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Particle Effects

Add dust, smoke, fire, sparkles, confetti and sparks to your scene. Emitters attach to any object (or stand on their own), follow it around, and — because everything replicates — everyone in the session sees the same effect.

Particles are deterministic: each particle's motion is computed from a shared clock, so peers see identical results without streaming anything. They're also cheap — one draw call per emitter, simulated on the GPU.

Adding an emitter

There are three ways in, and they all end up as the same emitter.

From the object menu

Right-click an object ▸ Effects ▸ and pick a preset. It attaches immediately and starts playing (burst presets fire once so you see them right away). If you have several objects selected, the emitter is added to all of them.

From the Inspector

Select an object and open its Particles section:

  • With no emitter yet: the Add emitter… dropdown attaches a preset.
  • With one attached: tweak every property (below), swap the preset, Burst now, or Remove emitter.

As a standalone object

Right-click empty space ▸ Add ▸ Effects ▸ places a small marker object that carries the emitter — perfect for a campfire in the middle of the room with nothing to attach to. It moves, saves and replicates like any other object.

The presets

Preset What it looks like Emission
Sparkles glinting stars that drift and twinkle continuous
Fire rising orange flames + embers continuous
Smoke soft grey plume that trails and fades continuous
Dust puff a low brown scatter burst
Confetti tumbling coloured squares burst
Sparks fast bright streaks that arc and die — since 1.27 drawn stretched along their motion, and thrown along by a moving emitter burst
Rain streaks falling over an 8 × 8 m area, with a small splash ring where each one lands continuous
Snow flakes drifting down over an 8 × 8 m area, settling and fading on the ground continuous
Ribbon trail one glowing band behind a moving object — a sword swish, a comet tail (since 1.27) continuous
Magic wisps trails that curl off a moving object (since 1.27) continuous
Fireflies slow glowing points that drift and blink over a meadow or a pond at night (since 1.60) continuous

Rain and Snow (1.22) are weather: Add ▸ Effects ▸ Rain places the emitter up at cloud height, and the drops fall about 6 m to the ground below it, drifting with a little wind. Pair them with Water for a storm over the sea.

A preset is just a starting point — every value below is editable afterwards. A Sparks emitter added before 1.27 keeps its old look.

Continuous, burst, and on-impact

  • Continuous emitters (Sparkles, Fire, Smoke) emit forever.
  • Burst emitters (Dust puff, Confetti, Sparks) fire all their particles at once, then wait for the next trigger. They auto-fire once when you attach them so you get instant feedback; after that, replay them with Burst now or wire an event into the Particles node.
  • On impact (physics) emitters fire automatically when a physics simulation lands the object on the ground or another object — a dust puff exactly when the crate hits the floor. Set the object's body to Dynamic, set the emitter's Emission to On impact, and press P. Every peer sees the same burst. Small settling bounces are filtered out (the object has to be actually falling), and a rolling object won't machine-gun bursts.

Throwing things

While a simulation runs you can grab and throw any dynamic object — drag it with the gizmo on desktop, or grip-grab it in VR — and it flies off with the velocity of your hand when you let go. Heavier objects (higher Mass) hit harder. Combine with an on-impact emitter for very satisfying crashes.

Properties

Open the Inspector's Particles section on an object with an emitter:

Property Range Meaning
Preset — re-seeds every value from a preset
Emission continuous · burst one-shot vs endless
Count 1 – 500 how many particles
Lifetime 0.1 – 6 s how long each particle lives
Speed 0 – 8 launch speed
Gravity −10 – 10 positive rises, negative falls
Turbulence 0 – 1 how much the paths wobble
Size start / end 0 – 1 grows or shrinks over life
Opacity 0 – 1 peak transparency
Emit from X / Y / Z where particles spawn, relative to the object's center (local axes) — lift them to the top, a corner, an exhaust, etc.
Color two swatches start → end gradient over life
Draw as Sprites · Stretch · Trails · Ribbon how each particle is drawn — see below
Sprite dot · streak · puff · star · confetti the particle shape
Blending additive · normal additive glows (fire, sparks); normal for smoke/confetti
Space local · world see below
Inherit velocity 0 – 1 World space only — see below

Note

Glowing presets (Sparkles, Fire, Sparks — additive blending) render through the object they emit from, so they're visible even when the spawn point is inside a solid mesh. Smoke, Confetti and Dust use normal blending and are properly hidden behind geometry.

Local vs world space

  • Local — particles ride along with the object. Best for auras, fire on a moving torch, sparkles on a pickup.
  • World — particles keep the spot they were born and the object trails away from them. Best for smoke plumes and debris.

Inherit velocity

In World space, Inherit velocity sets how much of the emitter's own speed a particle keeps when it is born. At 0 (the default) particles stay where they were born; at 1 they are thrown along with the moving object — exhaust off a car, sparks off a swung sword.

How particles are drawn

Since 1.27 Inspector ▸ Particles ▸ Draw as draws the particles one of four ways. The particles move exactly the same in every mode; only the shape on screen changes.

Properties ▸ Particles: Draw as set to Trails among Sprites, Stretch, Trails and Ribbon, with the Trail length, Segments and Inherit velocity rows that Trails shows.

Draw as set to Trails.

Draw as What you see Its rows
Sprites (the default) one image per particle, as before Sprite
Stretch each particle is a streak pointing the way it moves: fast particles are long, slow ones round. The Sparks preset uses it Stretch — the seconds of motion each streak covers (0.005–0.3)
Trails every particle leaves a fading band behind it Trail length (seconds), Segments (2–16; more give smoother curves)
Ribbon one band joining the particles in the order they were born. In World space that is the path the emitter took — a sword swish, a comet tail, a car's tail light. The Ribbon trail preset is set up for it none: the width runs from Size start to Size end, and the band fades out as its particles do
  • A ribbon needs Continuous emission: a burst is born all at once, so it has no order. On a burst emitter a ribbon is drawn as trails, and the Inspector says so.
  • In Local space a ribbon rides along with the object; switch Space to World for a trail that stays behind it.

The Magic wisps preset drawn as trails: pale purple streaks curling off a grey cube that sweeps from side to side. 1: the moving cube the trails come from.

The Magic wisps preset.

  1. The emitter: Inherit velocity carries its motion into the trails.

Caps

To keep framerates high, up to 8 emitters render at once (500 particles each; in VR at most 200 per emitter in every Draw as mode, trails and ribbons included). Extra emitters beyond the cap are skipped with a toast. Particles are hidden in Wireframe view mode.

Tip

For fully flow-driven effects — emission wired to a slider, colour from a picker, or a burst fired by a click or key — use the Particles node in the node editor instead of the Inspector.