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
- Select an object.
- In the inspector, click + new component and choose Particles.
- 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.
- Adjust the settings described below.
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 editor | Field | What it does |
|---|---|---|
| Particles | count | how many particles exist at once |
| life, s | lifetime | how many seconds each particle lives |
| Emitting | emitting | turns 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):
| Shape | Field | Particles start… |
|---|---|---|
| Point | point | all from one spot |
| Sphere | sphere | anywhere inside the Radius (radius) |
| Box | box | anywhere inside the Extents (extents) |
| Cone | cone | in 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 editor | Field | What it does |
|---|---|---|
| Speed min · max | speedMin · speedMax | starting speed, picked between the two |
| Gravity | gravity | a steady pull: negative Y to fall, positive Y to rise |
| Motion → drag | drag | how quickly particles slow down |
| Motion → turb | turbulence | how much they wander; this keeps smoke looking natural |
| spin | spin | how fast they rotate |
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 editor | Field | What it does |
|---|---|---|
| Size start · end | sizeStart · sizeEnd | size when a particle appears and when it disappears |
| Size jitter | sizeJitter | how much sizes vary between particles |
| Color | colorStart · colorEnd | colour over the lifetime |
| Opacity start · end | opacityStart · opacityEnd | fading in and out |
| Particle sprite | sprite | an image; its transparent parts give each particle its shape |
| Glow (additive) or Normal blending | blending | additive 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.
| Effect | In Preset | Settings to try |
|---|---|---|
| Fire | yes | cone, narrow angle, upward gravity, additive, yellow to red, shrinking |
| Smoke | yes | cone, wide angle, gentle upward gravity, normal blending, grey, growing, fading out |
| Sparks | yes | point or cone, high speed, downward gravity, additive, tiny, short lifetime |
| Dust | no | box, speed near zero, no gravity, high turbulence, normal blending, long lifetime |
| Rain | no | box 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.