
原文在這:http://unity3d.com/support/documentation/Components/class-WorldParticleCollider.html
Particle Collider(粒子碰撞)

The Line Renderer takes an array of two or more points in 3D space and draws a straight line between each one. A single Line Renderer Component can thus be used to draw anything from a simple straight line, to a complex spiral. The line is always continuous; if you need to draw two or more completely separate lines, you should use multiple GameObjects, each with its own Line Renderer.
線段渲染器在3D空間內需要兩個或更多的點為一組,而在每個點之間繪製直線。ㄧ個單獨的線段渲染元件可以用於繪製任何東西從一個單存的直線,到複雜的螺旋;假如你需要繪製兩個或多個完全獨立的線段,你應該使用多個GameObjects,每個都擁有線段渲染。
The Line Renderer does not render one pixel thin lines. It renders billboard lines that have width and can be textured. It uses the same algorithm for line rendering as the Trail Renderer.
線段渲染不是只有渲染單一像素在線段上。它是渲染 billboard 線段,所以可以有寬度而且可以有貼圖。線段渲染它使用了像Trail Renderer的同樣算法。

| Materials | The first material from this list is used to render the lines. |
| 材質 | 從這個列表的初始材質是用於在渲染線段 |
| Positions | Array of Vector3 points to connect. |
| 位置 | 3向量的點去連接的陣列 |
| Size | The number of segments in this line. |
| 尺寸 | 有多少段數在這個線段上 |
| Parameters | List of parameters for each line: |
| 參數 | 列出每個線段的參數 |
| StartWidth | Width at the first line position. |
| 起始寬度 | 在起始線段位置的寬度 |
| EndWidth | Width at the last line position. |
| 結束寬度 | 在最後線段位置的寬度 |
| Start Color | Color at the first line position. |
| 起始顏色 | 在起始位置線段的顏色 |
| End Color | Color at the last line position. |
| 結束顏色 | 在最後線段位置的顏色 |
| Use World Space | If enabled, the object's position is ignored, and the lines are rendered around world origin. |
| 使用世界空間 | 假如啟動,物件的位置是忽略的,而線段渲染是為肉在世界的原點。 |
To create a line renderer:
創建一個線段渲染