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Particles

Particles give you fire, smoke, sparks, dust, rain and magic: anything made of many small things moving together. This page shows which settings shape the look.

Each particle starts on a shape, flies under gravity and drag, and fades out over its lifetime. Even a thousand particles cost very little.

Add particles​

  1. Select an object.
  2. In the inspector, click + new component and choose Particles.
  3. To start from a ready look, open Preset at the top of the component and pick Fire, Smoke, Sparks, Magic, Snow or Fountain. It replaces the current settings.
  4. Adjust the settings described below.
A new emitter already shows something

The default settings are a fire preset. So you see what you are changing right away, not an empty object.

How many, and for how long​

In the editorFieldWhat it does
Particlescounthow many particles exist at once
life, slifetimehow many seconds each particle lives
Emittingemittingturns the emitter on and off

These two numbers set how many new particles appear each second: count ÷ lifetime.

  • A short lifetime with a high count gives a dense, fast effect.
  • A long lifetime with the same count gives a slow, sparse one.

Where particles start​

Pick a shape (shape):

ShapeFieldParticles start…
Pointpointall from one spot
Spheresphereanywhere inside the Radius (radius)
Boxboxanywhere inside the Extents (extents)
Coneconein a cone around the object's up axis; Spread angle (angle) sets its width

Spread angle is measured from the centre of the cone to its edge, in degrees. 15 gives a narrow jet, and 180 sprays in every direction.

Cone is the default, because it suits fire, jets, sparks and fountains.

How particles move​

In the editorFieldWhat it does
Speed min · maxspeedMin · speedMaxstarting speed, picked between the two
Gravitygravitya steady pull: negative Y to fall, positive Y to rise
Motion → dragdraghow quickly particles slow down
Motion → turbturbulencehow much they wander; this keeps smoke looking natural
spinspinhow fast they rotate
Gravity can point any way

The default pulls particles up, which makes fire and smoke rise. Sideways gravity gives you wind-blown rain or spray in a draught.

How particles look​

In the editorFieldWhat it does
Size start · endsizeStart · sizeEndsize when a particle appears and when it disappears
Size jittersizeJitterhow much sizes vary between particles
ColorcolorStart · colorEndcolour over the lifetime
Opacity start · endopacityStart · opacityEndfading in and out
Particle spritespritean image; its transparent parts give each particle its shape
Glow (additive) or Normal blendingblendingadditive or normal

Blending decides whether an effect looks like light or like matter.

  • Glow (additive) adds up brightness where particles overlap. Use it for fire, sparks, magic and anything that glows.
  • Normal blending layers particles like paint. Use it for smoke, dust, rain and debris.

Without a sprite, each particle is a soft circle. That works well for smoke and sparks.

Starting points​

These are recipes: settings to try by hand. Fire, smoke and sparks are also in the Preset menu. Dust and rain are not, so build them from the recipe.

EffectIn PresetSettings to try
Fireyescone, narrow angle, upward gravity, additive, yellow to red, shrinking
Smokeyescone, wide angle, gentle upward gravity, normal blending, grey, growing, fading out
Sparksyespoint or cone, high speed, downward gravity, additive, tiny, short lifetime
Dustnobox, speed near zero, no gravity, high turbulence, normal blending, long lifetime
Rainnobox overhead, downward gravity, high speed, low turbulence

The same look for everyone​

The same settings give the same look for every viewer. An emitter adds no cost in a multiplayer scene, and it never gets out of step between people.

Seed (seed) controls the randomness. Change it to get a different arrangement from the same settings. Keep it, and everyone sees the same arrangement.


Next: Cameras — what your visitor looks through.