Pickup Sparkle
Use for coins, gems, collectibles, or small rewards.
Suggested setup:
- Dimension:
2D - Shape:
Cone2DorCircle - Spread:
360 - Looping: off
- Play On Awake: off
- Max Particles:
32to64 - Lifetime:
0.25to0.6 - Start Speed: medium to high
- Start Size: small
- End Size: smaller or zero
- Color: bright start, transparent end
- Blend: additive
Trigger with:
$particles->restart(true);
$particles->emit(32);
Landing Dust
Use when a character lands, jumps, dashes, or changes direction.
Suggested setup:
- Dimension:
2D - Shape:
Cone2D - Angle: upward or outward from the ground
- Spread:
45to90 - Looping: off
- Lifetime:
0.4to0.9 - Start Speed: low to medium
- Size: grows over lifetime
- Color: tan or gray, fading to transparent
- Force: slight upward or sideways drift
- Sorting: behind or near the character feet
Use a soft dust texture. Hard-edged dust reads like debris.
Torch Smoke
Use for torches, fireplaces, engines, vents, and chimneys.
Suggested setup:
- Dimension:
2Dor3D - Shape:
Cone2DorCone3D - Angle: upward
- Spread: narrow to medium
- Looping: on
- Lifetime:
1.5to3.5 - Start Speed: low
- Size: grows over lifetime
- Color: dark gray to lighter transparent gray
- Force: upward
- Noise: subtle
- Blend: alpha
Smoke should usually use world simulation so it does not move rigidly with the emitter after spawning.
Fire Embers
Use for fire, magic heat, explosions, and burning debris.
Suggested setup:
- Dimension:
2Dor3D - Shape:
Cone2D,Cone3D, orSphere - Looping: on
- Lifetime:
0.5to1.5 - Start Speed: medium
- Size: small
- Color: white/yellow to orange/red to transparent
- Blend: additive
- Force: upward with slight sideways variation
Use random lifetime and speed so embers do not move in identical arcs.
Rain
Use for local rain volumes or stylized weather.
Suggested setup:
- Dimension:
2Dfor side-view scenes,3Dfor world volumes - Shape:
RectangleorBox - Looping: on
- Rate over Time: high
- Lifetime: based on fall distance
- Start Speed: low if using force, high if velocity is direct
- Force or Velocity: downward
- Renderer: stretched billboard or thin raindrop texture
- Blend: alpha or additive depending on style
For performance, keep rain volumes bounded and avoid huge transparent textures.
Impact Sparks
Use for metal hits, bullets, ricochets, tool strikes, and blocked attacks.
Suggested setup:
- Dimension:
2Dor3D - Shape:
Cone2DorCone3D - Spread:
15to45 - Looping: off
- Lifetime:
0.15to0.5 - Start Speed: high
- Size: small
- Size over lifetime: shrinks
- Color: white/yellow to orange transparent
- Blend: additive
- Renderer: stretched billboard for fast sparks
Aim the emitter away from the impact surface. If the impact normal is available in gameplay code, rotate the emitter or use a dedicated child transform.
Ambient Magic Motes
Use for magical objects, portals, shrines, or environmental polish.
Suggested setup:
- Dimension:
2Dor3D - Shape:
CircleorSphere - Looping: on
- Rate over Time: low to medium
- Lifetime: long
- Start Speed: low
- Size: small with variation
- Color: saturated start to pale transparent end
- Noise: subtle
- Blend: additive
Ambient effects should not distract from gameplay. Keep contrast low unless the object is important.
Split Complex Effects
Large effects are often several particle systems layered together.
Explosion example:
- flash burst
- sparks burst
- smoke puff
- debris particles
- expanding ring
Keeping these as separate systems makes each part easier to tune and cheaper to cull.