Improve mentions and the default Design workspace, clarify scene lighting controls, and polish editor workflows for 0.12.5-dev.
21 lines
1.4 KiB
Markdown
21 lines
1.4 KiB
Markdown
---
|
||
id: particles
|
||
try: try/ParticleSystem2D.aescene
|
||
try_select: particles.ParticleSystem2D
|
||
icon: cat.particles
|
||
group: gameplay
|
||
title: CPU particle effects
|
||
order: 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.
|