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Creator · Graphics

Guide

Particles

Particle emitters are built-in continuous billboard renderer components. They are suitable for smoke, sparks, dust, mist, embers, weather, magic, and lightweight stylized VFX.
engine v1.0.234Copy for LLM

Emitter Fields

ParticleEmitterComponent uses the one flat v1 ECS contract. It exposes continuous emission, lifetime size/color ramps, velocity/gravity/drag, six spawn shapes, texture, blend/sort/depth policy, CPU/GPU simulation policy, quality budget, and optional plane collision.

Prior nested records are converted only by the registered project-graph migration. They are not accepted by current authoring or runtime projection.

Backend Paths

  • WebGL uses a CPU point-billboard path with textures, blend modes, and camera-distance sorting for blended particles.
  • WebGPU can use storage-buffer compute simulation, indirect draw arguments, and GPU sorting for alpha/multiply particles.

Additive particles skip sorting because ordering is not visually required.

Budgets

Live particle budgets are quality-tiered:

  • Low: 2,000
  • Medium: 5,000
  • High: 10,000
  • Ultra: 50,000
  • Cinematic: 75,000 live, with 50,000 per CPU or GPU emitter

Profiler counters show CPU/GPU emitter counts, live particles, storage bytes, indirect draws, compute dispatches, and clamps.

Presets

V1 has no separate built-in Particle preset catalog. Reusable effects use normal project entities or prefabs; that keeps component values and texture preparation on the canonical project-graph path.

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