Description
Create your own presets to customize particle effects. Combine them to achieve unique results!
How to use the extension
• “Create Particle Preset” – run once (for example at the beginning of the scene) to store a preset under a name.
• “Apply Stored Particle Preset” – run at any moment to push that preset’s values into one or more Particle Emitter objects on the scene.
Typical use
- At scene start
Create preset "Fireball" Force Max 200 Life 0.6 Size Start 140 Size End 0 Additive yes
Create preset "Smoke" Gravity Y -60 Flow 80 Life 2-3 Size Start 160 Size End 220 Opacity End 0
- When you need to switch
Apply stored preset "Fireball" to FlameEmitter
Apply stored preset "Smoke" to SmokeEmitter
Tips
• If emission stops too quickly increase Max Particles, decrease Life, or lower Flow.
• Jump Forward (seconds) lets an emitter start as if it had already been running for a while.
• Colours are written as “R;G;B” – example “255;180;60”.
Important limits of the engine
• The base shape of an emitter (Circle / Line and the line width-height defined in the object properties) cannot be changed at runtime. Use different objects if you need both.
• “Tank capacity” is the total number of particles that may ever be created.
• “Max particles” is the maximum number that may exist at the same time on screen.
All parameters shown in the action sentence are applied at runtime (force, gravity, cone angle, life, size, opacity, flow, tank, additive, delete-when-empty, max particles, rotation speed, jump-forward, start / end colour).
Extension author : SaiberGames www.saiber.it
Checklist
What tier of review do you aim for your extension?
Community (Unreviewed)
Example file
PARTICLE_PRESET.zip
Extension file
ParticleEmitterPresets.json
Description
Create your own presets to customize particle effects. Combine them to achieve unique results!
How to use the extension
• “Create Particle Preset” – run once (for example at the beginning of the scene) to store a preset under a name.
• “Apply Stored Particle Preset” – run at any moment to push that preset’s values into one or more Particle Emitter objects on the scene.
Typical use
Create preset "Fireball" Force Max 200 Life 0.6 Size Start 140 Size End 0 Additive yes
Create preset "Smoke" Gravity Y -60 Flow 80 Life 2-3 Size Start 160 Size End 220 Opacity End 0
Apply stored preset "Fireball" to FlameEmitter
Apply stored preset "Smoke" to SmokeEmitter
Tips
• If emission stops too quickly increase Max Particles, decrease Life, or lower Flow.
• Jump Forward (seconds) lets an emitter start as if it had already been running for a while.
• Colours are written as “R;G;B” – example “255;180;60”.
Important limits of the engine
• The base shape of an emitter (Circle / Line and the line width-height defined in the object properties) cannot be changed at runtime. Use different objects if you need both.
• “Tank capacity” is the total number of particles that may ever be created.
• “Max particles” is the maximum number that may exist at the same time on screen.
All parameters shown in the action sentence are applied at runtime (force, gravity, cone angle, life, size, opacity, flow, tank, additive, delete-when-empty, max particles, rotation speed, jump-forward, start / end colour).
Extension author : SaiberGames www.saiber.it
Checklist
What tier of review do you aim for your extension?
Community (Unreviewed)
Example file
PARTICLE_PRESET.zip
Extension file
ParticleEmitterPresets.json