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Overview

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 

TypesDescription

Advanced

(Folder)

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).

Default (Folder)

The bare minimum setup presets (audio, sprites, GPU sprites, ribbon, etc).

These have no motion or timing elements and are not effect specific.

Parent

(Folder)

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.

Default

 Lets you load the most basic component node.

Advanced (Folder)

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.

OptionDescription

Default

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.

Embers

Floating fire embers.

Explosion_debris

Geometry in random (Omni) direction with gravity and collision options.

explosion_fire

Slow Sprites in a random direction.

Explosion_sparks

Small fast moving Sprites (stretched) with gravity.

Falling _debris

Geometry, with an offset, falling to the ground with collisions.

Falling_Leaf

Continues Sprites slowly falling with gravity and the wind.

Falling_Smoke

Continues Sprites, falling with gravity, ready for tiled textures (texture atlas).

Fire

Continues Sprites, moving like fire, ready for tiled textures (texture atlas).

Floating_parts

Floating Sprites/Geometry for rivers or other directional movements.

Impact_debris

Geometry cone direction with gravity and collision.

Impact_sprites

Sprites cone direction with gravity and collision.

Lightning

Ribbon Lightning Setup.

Local_mist

Big Sprites for Fog/Mist surrounding the camera position (follows camera).

Local_onsreen

Sprite on Screen (follows camera).

Local_rain

Sprites falling like rain surrounding the camera position (follows camera).

Mist

Big Sprites for Fog/Mist are predefined.

Orbit

Sprite follows and orbits around the parent.

Shockwave

Multiple Sprites in a circular direction.

Smoke

Continues Sprites with negative gravity and wind movement.

Trail

Ribbon, leaving a trail when moving (parent needs to move).

Vortex

Sprites rising with circular rotation around the parent.

Water_ribbon

Ribbon with gravity for small moving fluid streams/leaks.

Default (Folder)

Lets you add effects to the most basic Components.

OptionDescription

Audio

Basic setup for Audio Triggers.

Decal

Basic setup for Decals.

Decal_immortal

Basic setup for Decal that stays forever (do not spawn too many of these as they keep on running).

GPU_sprite

Basic setup for GPU Sprites.

Light

Basic setup for Lights.

Mesh

Basic setup for Meshes.

Mesh_immortal

Basic setup for Meshes that stay forever (do not spawn too many of these as they keep on running).

Ribbon

Basic setup for Ribbons.

Sprite

Basic setup for Sprites.

Tiled_sprite

Basic setup for animated Sprites (texture atlas).


Parent (Folder)

These presets are not visible by themselves and work as “dummies” for timing and positional offsets of sub components.

OptionDescription

Projection

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).

Timer

Simple timing component to spawn sub components in sync or adding positional offsets.

Default

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.