particles
A particle emitter at this object: fire, smoke, sparks, dust or steam. Thousands of soft glowing or smoky puffs rising, drifting with the wind and fading out, drawn on the graphics card at almost no cost. Pair fire with a point_light for its glow on the ground.
In scene text
particles { enabled true preset "…" count 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 23
| Field | Type | Unit / range | What it does |
|---|---|---|---|
enabled | true / false | — | Turn the emitter on or off. |
preset | text | — | Starting look: fire, smoke, sparks, dust, steam, drips (water falling from a ceiling, catching the light), rain (camera-following unless bounds or follow_camera false; pair with camera_look wetness/puddles/rain), fireflies (blinking glows drifting low over grass: spread is the area, speed the height band), pollen (seed fluff drifting and glowing in the sun), leaves (falling and tumbling from a canopy: put it in the tree, floor at the ground, color tints them) or butterflies (fluttering between flowers: white, orange and blue). |
count | number | -1 … 20000 | Particles alive at once (0 off; -1 uses the preset). |
lifetime | number | s, 0 … 30 | Seconds each particle lives (0 keeps the preset's). |
size | number | m, 0 … 20 | Particle size (0 keeps the preset's). |
speed | number | m/s, -50 … 50 | Rising speed (0 keeps the preset's; negative falls, like rain or ash). |
spread | number | m, 0 … 100 | Radius of the area they start from (0 keeps the preset's). |
bounds | (x, y, z) | — | Full world-axis box size centred on the emitter. Use three positive dimensions to confine all particles, or (0, 0, 0) to disable. Bounded rain stays here as the camera moves. |
follow_camera | true / false | — | Unbounded rain follows the camera; false anchors it to the emitter. Bounds always anchor it. |
outdoors_only | true / false | — | Cull complete particles inside authored reflection_capture weather_occlusion interior boxes or below roof footprints. Requires those explicit volumes; roofs are not guessed. |
color | colour (r, g, b) | — | Tint over the preset's colors (white keeps them). |
intensity | number | 0 … 20 | Brightness: fire and sparks glow; 1 keeps the preset's. |
wind_direction | number | deg, -360 … 360 | Compass direction the wind pushes them toward. |
wind | number | m/s, 0 … 30 | Wind strength: smoke leans and trails away. |
bounce | number | 0 … 1 | Sparks and drips: share of their speed kept when they hit the floor (0 they stop there, 0.4 lively bounces). |
floor | number | m, -10000 … 10000 | World height of the floor sparks bounce on and drips splash on. |
follow_speed | number | m/s, 0 … 200 | Full strength at this speed of the object (or what it's attached to); slower it thins, still it stops. For wakes, dust behind cars, exhaust. 0: always on. |
heat | number | -1 … 4 | Heat shimmer in the hot air above it: 0 keeps the preset's (fire 1, others none), negative none. |
size_start | number | 0 … 10 | Size at birth, times the preset's (1 keeps it): curves over life. |
size_end | number | 0 … 10 | Size at the end of its life, times the preset's (1 keeps it; 3 smoke that billows out, 0 sparks that shrink away). |
fade_in | number | 0 … 1 | Share of its life it fades in over (0 keeps the preset's). |
fade_out | number | 0 … 1 | Share of its life it fades out over at the end (0 keeps the preset's). |
color_end | colour (r, g, b) | — | The tint it ends its life on, blended from its start (white keeps the preset's colours). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us