Improve mentions and the default Design workspace, clarify scene lighting controls, and polish editor workflows for 0.12.5-dev.
1.4 KiB
id, try, try_select, icon, group, title, order
| id | try | try_select | icon | group | title | order |
|---|---|---|---|---|---|---|
| particles | try/ParticleSystem2D.aescene | particles.ParticleSystem2D | cat.particles | gameplay | CPU particle effects | 8 |
CPU particle effects
In the Create palette, choose Effects → Dust for a manual burst, or Smoke for continuous emission. A burst works with Rate zero. World space keeps existing dust at the landing point; Local carries live particles with the emitter. Stop ends emission and lets the live particles fade. Clear removes them.
In the platformer, the player’s Landed signal calls Burst(8) on Dust. StartLantern has independent Smoke and Embers children. In the top-down example, footsteps come from presentation events in the existing Run clip.
For Size, Velocity and Alpha Over Life, open the curve field in the Inspector. Drag a point or the line to adjust the selected preset; it becomes editable keys only when you move it. Double-click a keyed graph to add a key, right-click a key to remove it, and use Undo to reverse the gesture. Select a key for exact time, value, interpolation and tangent controls.
The emitter uses its own seed. Changing the particle setting does not alter physics or gameplay RNG. Reduced Motion applies the policy selected by the author.
In a native Go system, use sdk.ParticlesOf(ctx) to get the particle service for that world. Call fx.Burst(dustNode, 8) on it; the service is nil when the module is absent.