Emitter

EnabledToggles enable/disable current item.

Spawn Indirection: Contains 4 options

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

Timing

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.

Location

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.

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

Angles

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.

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

Curvature:

 Appearance

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:

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.

Lighting

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:

Sound

Size

Movement

Rotation

Collision

Visibility

Advanced

Configuration