFieldSpeed">
      <summary>
        <para>The speed at which particles are propelled through the vector field.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemForceFieldShape">
      <summary>
        <para>The type of shape used for influencing particles in the Force Field Component.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemForceFieldShape.Box">
      <summary>
        <para>Influence particles inside a box shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemForceFieldShape.Cylinder">
      <summary>
        <para>Influence particles inside a cylinder shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemForceFieldShape.Hemisphere">
      <summary>
        <para>Influence particles inside a hemisphere shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemForceFieldShape.Sphere">
      <summary>
        <para>Influence particles inside a sphere shape.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemGameObjectFilter">
      <summary>
        <para>The particle Game Object filtering mode that specifies which objects are used by specific Particle System modules (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGameObjectFilter.LayerMask">
      <summary>
        <para>Include objects based on a layer mask, where all objects that match the mask are included.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGameObjectFilter.List">
      <summary>
        <para>Include objects based on an explicitly provided list.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemGradientMode">
      <summary>
        <para>The particle gradient mode (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGradientMode.Color">
      <summary>
        <para>Use a single color for the ParticleSystem.MinMaxGradient.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGradientMode.Gradient">
      <summary>
        <para>Use a single color gradient for the ParticleSystem.MinMaxGradient.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGradientMode.RandomColor">
      <summary>
        <para>Define a list of colors in the ParticleSystem.MinMaxGradient, to be chosen from at random.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGradientMode.TwoColors">
      <summary>
        <para>Use a random value between 2 colors for the ParticleSystem.MinMaxGradient.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemGradientMode.TwoGradients">
      <summary>
        <para>Use a random value between 2 color gradients for the ParticleSystem.MinMaxGradient.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemInheritVelocityMode">
      <summary>
        <para>How to apply emitter velocity to particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemInheritVelocityMode.Current">
      <summary>
        <para>Each particle's velocity is set to the emitter's current velocity value, every frame.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemInheritVelocityMode.Initial">
      <summary>
        <para>Each particle inherits the emitter's velocity on the frame when it was initially emitted.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemMeshShapeType">
      <summary>
        <para>The mesh emission type.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemMeshShapeType.Edge">
      <summary>
        <para>Emit from the edges of the mesh.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemMeshShapeType.Triangle">
      <summary>
        <para>Emit from the surface of the mesh.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemMeshShapeType.Vertex">
      <summary>
        <para>Emit from the vertices of the mesh.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemNoiseQuality">
      <summary>
        <para>The quality of the generated noise.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemNoiseQuality.High">
      <summary>
        <para>High quality 3D noise.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemNoiseQuality.Low">
      <summary>
        <para>Low quality 1D noise.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemNoiseQuality.Medium">
      <summary>
        <para>Medium quality 2D noise.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemOverlapAction">
      <summary>
        <para>What action to perform when the particle trigger module passes a test.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemOverlapAction.Callback">
      <summary>
        <para>Send the OnParticleTrigger command to the particle system's script.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemOverlapAction.Ignore">
      <summary>
        <para>Do nothing.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemOverlapAction.Kill">
      <summary>
        <para>Kill all particles that pass this test.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemRenderer">
      <summary>
        <para>Renders particles on to the screen (Shuriken).</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.activeVertexStreamsCount">
      <summary>
        <para>The number of currently active custom vertex streams.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.alignment">
      <summary>
        <para>Control the direction that particles face.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.allowRoll">
      <summary>
        <para>Allow billboard particles to roll around their Z axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.cameraVelocityScale">
      <summary>
        <para>How much are the particles stretched depending on the Camera's speed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.enableGPUInstancing">
      <summary>
        <para>Enables GPU Instancing on platforms where it is supported.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.flip">
      <summary>
        <para>Flip a percentage of the particles, along each axis.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.lengthScale">
      <summary>
        <para>How much are the particles stretched in their direction of motion.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.maskInteraction">
      <summary>
        <para>Specifies how the Particle System Renderer interacts with SpriteMask.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.maxParticleSize">
      <summary>
        <para>Clamp the maximum particle size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.mesh">
      <summary>
        <para>Mesh used as particle instead of billboarded texture.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.meshCount">
      <summary>
        <para>The number of meshes being used for particle rendering.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.minParticleSize">
      <summary>
        <para>Clamp the minimum particle size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.normalDirection">
      <summary>
        <para>How much are billboard particle normals oriented towards the camera.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.pivot">
      <summary>
        <para>Modify the pivot point used for rotating particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.renderMode">
      <summary>
        <para>How particles are drawn.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.shadowBias">
      <summary>
        <para>Apply a shadow bias to prevent self-shadowing artifacts. The specified value is the proportion of the particle size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.sortingFudge">
      <summary>
        <para>Biases particle system sorting amongst other transparencies.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.sortMode">
      <summary>
        <para>Sort particles within a system.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.trailMaterial">
      <summary>
        <para>Set the material used by the Trail module for attaching trails to particles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.ParticleSystemRenderer.velocityScale">
      <summary>
        <para>How much are the particles stretched depending on "how fast they move".</para>
      </summary>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.AreVertexStreamsEnabled(UnityEngine.ParticleSystemVertexStreams)">
      <summary>
        <para>Query whether the particle system renderer uses a particular set of vertex streams.</para>
      </summary>
      <param name="streams">Streams to query.</param>
      <returns>
        <para>Whether all the queried streams are enabled or not.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeMesh(UnityEngine.Mesh)">
      <summary>
        <para>Creates a snapshot of ParticleSystemRenderer and stores it in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particles.</param>
      <param name="camera">The camera used for determining which way camera-space particles will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeMesh(UnityEngine.Mesh,System.Boolean)">
      <summary>
        <para>Creates a snapshot of ParticleSystemRenderer and stores it in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particles.</param>
      <param name="camera">The camera used for determining which way camera-space particles will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera)">
      <summary>
        <para>Creates a snapshot of ParticleSystemRenderer and stores it in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particles.</param>
      <param name="camera">The camera used for determining which way camera-space particles will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeMesh(UnityEngine.Mesh,UnityEngine.Camera,System.Boolean)">
      <summary>
        <para>Creates a snapshot of ParticleSystemRenderer and stores it in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particles.</param>
      <param name="camera">The camera used for determining which way camera-space particles will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeTrailsMesh(UnityEngine.Mesh)">
      <summary>
        <para>Creates a snapshot of ParticleSystem Trails and stores them in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particle trails.</param>
      <param name="camera">The camera used for determining which way camera-space trails will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeTrailsMesh(UnityEngine.Mesh,System.Boolean)">
      <summary>
        <para>Creates a snapshot of ParticleSystem Trails and stores them in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particle trails.</param>
      <param name="camera">The camera used for determining which way camera-space trails will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeTrailsMesh(UnityEngine.Mesh,UnityEngine.Camera)">
      <summary>
        <para>Creates a snapshot of ParticleSystem Trails and stores them in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particle trails.</param>
      <param name="camera">The camera used for determining which way camera-space trails will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.BakeTrailsMesh(UnityEngine.Mesh,UnityEngine.Camera,System.Boolean)">
      <summary>
        <para>Creates a snapshot of ParticleSystem Trails and stores them in mesh.</para>
      </summary>
      <param name="mesh">A static mesh that will receive the snapshot of the particle trails.</param>
      <param name="camera">The camera used for determining which way camera-space trails will face.</param>
      <param name="useTransform">Include the rotation and scale of the Transform in the baked mesh.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.DisableVertexStreams(UnityEngine.ParticleSystemVertexStreams)">
      <summary>
        <para>Disable a set of vertex shader streams on the particle system renderer.
The position stream is always enabled, and any attempts to remove it will be ignored.</para>
      </summary>
      <param name="streams">Streams to disable.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.EnableVertexStreams(UnityEngine.ParticleSystemVertexStreams)">
      <summary>
        <para>Enable a set of vertex shader streams on the particle system renderer.</para>
      </summary>
      <param name="streams">Streams to enable.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.GetActiveVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.ParticleSystemVertexStream&gt;)">
      <summary>
        <para>Query which vertex shader streams are enabled on the ParticleSystemRenderer.</para>
      </summary>
      <param name="streams">The array of streams to be populated.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.GetEnabledVertexStreams(UnityEngine.ParticleSystemVertexStreams)">
      <summary>
        <para>Query whether the particle system renderer uses a particular set of vertex streams.</para>
      </summary>
      <param name="streams">Streams to query.</param>
      <returns>
        <para>Returns the subset of the queried streams that are actually enabled.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.GetMeshes(UnityEngine.Mesh[])">
      <summary>
        <para>Get the array of meshes to be used as particles.</para>
      </summary>
      <param name="meshes">This array will be populated with the list of meshes being used for particle rendering.</param>
      <returns>
        <para>The number of meshes actually written to the destination array.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.SetActiveVertexStreams(System.Collections.Generic.List`1&lt;UnityEngine.ParticleSystemVertexStream&gt;)">
      <summary>
        <para>Enable a set of vertex shader streams on the ParticleSystemRenderer.</para>
      </summary>
      <param name="streams">The new array of enabled vertex streams.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.SetMeshes(UnityEngine.Mesh[])">
      <summary>
        <para>Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.</para>
      </summary>
      <param name="meshes">Array of meshes to be used.</param>
      <param name="size">Number of elements from the mesh array to be applied.</param>
    </member>
    <member name="M:UnityEngine.ParticleSystemRenderer.SetMeshes(UnityEngine.Mesh[],System.Int32)">
      <summary>
        <para>Set an array of meshes to be used as particles when the ParticleSystemRenderer.renderMode is set to ParticleSystemRenderMode.Mesh.</para>
      </summary>
      <param name="meshes">Array of meshes to be used.</param>
      <param name="size">Number of elements from the mesh array to be applied.</param>
    </member>
    <member name="T:UnityEngine.ParticleSystemRenderMode">
      <summary>
        <para>The rendering mode for particle systems (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.Billboard">
      <summary>
        <para>Render particles as billboards facing the active camera. (Default)</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.HorizontalBillboard">
      <summary>
        <para>Render particles as billboards always facing up along the y-Axis.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.Mesh">
      <summary>
        <para>Render particles as meshes.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.None">
      <summary>
        <para>Do not render particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.Stretch">
      <summary>
        <para>Stretch particles in the direction of motion.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderMode.VerticalBillboard">
      <summary>
        <para>Render particles as billboards always facing the player, but not pitching along the x-Axis.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemRenderSpace">
      <summary>
        <para>How particles are aligned when rendered.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderSpace.Facing">
      <summary>
        <para>Particles face the eye position.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderSpace.Local">
      <summary>
        <para>Particles align with their local transform.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderSpace.Velocity">
      <summary>
        <para>Particles are aligned to their direction of travel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderSpace.View">
      <summary>
        <para>Particles face the camera plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRenderSpace.World">
      <summary>
        <para>Particles align with the world.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemRingBufferMode">
      <summary>
        <para>Control how particles are removed from the Particle System.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRingBufferMode.Disabled">
      <summary>
        <para>Particles are removed when their age exceeds their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRingBufferMode.LoopUntilReplaced">
      <summary>
        <para>Particles are removed when creating new particles would exceed the Max Particles property. Before being removed, particles remain alive until their age exceeds their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemRingBufferMode.PauseUntilReplaced">
      <summary>
        <para>Particles are removed when creating new particles would exceed the Max Particles property.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemScalingMode">
      <summary>
        <para>Control how particle systems apply transform scale.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemScalingMode.Hierarchy">
      <summary>
        <para>Scale the particle system using the entire transform hierarchy.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemScalingMode.Local">
      <summary>
        <para>Scale the particle system using only its own transform scale. (Ignores parent scale).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemScalingMode.Shape">
      <summary>
        <para>Only apply transform scale to the shape component, which controls where
        particles are spawned, but does not affect their size or movement.
        </para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemShapeMultiModeValue">
      <summary>
        <para>The mode used to generate new points in a shape (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.BurstSpread">
      <summary>
        <para>Distribute new particles around the shape evenly.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.Loop">
      <summary>
        <para>Animate the emission point around the shape.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.PingPong">
      <summary>
        <para>Animate the emission point around the shape, alternating between clockwise and counter-clockwise directions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeMultiModeValue.Random">
      <summary>
        <para>Generate points randomly. (Default)</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemShapeTextureChannel">
      <summary>
        <para>The texture channel (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeTextureChannel.Alpha">
      <summary>
        <para>The alpha channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeTextureChannel.Blue">
      <summary>
        <para>The blue channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeTextureChannel.Green">
      <summary>
        <para>The green channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeTextureChannel.Red">
      <summary>
        <para>The red channel.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemShapeType">
      <summary>
        <para>The emission shape (Shuriken).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Box">
      <summary>
        <para>Emit from the volume of a box.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.BoxEdge">
      <summary>
        <para>Emit from the edges of a box.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.BoxShell">
      <summary>
        <para>Emit from the surface of a box.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Circle">
      <summary>
        <para>Emit from a circle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.CircleEdge">
      <summary>
        <para>Emit from the edge of a circle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Cone">
      <summary>
        <para>Emit from the base of a cone.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.ConeShell">
      <summary>
        <para>Emit from the base surface of a cone.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.ConeVolume">
      <summary>
        <para>Emit from a cone.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.ConeVolumeShell">
      <summary>
        <para>Emit from the surface of a cone.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Donut">
      <summary>
        <para>Emit from a Donut.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Hemisphere">
      <summary>
        <para>Emit from a half-sphere.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.HemisphereShell">
      <summary>
        <para>Emit from the surface of a half-sphere.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Mesh">
      <summary>
        <para>Emit from a mesh.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.MeshRenderer">
      <summary>
        <para>Emit from a mesh renderer.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Rectangle">
      <summary>
        <para>Emit from a rectangle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.SingleSidedEdge">
      <summary>
        <para>Emit from an edge.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.SkinnedMeshRenderer">
      <summary>
        <para>Emit from a skinned mesh renderer.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Sphere">
      <summary>
        <para>Emit from a sphere.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.SphereShell">
      <summary>
        <para>Emit from the surface of a sphere.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.Sprite">
      <summary>
        <para>Emit from a sprite.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemShapeType.SpriteRenderer">
      <summary>
        <para>Emit from a sprite renderer.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemSimulationSpace">
      <summary>
        <para>The space to simulate particles in.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSimulationSpace.Custom">
      <summary>
        <para>Simulate particles relative to a custom transform component, defined by ParticleSystem.MainModule.customSimulationSpace.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSimulationSpace.Local">
      <summary>
        <para>Simulate particles in local space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSimulationSpace.World">
      <summary>
        <para>Simulate particles in world space.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemSortMode">
      <summary>
        <para>The sorting mode for particle systems.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSortMode.Distance">
      <summary>
        <para>Sort based on distance.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSortMode.None">
      <summary>
        <para>No sorting.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSortMode.OldestInFront">
      <summary>
        <para>Sort the oldest particles to the front.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSortMode.YoungestInFront">
      <summary>
        <para>Sort the youngest particles to the front.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemStopAction">
      <summary>
        <para>The action to perform when the Particle System stops.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopAction.Callback">
      <summary>
        <para>Call OnParticleSystemStopped on the ParticleSystem script.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopAction.Destroy">
      <summary>
        <para>Destroy the GameObject containing the Particle System.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopAction.Disable">
      <summary>
        <para>Disable the GameObject containing the Particle System.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopAction.None">
      <summary>
        <para>Do nothing.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemStopBehavior">
      <summary>
        <para>The behavior to apply when calling ParticleSystem.Stop|Stop.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopBehavior.StopEmitting">
      <summary>
        <para>Stops particle system emitting any further particles. All existing particles will remain until they expire.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemStopBehavior.StopEmittingAndClear">
      <summary>
        <para>Stops particle system emitting and removes all existing emitted particles.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemSubEmitterProperties">
      <summary>
        <para>The properties of sub-emitter particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritColor">
      <summary>
        <para>When spawning new particles, multiply the start color by the color of the parent particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritDuration">
      <summary>
        <para>When spawning new particles, use the duration and age properties from the parent system, when sampling Main module curves in the Sub-Emitter.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritEverything">
      <summary>
        <para>When spawning new particles, inherit all available properties from the parent particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritLifetime">
      <summary>
        <para>New particles will have a shorter lifespan, the closer their parent particles are to death.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritNothing">
      <summary>
        <para>When spawning new particles, do not inherit any properties from the parent particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritRotation">
      <summary>
        <para>When spawning new particles, add the start rotation to the rotation of the parent particles.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterProperties.InheritSize">
      <summary>
        <para>When spawning new particles, multiply the start size by the size of the parent particles.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemSubEmitterType">
      <summary>
        <para>The events that cause new particles to be spawned.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterType.Birth">
      <summary>
        <para>Spawns new particles when particles from the parent system are born.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterType.Collision">
      <summary>
        <para>Spawns new particles when particles from the parent system collide with something.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterType.Death">
      <summary>
        <para>Spawns new particles when particles from the parent system die.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterType.Manual">
      <summary>
        <para>Spawns new particles when triggered from script using ParticleSystem.TriggerSubEmitter.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemSubEmitterType.Trigger">
      <summary>
        <para>Spawns new particles when particles from the parent system pass conditions in the Trigger Module.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemTrailMode">
      <summary>
        <para>Choose how Particle Trails are generated.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailMode.PerParticle">
      <summary>
        <para>Makes a trail behind each particle as the particle moves.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailMode.Ribbon">
      <summary>
        <para>Draws a line between each particle, connecting the youngest particle to the oldest.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemTrailTextureMode">
      <summary>
        <para>Choose how textures are applied to Particle Trails.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailTextureMode.DistributePerSegment">
      <summary>
        <para>Map the texture once along the entire length of the trail, assuming all vertices are evenly spaced.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailTextureMode.RepeatPerSegment">
      <summary>
        <para>Repeat the texture along the trail, repeating at a rate of once per trail segment. To adjust the tiling rate, use Material.SetTextureScale.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailTextureMode.Stretch">
      <summary>
        <para>Map the texture once along the entire length of the trail.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTrailTextureMode.Tile">
      <summary>
        <para>Repeat the texture along the trail. To set the tiling rate, use Material.SetTextureScale.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemTriggerEventType">
      <summary>
        <para>The different types of particle triggers.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTriggerEventType.Enter">
      <summary>
        <para>Trigger when particles enter the collision volume.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTriggerEventType.Exit">
      <summary>
        <para>Trigger when particles leave the collision volume.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTriggerEventType.Inside">
      <summary>
        <para>Trigger when particles are inside the collision volume.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemTriggerEventType.Outside">
      <summary>
        <para>Trigger when particles are outside the collision volume.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemVertexStream">
      <summary>
        <para>All possible particle system vertex shader inputs.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.AgePercent">
      <summary>
        <para>The normalized age of each particle, from 0 to 1.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.AnimBlend">
      <summary>
        <para>The amount to blend between animated texture frames, from 0 to 1.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.AnimFrame">
      <summary>
        <para>The current animation frame index of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Center">
      <summary>
        <para>The center position of the entire particle, in world space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Color">
      <summary>
        <para>The color of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1X">
      <summary>
        <para>One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XY">
      <summary>
        <para>Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XYZ">
      <summary>
        <para>Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom1XYZW">
      <summary>
        <para>Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2X">
      <summary>
        <para>One custom value for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XY">
      <summary>
        <para>Two custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XYZ">
      <summary>
        <para>Three custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Custom2XYZW">
      <summary>
        <para>Four custom values for each particle, defined by the Custom Data Module, or ParticleSystem.SetCustomParticleData.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.InvStartLifetime">
      <summary>
        <para>The reciprocal of the starting lifetime, in seconds (1.0f / startLifetime).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseX">
      <summary>
        <para>The X axis noise on the current frame.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseXY">
      <summary>
        <para>The X and Y axis noise on the current frame.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseImpulseXYZ">
      <summary>
        <para>The 3D noise on the current frame.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumX">
      <summary>
        <para>The accumulated X axis noise, over the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumXY">
      <summary>
        <para>The accumulated X and Y axis noise, over the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.NoiseSumXYZ">
      <summary>
        <para>The accumulated 3D noise, over the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Normal">
      <summary>
        <para>The vertex normal of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Position">
      <summary>
        <para>The position of each particle vertex, in world space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Rotation">
      <summary>
        <para>The Z axis rotation of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Rotation3D">
      <summary>
        <para>The 3D rotation of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.RotationSpeed">
      <summary>
        <para>The Z axis rotational speed of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.RotationSpeed3D">
      <summary>
        <para>The 3D rotational speed of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.SizeX">
      <summary>
        <para>The X axis size of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.SizeXY">
      <summary>
        <para>The X and Y axis sizes of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.SizeXYZ">
      <summary>
        <para>The 3D size of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Speed">
      <summary>
        <para>The speed of each particle, calculated by taking the magnitude of the velocity.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomX">
      <summary>
        <para>A random number for each particle, which remains constant during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXY">
      <summary>
        <para>Two random numbers for each particle, which remain constant during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXYZ">
      <summary>
        <para>Three random numbers for each particle, which remain constant during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.StableRandomXYZW">
      <summary>
        <para>Four random numbers for each particle, which remain constant during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Tangent">
      <summary>
        <para>The tangent vector for each particle (for normal mapping).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.UV">
      <summary>
        <para>The first UV stream of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.UV2">
      <summary>
        <para>The second UV stream of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.UV3">
      <summary>
        <para>The third UV stream of each particle (only for meshes).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.UV4">
      <summary>
        <para>The fourth UV stream of each particle (only for meshes).</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomX">
      <summary>
        <para>A random number for each particle, which changes during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXY">
      <summary>
        <para>Two random numbers for each particle, which change during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXYZ">
      <summary>
        <para>Three random numbers for each particle, which change during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.VaryingRandomXYZW">
      <summary>
        <para>Four random numbers for each particle, which change during their lifetime.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.Velocity">
      <summary>
        <para>The velocity of each particle, in world space.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStream.VertexID">
      <summary>
        <para>The vertex ID of each particle.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.ParticleSystemVertexStreams">
      <summary>
        <para>All possible particle system vertex shader inputs.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.All">
      <summary>
        <para>A mask with all vertex streams enabled.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.CenterAndVertexID">
      <summary>
        <para>The center position of each particle, with the vertex ID of each particle, from 0-3, stored in the w component.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Color">
      <summary>
        <para>The color of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Custom1">
      <summary>
        <para>The first stream of custom data, supplied from script.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Custom2">
      <summary>
        <para>The second stream of custom data, supplied from script.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Lifetime">
      <summary>
        <para>Alive time as a 0-1 value in the X component, and Total Lifetime in the Y component.
To get the current particle age, simply multiply X by Y.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.None">
      <summary>
        <para>A mask with no vertex streams enabled.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Normal">
      <summary>
        <para>The normal of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Position">
      <summary>
        <para>The world space position of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Random">
      <summary>
        <para>4 random numbers. The first 3 are deterministic and assigned once when each particle is born, but the 4th value will change during the lifetime of the particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Rotation">
      <summary>
        <para>The rotation of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Size">
      <summary>
        <para>The size of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Tangent">
      <summary>
        <para>Tangent vectors for normal mapping.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.UV">
      <summary>
        <para>The texture coordinates of each particle.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.UV2BlendAndFrame">
      <summary>
        <para>With the Texture Sheet Animation module enabled, this contains the UVs for the second texture frame, the blend factor for each particle, and the raw frame, allowing for blending of frames.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.ParticleSystemVertexStreams.Velocity">
      <summary>
        <para>The 3D velocity of each particle.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Rendering.UVChannelFlags">
      <summary>
        <para>A flag representing each UV channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Rendering.UVChannelFlags.UV0">
      <summary>
        <para>First UV channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Rendering.UVChannelFlags.UV1">
      <summary>
        <para>Second UV channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Rendering.UVChannelFlags.UV2">
      <summary>
        <para>Third UV channel.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Rendering.UVChannelFlags.UV3">
      <summary>
        <para>Fourth UV channel.</para>
      </summary>
    </member>
    <member name="A:UnityEngine.ParticleSystemModule">
      <summary>
        <para>The ParticleSystem module implements Unity's particle system.</para>
      </summary>
    </member>
  </members>
</doc>
