Particle types define the appearance and behavior of particles. In the object browser, they are always child nodes of particle emitters. The following properties can be adjusted in the property panel to influence the look and behavior of the particles.
|Lifespan||How long particles stay alive after being created. You can also specify a variation for this parameter, so that individual particles have different lifespans.|
|Number||How many particles are created by the emitter.|
|Material||Material that particles use for rendering. The default material applies a texture to the particle, blending it with the given particle color. If you want to customize the appearance of particles beyond switching textures and changing colors, open the shader graph editor by clicking Shader Graph.... The parameters of the shader can be accessed quickly with .|
|Renderer||Which renderer is used for drawing the particles. |
Sprite Renderer: Draws each particle as a separate sprite.
Trail Renderer: Generates continuous trails along the path of particles with the same parent particle.
Click to show additional options for each renderer.
|Blend Mode||How the particles are blended together and composed with other objects in the effect. |
Normal: Particles are blended together based on their opacity.
Additive: Particle colors are added together.
Subtractive: Particle colors are subtracted from each other.
|Layer||Layer the particles are drawn on (only for 2D effects). Particles on upper layers occlude those on lower layers.|
|Color||Color of each particle over its lifetime, displayed as a color gradient. Double-click or right-click the color gradient to add another color. Double-clicking a color mark lets you choose its color, right-clicking removes it. To change the position of color marks, drag them using the mouse. To create particles with more random colors use the variance parameters for hue, saturation and value.|
|Initial Opacity||Opacity of each particle when created.|
|Opacity||Opacity of each particle over its lifetime as a fraction of its initial opacity.|
|Initial Size||Size of each particle when created.|
|Size||Size of each particle over its lifetime as a fraction of its initial size.|
|Position||Motion path for particles. It is shown in the scene view if the property is selected. You can specify how much particles are influenced by the path with the Force parameter. Set to 0 to disable motion paths. |
If Attached to Emitter is selected, the position of particles is tied directly to the position of their emitter.
|Initial Velocity||How fast each particle is initially after being spawned by the emitter.|
|Acceleration||Linear acceleration applied to each particle over its lifetime. Positive values speed up particles, while negative values slow them down.|
|Radial Acceleration||Acceleration of each particle towards the emitter over its lifetime. If you select negative values here, particles are repelled from the emitter.|
|Damping||Damping applied to each particle over its lifetime. Lower values result in more damping.|
|Initial Rotation||Rotation of each particle when created, in degrees. For 3D effects, rotation is composed of roll, yaw and pitch.|
|Rotation||How particles rotate over time from their initial rotation. There are two possible modes: |
Angle: Set rotation angle of each particle over its lifetime.
Angular Velocity: Set angular velocity of each particle over its lifetime.
|Alignment||Particles can align to different objects and directions: |
None: Particles do not align to anything.
Camera: Particles always face the camera (3D).
Motion: Particles align to their own velocity vector.
Emission direction: Particles face their emitter.
Emitter: Particles copy the rotation of their emitter.
|Pivot||Center of rotation, relative to the particle's center.|
|Weight||How strongly particles are affected by force fields.|
|Bounce||How much particles bounce back from colliders.|
|Friction||How resistant particles are to sliding down colliders.|