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Particles

Emits a particle effect from the connected object — the flow-graph version of the Particle Effects feature, so you can drive emission, colour and bursts from other nodes.

Output: effect (wire into an Object Selector, or drop it in an object's own graph to target that object)

Inputs

Handle Type Meaning
count number overrides the particle count
speed number launch speed
gravity number + rises, − falls
size number particle size
offset vector3 spawn point, relative to the object center (local axes)
color color tints the whole system (overrides the gradient)
trigger event fires a burst-mode emitter on each pulse

Parameters

Pick a preset on the card to seed everything, then adjust:

Parameter Default Notes
preset Sparkles re-seeds every value
emission continuous continuous or burst (triggered)
count 80 particles
speed preset launch speed
gravity preset + rises, − falls
size preset particle size
sprite preset dot · streak · puff · star · confetti
space local local rides the object, world trails behind

Full property reference (lifetime, turbulence, opacity, blending, colour gradient) is on the Particle Effects page.

Practical examples

Confetti when a button is clicked

  1. Add a Particles node, set emission = burst, preset = Confetti.
  2. Add an On Click node and an Object Selector targeting the emitter's object.
  3. Wire On Click → the Particles node's trigger input, and the Particles node → the Object Selector.
  4. Click the object in the viewport — confetti bursts for everyone.

A dial that controls emission

Wire a Slider into count to let anyone in the session turn the effect up or down — the value is shared live.

Emit from a specific point

Wire a Vector3 into offset to move the spawn point — e.g. (0, 1, 0) puts it at the top of a unit object instead of the center. On Click through the node also works: wire On Click → Particles → Object Selector and clicking that object fires the burst.

Note

Particles are deterministic (each peer computes the same motion from the synced clock). A burst fired from a trigger rides the same replicated pulse as On Click / Key Press, so every peer sees it. This node is independent of an emitter set on the object from the Inspector — you can even run both.