Using Particles
After using a Project Template which has particles pre-installed, or Installing the Particle package yourself, you will have access to customizable particle effects.
Types of particles
Mattercraft currently offers a variety of customizable default particles, as well as a base EmitterGroup
component for you to create your own unique particle effects:
Particle effect | Potential usage |
---|---|
Sparkle |
Use the sparkles effect to highlight something within your zcomponent. |
Snow |
Add a snow effect to create a winter wonderland or a snowy landscape in your zcomponent. |
Rain |
Use the rain effect to simulate a rainy day, or to add atmosphere to a zcomponent. |
Firework |
Use a firework to create a realistic and visually striking display of fireworks in your zcomponent. |
Fire |
Add a fire effect to create a realistic campfire, fireplace, or torch in your zcomponent. |
Confetti |
Use confetti to celebrate a victory or highlight a special moment in your zcomponent. |
EmitterGroup |
Add an EmitterGroup to create your own unique particle effects, such as smoke, clouds, petals and more. |
Adding particles to a zcomponent
There are two different ways to set up particles in a zcomponent - adding and customizing default particles, or adding and customizing a base EmitterGroup
from the ground up.
Before adding particles, ensure the Particles package has been installed by heading to the Add-ons and Dependencies panel. You can learn how to install the Particles package by using our Installing the Particle package guide.
Default particles
- Right click (or left click on the three dots) on the root Group
- In the menu, go to New and then Particles
- Select either the
Sparkle
,Snow
,Rain
,Firework
,Fire
orConfetti
particle component
EmitterGroup
particles
- Right click (or left click on the three dots) on the root Group
- In the menu, go to New and then Particles
- Select the
EffectGroup
particle component - Right click (or left click on the three dots) on
EffectGroup
and go to New, then Particles and click onParticleEmitter
- Right click (or left click on the three dots) on
EffectGroup
and go to New, then Textures and click onEmitterTexture
Customizing particles
Particle components are made up of three parts:
- A particle emitter group (otherwise known as an
EmitterGroup
) component - A
Particle Emitter
component - An
Emitter Texture
component
After adding a Particle component to your scene, you can further customize each particle component using the Node Properties panel.
Each part of a Particle component has unique properties to personalize, such as
Particle Count
,Max Age Value
andVelocity Spread
.
Controlling particles with Behavior Actions
You can control particles by using Mattercraft's Animation System in conjunction with Behavior Actions.
- Create a Layer with either a State or a Timeline inside it which manipulates the particle component
- Find the a component you wish to control the particles with inside the Hierarchy panel and select it
- Head to the Behavior Actions panel and click on the + (plus) icon
- Find the Animation Actions category and select the appropriate behavior for the State or Timeline
Controlling particles with script
An example Custom Behavior for activating a particle emitter might look like this:
// Register that this node should be listening to an event,
// in this case onPointerDown (on click or tap)
this.register(this.instance.onPointerDown, evt => {
// Activate the particle by setting
// its enable property value to true
this.zcomponent.nodes.Sparkle.enabled.value = true;
});
You can also manipulate particle node properties via script.
See Mattercraft's full API documentation here.