A particle effect can be easily created and used in a level by simply following these steps:
To create a new particle effect, click File→ New on the Particle Editor panel and define a name for the particle.
In this example, the new particle is named as particle_fire.
After creating a new particle effect, follow the File→Open path and select the effect (particle_fire), then click OK to access its components and features:
New particle effects appear with a basic component which can we displayed on Graph Editor. Users can work on this default component or they can choose a pre-made component to start modifying the effect. Preset components can be accessed by right clicking on an empty space in Effect Graph to bring up the preset libraries. For more information about the Preset Library, please refer to Particle Presets Library.
In this example, explosion_fire under Advanced section is used and the default component is removed from the Effect Graph panel:
After the explosion_fire component is added to the particle effect, click the Save button and drag the particle entity from the Asset Browser into your level. The visual result of the effect depends entirely on the type of the components and the changes that have been made on the feature properties list.
In this example, explosion_fire particle effect emits a basic white cloud:
Once the particle effect is introduced to the level, its properties can be modified on the Particle Editor to create a more sophisticated effect such as fireworks, explosions, and omnipresent effects like rain or snow.
For more information about the particle effect components and features, please refer to Particle Effect Features.