59 · Rendering · 2D and 3D

Particle systems

Many tiny sprites that make fire, smoke, sparks and magic.

Effects like dust, sparks, fire and explosions are made from hundreds of short-lived particles. An emitter spawns them with a few random numbers (speed, direction, size, lifetime, colour) and each one updates simply: move, fall, shrink, fade, die. A few tuned values give a huge range of effects.

1–4 sparks / smoke / fire / magicSpace burstTap the scene for a burst

Try this: Try each preset, then drag the sliders. Watch the live particle count stay bounded.

Live particles 0

Pick a preset.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Build effects with a particle emitter: spawn at a rate per second with randomized speed, size and lifetime (0.5 to 1 s for sparks), fade and shrink over life, cap the maximum count, and recycle dead particles instead of creating new ones.

42 words · one sentence to paste as is

Where it's used

Common mistakes

No max count (an effect left running slowly eats the frame rate), creating and destroying particles instead of pooling, local-space trails that drag along with the emitter, huge overlapping transparent particles that kill mobile performance, and deleting effects instantly so all particles vanish at once.

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