The Particle System Component simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene.
||If true, the animation will start when the scene starts.
||Whether to loop the emission animation.
||The duration of the emission animation in seconds. If looping is enabled, the system will loop after this duration time.
||Whether to prewarm the emission.
||Maximum number of visible particles at the same time.
||A constant force that affects all particles.
||Randomization seed. The animation will look the same for the same seed. Set to -1 if you want randomized each time.
|Local space simulation
||Whether to simulate the particle system in the space of the parent entity. If false, they will be simulated in world space.
||Shape of the particle emitter. Depending on the shape selected, new settings for the shape appear.
Over duration properties
||Emission rate over duration, specified in particles per second.
||Initial speed of particles, over duration.
||Initial size/scale of the particles, over duration.
||Initial color of the particles, over duration.
|Start life time
||Initial life time of particles, over duration.
||Initial angle of particles, over duration.
Over lifetime properties
||Particle color over lifetime. Will be multiplied with the initial color.
||Size (scale) of the particle over lifetime.
||Rotation speed (degrees per second) over lifetime.
||Local space velocity over lifetime, specified in meters per second.
||World space velocity over lifetime, specified in meters per second.
Here you can choose between a few (procedurally generated) texture presets, or choose an own texture asset.
||How many tiles there are in the sprite sheet, in X and Y directions.
||How many texture animation cycles to finish over a life time.
|Frame over lifetime
||A curve specifying when to show what frame in the animation. 0 is the first frame and 1 is the last. A linear curve starting at 0 and ending at 1 will traverse all frames in the animation.
||Billboard mode will make the particles always face the camera.
||Renderqueue of the particle mesh. Note that the offset will be added to the render queue.
||What kind of blending to use, for example Additive Blending.
||Whether to write to depth buffer or not.
||Whether to test against depth buffer or not.
||The sorting mode defines the draw order for the particles. If you have transparency blending, you should probably sort by camera distance.
||The lower alpha threshold at which fragments will be discarded.