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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.