The Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary component has a powerful set of properties that are organized into modules for ease of use. This section of the manual covers each of the modules in detail.
Topic | Description |
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Activate and access component modules | Activate component modules on a Particle System to access and change the properties of particles and emitters. |
Main module reference | Explore properties on the Main module, to configure the initial state of new particles. |
Emission module reference | Explore properties on the Emission module, to configure the rate and timing of particle emissions. |
Shape module reference | Explore properties on the Shape module, to configure the volume or surface that the Particle System uses to emit particles, and the direction of the start velocity. |
Velocity over Lifetime module reference | Explore properties on the Velocity over Lifetime module, to configure particles that change velocity over time. |
Noise module reference | Explore properties on the Noise module, to configure the turbulence of particles as they move. |
Limit Velocity over Lifetime module reference | Explore properties on the Limit Velocity over Lifetime module, to configure particles that reduce in velocity over time. |
Inherit Velocity module reference | Explore properties on the Inherit Velocity module, to configure the velocity of particles from sub-emitters to match the velocity of the parent particle. |
Lifetime by Emitter Speed module reference | Explore properties on the Lifetime by Emitter Speed module, to configure the initial lifetime of each particle based on the speed of the emitter when the particle spawns. |
Force over Lifetime module reference | Explore properties on the Force over Lifetime module, to configure simulated physics forces that affect the movement of particles over time. |
Color over Lifetime module reference | Explore properties on the Color over Lifetime module, to configure particles that change color over time. |
Color by Speed module reference | Explore properties on the Color by Speed module, to configure particles that change color based on their speed. |
Size over Lifetime module reference | Explore properties on the Size over Lifetime module, to configure particles that change size over time. |
Size by Speed module reference | Explore properties on the Size by Speed module, to configure particles that change size based on their speed. |
Rotation over Lifetime module reference | Explore properties on the Rotation over Lifetime module, to configure particles that change rotation over time. |
Rotation by Speed module reference | Explore properties on the Rotation by Speed module, to configure particles that change rotation based on their speed. |
External Forces module reference | Explore properties on the External Forces module, to configure the effect of external physics forces such as wind zonesA GameObject that adds the effect of wind to your terrain. For instance, Trees within a wind zone will bend in a realistic animated fashion and the wind itself will move in pulses to create natural patterns of movement among the tree. More info See in Glossary and force fields on particles emitted by the system. |
Collision module reference | Explore properties on the CollisionA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info See in Glossary module, to configure particle collisions. |
Triggers module reference | Explore properties on the Triggers module, to configure particles that act as triggers. |
Sub Emitters module reference | Explore properties on the Sub Emitters module, to configure particles that emit other particles. |
Texture Sheet Animation module reference | Explore properties on the Texture Sheet Animation module, to configure particles that use a texture grid to create animation frames. |
Lights module reference | Explore properties on the Lights module, to configure real-time lights on particles. |
Trails module reference | Explore properties on the Trails module, to configure trails on particles. |
Custom Data module reference | Explore properties on the Custom Data module, to configure custom data formats in the Editor to attach to particles. |
Renderer module reference | Explore properties on the Renderer module, to configure how a particle’s image or meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary is transformed, shaded and overdrawn by other particles. |