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Particle Emitter ​

Transform Offset ​

Auto Play ​

  • Type: bool
  • Default: true

Loop ​

  • Type: bool
  • Default: true

Simulation In Local ​

  • Type: bool
  • Default: false

Duration ​

  • Type: float
  • Default: 5

Spawn Rate ​

  • Type: Float2
  • Default: (10, 20)

The spawn time of the next particle will be determined by a random value uniformly distributed within this range. Negative numbers are treated as 0. The order of the two numbers does not matter; if they are the same, the rate is fixed. The same applies below.

Burst Count ​

  • Type: Float2
  • Default: (0, 0)

At the beginning of each cycle, burst particles will be emitted. The number of particles in each burst will be a random value uniformly distributed within this range. Negative numbers are treated as 0.

Emitter Size ​

  • Type: Float3
  • Default: (1, 1, 1)

Particles will be generated randomly and uniformly within this area. 0 means the position on that axis is fixed, and a negative number indicates the opposite direction.

Initial Velocity ​

  • Type: Float2
  • Default: (0, 5)

Each particle will get a random value uniformly distributed within this range. A negative number indicates the opposite direction.

Start Rotation ​

  • Type: Float2
  • Default: (0, 0)

Each particle will get a random value uniformly distributed within this range. The unit is radians, and a positive number indicates clockwise.

Angular Velocity ​

  • Type: Float2
  • Default: (0, 0)

Each particle will get a random value uniformly distributed within this range. A positive number indicates clockwise.

Follow Camera ​

  • Type: bool
  • Default: false

The particle emitter will move and rotate with the camera.

Texture ​

  • Type: Texture
  • Default: Empty

Blend Mode ​

  • Type: Alpha | Additive | Premultiply
  • Default: Alpha

Lifetime ​

  • Type: Float2
  • Default: (1, 2)

Each particle will get a random value uniformly distributed within this range. Negative numbers are treated as 0.

Initial Size ​

  • Type: Float2
  • Default: (0.5, 1)

Each particle will get a random value uniformly distributed within this range. Negative numbers are treated as 0.

Time Nodes ​

  • Each particle will transform its own parameters during its lifetime according to keyframes of time nodes.
  • The particle's lifetime starts at 0 and ends at 1.
  • When multiple keyframes exist at the same time, only the first declared keyframe is effective.
  • If there is no keyframe at the start, the parameter values from the earliest keyframe are used.
  • If there is no keyframe at the end, the parameter values from the latest keyframe are used.
  • Between two adjacent keyframes, each parameter transforms linearly.

Time ​

  • Type: float
  • Default: 0
  • Range: 0 ~ 1

Color ​

  • Type: ColorRGBA
  • Default: (1, 1, 1, 1)

Size ​

  • Type: float
  • Default: 1.0

Gravity Factor ​

  • Type: float
  • Default: 0.0

Turbulence Intensity ​

  • Type: float
  • Default: 1.0

Turbulence Frequency ​

  • Type: float
  • Default: 0.2

Animation Tiles X & Animation Tiles Y ​

  • Type: int
  • Default: 1
  • Range: 1 ~ 32

Splits the material texture by the given number of tiles. Each tile is treated as a frame, creating a particle animation. The animation period is determined by the particle's Duration.

Buttons ​

Refresh ​

Refreshes the particle animation in the editor.

Play ​

Plays the particle animation in the editor.

Pause ​

Pauses the particle animation in the editor.

Stop ​

Stops the particle animation in the editor.

Released under the MIT License.