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Particles

A particle emitter gives you fire, smoke, sparks, dust, rain, magic — anything made of many small things moving together.

Particles are born on a shape, fly under gravity and drag, and fade out over their lifetime. All of it runs on the GPU and draws in a single call, so a thousand particles cost roughly what one sprite does.

A fresh emitter already looks like something

The defaults are a fire preset, so you can add an emitter and immediately see what you are tuning rather than staring at an empty object.

How many, and for how long

SettingDoes
counthow many particles exist at once
lifetimehow many seconds each one lives
emittingswitch the emitter on and off

The spawn rate falls out of these two: count ÷ lifetime particles per second. A short lifetime with a high count gives you a dense, fast effect; a long lifetime with the same count gives you a slow, sparse one.

Where they are born

shapeParticles start…
pointall from one spot
sphereanywhere within radius
boxanywhere within extents
conein a cone around the object's up axis, width by angle

angle is a half-angle in degrees, so 15 is a tight jet and 180 sprays in every direction. Cone is the default because it suits fire, jets, sparks and fountains alike.

How they move

SettingDoes
speedMin · speedMaxstarting speed, picked between the two
gravityconstant pull — negative Y for falling, positive for rising
draghow quickly they slow down
turbulencehow much they wander; this is what stops smoke looking mechanical
spinrotation speed
Gravity does not have to point down

The default preset pulls particles upward — that is what makes fire and smoke rise. Sideways gravity gives you wind-blown rain or a spray in a draught.

How they look

SettingDoes
sizeStart · sizeEndsize at birth and at death
sizeJitterhow much sizes vary between particles
colorStart · colorEndcolour over the lifetime
opacityStart · opacityEndfade in and out
spritean image; its transparency gives the particle shape
blendingadditive or normal

Blending is the setting that decides whether an effect reads as light or as matter. additive accumulates brightness where particles overlap — fire, sparks, magic, anything glowing. normal layers them like paint — smoke, dust, rain, debris.

Without a sprite you get a soft circle, which is genuinely fine for smoke and sparks.

A few starting points

EffectRoughly
Firecone, narrow angle, upward gravity, additive, yellow to red, shrinking
Smokecone, wide angle, gentle upward gravity, normal blending, grey, growing, fading out
Sparkspoint or cone, high speed, downward gravity, additive, tiny, short lifetime
Dustbox, near-zero speed, no gravity, high turbulence, normal blending, long lifetime
Rainbox overhead, downward gravity, high speed, low turbulence

Everything is a setting, nothing is state

No particle is ever stored or synchronised. The same settings produce the same look for every viewer, which means an emitter costs nothing to have in a multiplayer scene and never drifts out of step between participants.

The seed controls the randomness: change it for a different arrangement from the same settings, keep it and everyone sees the same one.


Next: Cameras — what your visitor is looking through.