If true orient particles in their direction of motion.
A curve defining how each particle's opacity changes over time. If alphaGraph2
is specified, the opacity will be a random lerp between both curves.
A curve defining how each particle's opacity changes over time. If specified, the opacity will be a random lerp between both curves.
The animation from the sprite sheet to play for each particle in the system.
If true then the sprite sheet animation will repeat indefinitely.
Number of animations contained in the sprite sheet.
Number of sprite sheet frames in each animation.
Sprite sheet animation speed. 1 = particle lifetime, 2 = twice during lifetime etc...
Sprite sheet frame in animation to begin animating from.
Number of horizontal tiles in the sprite sheet.
Number of vertical tiles in the sprite sheet.
If true, the particle system will play immediately on creation. If false, you will need to call the particle system component's play function from script.
The blending mode determines how particles are composited when they are written to the frame buffer.
A curve defining how each particle's color changes over time.
The id
of the color map texture asset to apply to all particles in the system. If no texture asset is assigned, a default spot texture is used.
This variable value determines how much particles fade out as they get closer to another surface.
If true, the particles will write depth information to the depth buffer.
An array of 3 numbers that represents the half extents of a local space bounding box within which particles are spawned at random positions.
The radius within which particles are spawned at random positions.
Shape of the emitter. Can be: pc.EMITTERSHAPE_BOX
, pc.EMITTERSHAPE_SPHERE
.
Whether the component is enabled.
If true avoid particles looking too flat when lights appear to be shining towards the back sides of the particles.
Scales the color of particles to allow them to have arbitrary brightness.
An array of layer id's that this particle system belongs to. When a particle system belongs to multiple layers it will be rendered multiple times.
If true, the particle will be lit by the directional and ambient light in the scene.
If true, the particle system will emit indefinitely. Otherwise, it will emit the number of particles specified by the numParticles
property and then stop.
The id
of a model asset. The first mesh found in the model is used to represent all particles rather than a flat billboard.
The id
of the normal map texture asset to apply to all particles in the system.
The maximum number of particles managed by this particle system.
Orientation mode controls particle planes facing.
An array of 3 numbers that represents either world or emitter space vector to define particle plane orientation.
If true, the particle system will be initialized as though it had already completed a full cycle.
A curve defining how particle's radial speed changes over time. Individual particle radial velocity points from emitter origin to particle current position.
A curve defining how each particle's angular velocity changes over time.
A curve defining how each particle's scale changes over time. By default, a particle is 1 unit in width and height.
Renders particles in 2D screen space.
Sorting mode gives you control over the order in which particles are rendered.
The bounds of the initial particle rotation specified in degrees.
A curve defining how each particle's velocity with respect to the world coordinate system changes over time.
Enables wrap bounds.
An array of 3 numbers that represents the world space AABB volume centered on the owner entity's position.
ParticleSystem Component Properties.