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EnabledToggles enable/disable current item.

Spawn Indirection: Contains 4 options

  • Direct - Spawn in the normal way.
  • Parent Start - Spawn once the parent has spawned.
  • Parent Collide - Once the parent particle has collided with an object, this is the trigger to spawn a particle with this setting.
  • Parent Death - When the parent particle has lived out its lifetime, this is the trigger to spawn a particle with this setting.

Count: This defines the amount of particles at any one time that will be active.


ContinuousToggles enable/disable current item. If active, will run forever (as expected) unless you define an Emitter Lifetime.

Spawn Delay: In seconds, delay the spawning of the particle. Useful for when triggering multiple sub effects at the same level in the hierarchy to offset them.

Emitter Life Time: In seconds, specify a time limit on the emitters overall lifetime. 0 = infinite life time (default). Anything >0 will effect the lifetime.

Emitter Life Time does not apply to non-Continuous effects, which will always disappear as soon as they have emitted all of their particles. 

Pulse PeriodSet an interval duration for restarting emitter. If the Emitter Life Time set to 10 and Pulse Period set to 2, then this item will restart 5 times in its life time.

Particle Life TimeSets the life time of individual particles. Even after the emitters life time has expired, spawned particles will live out their own life time.

Remain while Visible: When it's on, it forces the current item to be visible until the camera is not looking at the bounding box of the current item. There are some parameters which decrease particles to optimize performance. When it's on, current item ignores these parameters.


Position Offset: XYZ define a spawning position away from the emitter itself. (in Meters)

Random OffsetXYZ define a random spawning position away from the emitter itself. (in Meters)

Offset Roundness:

Offset Inner Fraction:

Attach TypeSpecify the type of emission when current item is assigned to 3D geometry.

  • None: Particles ignore geometry and emit from emitter center as normal.
  • Bounding Box: Particles emit from the bounding box of the geometry object.
  • Physics: Particles emit from the geometry of the attached physics object (can be a mesh or simple primitive).
  • Render: Particles emit from the full mesh of the render object (usually static or animated mesh). Generally more CPU-intensive than emitting from the bounding box.

Attach FormWhen Attach Type is not set to None, Specifies the elements of the geometry (box or mesh) that particles will emit from.

  • Vertices: Emit randomly from the vertices of the geometry. Most efficient form of Mesh emission.
  • Edges: Emit randomly from the edges of the geometry. Useful for effects on breaking element pieces.
  • Surface: Emit randomly from the surface (faces) of the geometry.
  • Volume: Emit randomly inside the volume of the geometry.


Parameters in this tab control the focus direction (which is by default the emitter's +Y axis) and rotation value of sprites.


Focus Angle: The amount to rotate, in degrees from Y axis. (0 = straight up, 90 = Horizontal, 180 = straight down).
Focus Azimuth: The amount to rotate the new axis about the Y axis. (0/360 = North, 90 = West, 180 = South, 270).

Focus Gravity Dir - Use the gravity modifier instead under the Movement Tab

Focus Gravity Dir: Forces the focus direction to world negative gravity direction (usually world +Z). Rotate the emitter entity itself in the editor to see the effect. 

Emit Offset Dir: Forces the particles to emit in all directions from the origin.

Emit Angle: Controls the angle deviation of an emitted particle from the focus axis (default local +Y). (0 = +Y straight up, 90 = comes out horizontal to the emitter, 180 = -Y straight down).

Facing: Applies only to 2D particles, Determine how the sprite is oriented in space. Texture orientation is further modified by rotational parameters.

  • Camera Sprite: Faces the  viewer, texture X&Y aligned with screen X&Y.
  • Free: Rotates Freely in 3D. (Remember to give it some rotation).
  • Velocity Sprite: Faces direction of movement, texture X&Y aligned with velocity X&Y.
  • Horizontal Sprite: Faces upward, texture X&Y aligned with world X&Y.
  • Water Sprite: Faces upward, aligned to nearest water plane.
  • Terrain: Faces upward, sprite moved and aligned to terrain below position.

Orient To Velocity: Forces Texture X axis aligned to direction of movement. Rotation parameters can rotate it further.



Parameters in this tab control the basic appearance of the particle.

It should be setup first, because this tab includes the Texture slot, generally used in almost all of the particles.

Blend Type: Apply only to 2D particles. Determines how the textures blend onto the sprite.

Texture: The texture used on current particle. Display a preview of the texture when the mouse cursor is over the input box. 

Texture Tiling:

  • Tiles X & Y: Adjusts the texture tiling in the particles local X and Y axis.
  • First Tile: Sets the first of the range of tiles used by this particle (numbered from 0).
  • Variant Count: Sets how many consecutive tiles in the texture the particle will randomly select from. 
  • Anims Frame Count: Sets how many tiles make up an animation sequence. Variant Count and Anim Frames Count can be used together. For example, if Variant Count {{ 2 and Anim Frames Count }} 8, then the particle will randomly choose between using tiles 0 through 7, or 8 through 15, as an animated sequence.
  • Anim Framerate: Frames per second for the animation. if 0, then the animation runs through one sequence in the particle lifetime.
  • Anim Cycle: If true, the animation repeats. Otherwise, it holds on the last frame. Choose from Once, Loop or Mirror.
  • Anim Blend:

MaterialBrowse and chose material to use on current item.

Tessellation: Checkbox to enable / disable particle tessellation.

Octagonal Shape: When enabled, it cuts off the corners of the particles. Only to be used on particles that do not go all the way to the edge, otherwise clipping will occur. 

Soft Particle: Apply a rendering technique that softens the intersection between sprites and nearby objects, to prevent unnatural seams. (Slightly more expensive, so use sparingly on particles that need it, eg: smoke).

GeometryBrowse and chose 3D object to use on current item.

Geometry in PiecesIf true, and the Geometry asset contains multiple sub-objects, then the geometry will be emitted in split-up pieces, one set per particle Count, originating at each piece's location in the asset. If false, each particle will use the entire geometry (all sub-objects together).

No Offset:

AlphaControl the alpha value of the sprite, in addition to texture's alpha value. (0-1) but you can push the alpha beyond 1 to achieve a stronger effect.

Alpha Test

Colour: Pick the colour to apply to the particle.

  • Random: This controls how much influence the Random Hue will effect the particle. Slider goes from 0 - 1.
  • Random Hue: Enable this checkbox to cycle through the the colours.
  • Emitter Strength: Define the colour of the particle over the Emitters life time. Add a keyframe colour by double clicking inside the panel and assigning a colour. You can add multiple keyframes into the timeline by repeated double clicks. Their position in the timeline, defines when it will blend into the next colour.
  • Particle Life: Define the colour of the particle over the Particles life time. Add a keyframe colour by double clicking inside the panel and assigning a colour. You can add multiple keyframes into the timeline by repeated double clicks. Their position in the timeline, defines when it will blend into the next colour.


Parameters in this tab control the lighting of the particle.

Diffuse LightingControls the multiply value to the particle color for dynamic (diffuse) lighting.

Diffuse BacklightingControl the fraction of diffuse lighting that is applied to particle normals, in all directions. 0 is standard diffuse lighting, where the normals facing the light are lit the most. 1 is omni-directional diffuse lighting, where lights affects all normals equally. This can make translucent appearance particle by adding some value.

Emissive LightingControls the multiply value to the particle color for constant emissive lighting. This can make glowish appearance particle by adding some value.

Receive ShadowsWhen turned on, Shadows will be cast on current item.

Cast Shadows: N/A

Not Affected By FogWhen on, the current item ignores scene fog.

Global Illumination:

Diffuse Cubemap:

Light Source:

  • Radius: Control radius of the particle fill light
  • Intensity: Controls the intensity for a fill light (cheap dynamic light) created at particle position.
  • HDRDynamic: Control the power to apply to engine HDR multiplier, for particle light source in HDR.










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