Particles
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.