Particles are reusable animated effects, such as rain, snow, fire, smoke, embers, or sparkle effects.
Particle effects are created from a preset and a texture image. The texture image is the image used for each spawned particle.
Before creating particles
Upload the texture image in the Images page first.
For full-screen effects, the particle canvas size should usually match or be relative to the project resolution.
Creating a particle
Click the add button to create a particle.
You will first be asked to select:
- Preset
- Texture image
Available presets include:
- Snow
- Rain
- Fire
- Smoke
- Embers
- Sparkle
After selecting a preset and texture image, the full particle editor opens.
Particle editor
The particle editor is split into tabs. The preview updates while you edit the particle.
Appearance
Appearance controls how each particle looks.
| Field | Description |
|---|---|
| Texture image | The image used to draw each spawned particle. |
| Scale min | The smallest size multiplier a particle can use. |
| Scale max | The largest size multiplier a particle can use. |
Use smaller scale values for effects like rain, snow, dust, and sparks. Use larger scale values for effects like smoke, fire, and magic glows.
Basics
Basics controls the resource metadata and effect area.
| Field | Description |
|---|---|
| Name | The name shown in the particle resource list. |
| Description | Optional notes about how the particle should be used. |
| Tags | Tags used for filtering and organization. |
| Width | The width of the particle effect canvas. |
| Height | The height of the particle effect canvas. |
| Seed | A fixed random seed that makes the particle effect replay consistently. |
For full-screen effects, width and height should usually match the project resolution.
Use the same seed when you want the same particle pattern to appear each time. Change the seed when you want a different random pattern.
Emission
Emission controls how particles are spawned.
| Field | Description |
|---|---|
| Emission mode | Continuous spawns particles over time. Burst spawns a group of particles at once. |
| Rate / second | Number of particles spawned each second in continuous mode. |
| Burst count | Number of particles spawned in each burst. |
| Max active | Maximum number of particles that can exist at the same time. |
| Duration | Infinite keeps emitting. Timed stops emitting after a set duration. |
| Duration seconds | How long emission lasts when duration is timed. |
| Lifetime min | Shortest time a particle can stay alive. |
| Lifetime max | Longest time a particle can stay alive. |
Higher rate, burst count, and max active values can make effects denser, but they can also make the effect heavier to render.
Source
Source controls where particles are spawned from. Coordinates are relative to the particle canvas.
| Field | Description |
|---|---|
| Source shape | The emitter shape. It can be Point, Rectangle, Circle, or Line. |
| Source X | Horizontal start position for the source. |
| Source Y | Vertical start position for the source. |
| Source width | Width of the rectangle source. |
| Source height | Height of the rectangle source. |
| Source radius | Outer radius of the circle source. |
| Inner radius | Optional empty center area for circle sources. |
| Line X2 | Horizontal end position for line sources. |
| Line Y2 | Vertical end position for line sources. |
Common source patterns:
- Use a wide rectangle above the screen for rain or snow.
- Use a small rectangle near the bottom for fire or smoke.
- Use a point or circle for sparks, bursts, and magic effects.
Movement
Movement controls how particles move after they spawn.
| Field | Description |
|---|---|
| Velocity type | Directional moves particles in a direction. Radial spreads particles outward across an angle range. |
| Speed min | Minimum starting speed. |
| Speed max | Maximum starting speed. |
| Direction / angle min | Minimum movement direction or radial angle, in degrees. |
| Direction / angle max | Maximum movement direction or radial angle, in degrees. |
| Acceleration X | Horizontal acceleration applied during the particle lifetime. |
| Acceleration Y | Vertical acceleration applied during the particle lifetime. |
| Max speed | Optional speed limit. 0 means no limit. |
| Rotate particles toward movement | Rotates each particle to face its movement direction. |
Use acceleration to make particles drift, fall, rise, or curve over time. For example, positive vertical acceleration can make particles fall faster.
Bounds
Bounds controls what happens when particles leave the effect area.
| Field | Description |
|---|---|
| Bounds mode | Recycle can reuse particles when they leave the bounds. None disables bounds recycling. |
| Bounds source | Area uses the particle canvas. Custom uses a custom rectangle. |
| Bounds padding | Extra padding around the particle canvas before recycling starts. |
| Custom bounds X | Horizontal start position of custom bounds. |
| Custom bounds Y | Vertical start position of custom bounds. |
| Custom bounds width | Width of custom bounds. |
| Custom bounds height | Height of custom bounds. |
Use recycle bounds for continuous effects such as rain, snow, smoke, and drifting particles. Use custom bounds when particles should recycle outside a larger or smaller region than the canvas.
Previewing a particle
- Double click a particle to preview it.
- Select a particle to show its detail preview on the right.
Navigating the page
File explorer
Read the File Explorer docs for general navigation.
Usages
Particles are used in the following places: