The Particle Editor Preset Library comprises a comprehensive list of predefined particle effects such as explosions, fire, embers or smoke that can be added to your level from the off. These effects then act as the base for the creation of much more elaborate particle effects.
Right-click in the EffectAsset section of the Particle Editor to access the Particle Preset Library.
Particle Preset Options
Contains specific effect presets (fire, explosions, rain, etc.) with motion, timing etc - includes most of the features that you need to make these effects even better.
Most of the effects will work fine but may need the addition of a texture and a tweak to the lighting.
There is also the Advance: Default, a sort of starting node for more complicated effects and with most features added (it’s faster to delete features that you do not need than to add features).
The bare minimum setup presets (audio, sprites, GPU sprites, ribbon, etc).
These have no motion or timing elements and are not effect specific.
These are root nodes with no effects on the nodes themselves. They are used as the parent of other sub effects for timing or positional offsets.
Lets you load the most basic component node.
Lets you add more advanced particle effects with movement and behavior properties already applied. This will give you features and modifiers that are most likely to be needed in order to create certain effects.
The Advanced: Default preset is an overloaded component with way more features added than you will need for most of your effects - it's faster to delete features than to add them. This effect does not mimic any specific effect; it just comes with a lot of features already added.
Floating fire embers.
Geometry in random (Omni) direction with gravity and collision options.
Slow Sprites in a random direction.
Small fast moving Sprites (stretched) with gravity.
Geometry, with an offset, falling to the ground with collisions.
Continues Sprites slowly falling with gravity and the wind.
Continues Sprites, falling with gravity, ready for tiled textures (texture atlas).
Continues Sprites, moving like fire, ready for tiled textures (texture atlas).
Floating Sprites/Geometry for rivers or other directional movements.
Geometry cone direction with gravity and collision.
Sprites cone direction with gravity and collision.
Ribbon Lightning Setup.
Big Sprites for Fog/Mist surrounding the camera position (follows camera).
Sprite on Screen (follows camera).
Sprites falling like rain surrounding the camera position (follows camera).
Big Sprites for Fog/Mist are predefined.
Sprite follows and orbits around the parent.
Multiple Sprites in a circular direction.
Continues Sprites with negative gravity and wind movement.
Ribbon, leaving a trail when moving (parent needs to move).
Sprites rising with circular rotation around the parent.
Ribbon with gravity for small moving fluid streams/leaks.
Lets you add effects to the most basic Components.
Basic setup for Audio Triggers.
Basic setup for Decals.
Basic setup for Decal that stays forever (do not spawn too many of these as they keep on running).
Basic setup for GPU Sprites.
Basic setup for Lights.
Basic setup for Meshes.
Basic setup for Meshes that stay forever (do not spawn too many of these as they keep on running).
Basic setup for Ribbons.
Basic setup for Sprites.
Basic setup for animated Sprites (texture atlas).
These presets are not visible by themselves and work as “dummies” for timing and positional offsets of sub components.
Projects position from parent location onto terrain or water level and defines a new position for sub components (good for shockwaves on ground or water).
Simple timing component to spawn sub components in sync or adding positional offsets.
Lets you load the most basic component node. The component that is automatically created when a new effect is made.
For more information on the Particle Editor's node references, please refer to Wavicle Effect References.