particle-systems
Creating visual effects using particle systems, physics simulation, and post-processing for polished, dynamic game graphics.
What this skill does
# Particle Systems
## Particle System Architecture
```
┌─────────────────────────────────────────────────────────────┐
│ PARTICLE LIFECYCLE │
├─────────────────────────────────────────────────────────────┤
│ EMISSION │
│ ├─ Spawn Rate (particles/second) │
│ ├─ Burst (instant spawn count) │
│ └─ Shape (point, sphere, cone, mesh) │
│ ↓ │
│ SIMULATION │
│ ├─ Velocity (initial + over lifetime) │
│ ├─ Forces (gravity, wind, turbulence) │
│ ├─ Collision (world, depth buffer) │
│ └─ Noise (procedural movement) │
│ ↓ │
│ RENDERING │
│ ├─ Billboard (camera-facing quads) │
│ ├─ Mesh (3D geometry per particle) │
│ ├─ Trail (ribbon following path) │
│ └─ GPU Instancing (batched draw) │
│ ↓ │
│ DEATH │
│ └─ Lifetime expired → recycle or destroy │
└─────────────────────────────────────────────────────────────┘
```
## Common Effect Recipes
```
EXPLOSION EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Flash (instant, bright, 0.1s) │
│ 2. Core fireball (expanding sphere, 0.3s) │
│ 3. Debris (physics-enabled chunks, 1-2s) │
│ 4. Smoke (slow rising, fade out, 2-3s) │
│ 5. Sparks (fast, gravity-affected, 0.5-1s) │
│ 6. Shockwave (expanding ring, 0.2s) │
│ │
│ SETTINGS: │
│ • Emission: Burst only (no rate) │
│ • Start speed: 5-20 (varies by layer) │
│ • Gravity: -9.8 for debris, 0 for smoke │
│ • Color: Orange→Red→Black over lifetime │
│ • Size: Start large, shrink (fireball) or grow (smoke) │
└─────────────────────────────────────────────────────────────┘
FIRE EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Core flame (upward, orange-yellow, looping) │
│ 2. Ember particles (small, floating up) │
│ 3. Smoke (dark, rises above flame) │
│ 4. Light source (flickering point light) │
│ │
│ SETTINGS: │
│ • Emission: Continuous (50-100/sec) │
│ • Velocity: Upward (2-5 units/sec) │
│ • Noise: Turbulence for natural movement │
│ • Color: White→Yellow→Orange→Red over lifetime │
│ • Size: Start small, grow, then shrink │
│ • Blend: Additive for glow effect │
└─────────────────────────────────────────────────────────────┘
MAGIC SPELL EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Core glow (pulsing, bright center) │
│ 2. Orbiting particles (circle around core) │
│ 3. Trail particles (follow movement path) │
│ 4. Impact burst (on hit/destination) │
│ 5. Residual sparkles (lingering after effect) │
│ │
│ SETTINGS: │
│ • Emission: Rate + burst on cast/impact │
│ • Velocity: Custom curves for orbiting │
│ • Trails: Enable for mystical streaks │
│ • Color: Themed to element (blue=ice, red=fire) │
│ • Blend: Additive for ethereal glow │
└─────────────────────────────────────────────────────────────┘
```
## Unity Particle System Setup
```csharp
// ✅ Production-Ready: Particle Effect Controller
public class ParticleEffectController : MonoBehaviour
{
[Header("Effect Settings")]
[SerializeField] private ParticleSystem mainEffect;
[SerializeField] private ParticleSystem[] subEffects;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Light effectLight;
[Header("Pooling")]
[SerializeField] private bool usePooling = true;
[SerializeField] private float autoReturnDelay = 3f;
private ParticleSystem.MainModule _mainModule;
private float _originalLightIntensity;
public event Action OnEffectComplete;
private void Awake()
{
_mainModule = mainEffect.main;
if (effectLight != null)
_originalLightIntensity = effectLight.intensity;
}
public void Play(Vector3 position, Quaternion rotation)
{
transform.SetPositionAndRotation(position, rotation);
// Play all particle systems
mainEffect.Play();
foreach (var effect in subEffects)
{
effect.Play();
}
// Play audio
if (audioSource != null)
audioSource.Play();
// Animate light
if (effectLight != null)
StartCoroutine(AnimateLight());
// Auto-return to pool
if (usePooling)
StartCoroutine(ReturnToPoolAfterDelay());
}
public void Stop()
{
mainEffect.Stop(true, ParticleSystemStopBehavior.StopEmitting);
foreach (var effect in subEffects)
{
effect.Stop(true, ParticleSystemStopBehavior.StopEmitting);
}
}
private IEnumerator AnimateLight()
{
effectLight.intensity = _originalLightIntensity;
effectLight.enabled = true;
float duration = _mainModule.duration;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
effectLight.intensity = Mathf.Lerp(_originalLightIntensity, 0f, t);
yield return null;
}
effectLight.enabled = false;
}
private IEnumerator ReturnToPoolAfterDelay()
{
yield return new WaitForSeconds(autoReturnDelay);
OnEffectComplete?.Invoke();
// Reset for reuse
Stop();
if (effectLight != null)
{
effectLight.enabled = false;
effectLight.intensity = _originalLightIntensity;
}
}
public void SetColor(Color color)
{
var startColor = _mainModule.startColor;
startColor.color = color;
_mainModule.startColor = startColor;
if (effectLight != null)
effectLight.color = color;
}
public void SetScale(float scale)
{
transform.localScale = Vector3.one * scale;
}
}
```
## GPU Particles (Compute Shader)
```hlsl
// ✅ Production-Ready: GPU Particle Compute Shader
#pragma kernel UpdateParticles
struct Particle
{
float3 position;
float3 velocity;
float4 color;
float size;
float lifetime;
float maxLifetime;
};
RWStructuredBuffer<Particle> particles;
float deltaTime;
float3 gravity;
float3 windDirection;
float windStrength;
float turbulenceStrength;
float time;
float noise3D(float3 p)
{
// Simple 3D noise for turbulence
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