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
- Add a Particles node, set emission = burst, preset = Confetti.
- Add an On Click node and an Object Selector targeting the emitter's object.
- Wire On Click → the Particles node's trigger input, and the Particles node → the Object Selector.
- 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.