How effects work
An effect combines emitters to create an animation. For example, a fire effect might use one emitter for flames and another for smoke.
Emitters
Each emitter controls where particles appear, how many it creates per second, and their starting speed, size, and color.
Particle lifetime
Each particle lives for a set amount of time, then disappears. During its lifetime, it can move, spin, grow, or fade.
Capacity
Capacity is the maximum number of particles an emitter can have at once. For example, 100 particles per second with a two-second lifetime needs about 200 capacity. Allow extra room if the rate or lifetime varies.
When the emitter is full, extra births are skipped. Existing particles keep running; skipped births are not queued.
Curves
Curves change a value over time. Use an emission curve to create more particles as the effect builds, or an opacity curve to fade each particle before it disappears.
Emission and initial-value curves follow the emitter’s cycle. Over-lifetime curves follow each particle from birth to disappearance.
Local and world space
Use world space for trails: moving the effect leaves existing particles behind. Use local space when all particles should follow the effect, like an aura around a character.
Modifiers
Modifiers change how particles move. Use acceleration for gravity or wind, drag to slow particles down, radial to pull or push them, and vortex to make them swirl.
Add modifiers to one emitter or to the whole effect.