This menu allows creators to manage & edit or create new Particle Effects for their Hype. Particle Effects are used by Particle Effect Components in a Hype.
By default there will be a few Particle Effects already in a blank canvas when opened.
Creators can create new custom Particle Effects by pressing the + Icon in the upper right.
Pre-made Particle Effects can also be added to a Hype from the assets library.
Click on a particle or create a new particle to open the Particle Effects Editor. There are 3 tabs in the Particle Effect Editor, each holding a number of sub menus and options, General, Visual & Motion.
With the editor open there will be a preview of the particle effect in the center of the screen above the menu. If the particle has a set duration the preview can be activated with the Play Icon in the upper right of the menu.
The General tab includes settings related to particle emitters. This tab includes 3 sub menus, Effect, Settings & Emission.
In the Effect tab creators can name the Particle Effect, create new Emitters and select which Emitter to edit.
Tap the add Emitter button to add a new Emitter. One Particle Effect can have up to 5 Emitters. Emitters are edited individually.
Clicking the Pencil Icon allows creators to change the name of the Particle Effect.
This list will show all Emitters in the particle Effects.
Clicking the checkbox to the left selects which Emitter will be edited when moving to other menus in the Particle Effect Editor. As you edit your Particle Effect make sure you have the correct Emitter selected when navigating to other sub-menus to make changes.
Each Emitter has it's own options menu accessible by tapping the menu icon to the right of the Emitter.
Within this menu are three options.
This menu currently only has 2 options.
Stretches the emitted sprite based on it's velocity.
Shoot to direction will emit the particle based on the orientation of the Particle Effect Component in the game world.
The Emission menu holds settings related to the rate, amount and duration that particles will be emitted by the Emitter.
The Particle Age is how long a single particle will last after being emitted. The value is measured in second.
Random allows creators to randomize the particle age, this value is also measured in seconds. The random value will added or subtracted from the Particle Age so the value range is double the value set in the Random parameter.
For example, a Particle with a Particle Age of 3 will last for 3 seconds when emitted. If we add a random value of 1 it will adjust the particle age by one second plus or minus so now each emitted particle will last for anywhere between 2-4 seconds.
The Emission Rate is the speed at which particles are emitted, measured in seconds.
With maximum value of 1, a particle will be emitted once every second. The lower this number goes the faster particles will be emitted. However, with the minimum value of zero particles will not be emitted based on time and will instead emit a single burst of particles based on the Particle Amount value when activated.
The Emission rate can be randomized. Again the random value is added or subtracted from the Emission Rate.
The Particle Amount only comes into play if the Emission Rate is zero. With an Emission Rate of zero the emitter will emit a single burst of particles when activated. The Particle Amount is the number of particles that will be emitted in that burst.
The duration is how long the emitter will emit particles for measured in seconds. With a value of zero the emitter will emit particles endlessly when activated.
The Visual tab includes all the parameters that will affect how your particle looks.
The Sprite is the shape of the emitted particle.
There are two versions of each sprite and which you select will determine the sprite's blending mode. The first version has normal blending, the second has an additive blending mode. With additive sprites the color of particles that overlap will become brighter. The effect each blending mode has will also be affected by the sprite's Color and Fade settings.
The size parameters determines the size of each sprite emitted.
This is the size of each sprite the moment it is emitted. Sprites can be scaled by width and height together or independently, allowing you to stretch and manipulate the look of each sprite to some degree. The size can also be randomized. The random values will be added or subtracted from the Size Start values to determine the value range for randomization.
The particle can change size over the duration of it's life and the Size End values will determine the size of the sprite at the end of it's life. Like Size Start the sprite can be scaled & stretched and these values can be randomized. The duration of the transition from Size Start to Size End is determined by the particle's life, set in General > Emission > Particle Age.
Set the color of the emitted sprites.
This is the color of the sprite when it is first emitted. Select a color by tapping the color picker. You can also randomize the RGB values of your color to get a wider variety of colors from a single emitter.
Like Size the color of sprites can be changed over their life. Color End has the same options as Color Start. The duration of the color change is determined by the particle's life, set in General > Emission > Particle Age.
The Fade determines the transparency of the sprite.
The Fade can be changed over the life of the sprite. The In & Out sliders determine the Fade of the sprite when it is created and when it is destroyed. With these sliders the minimum value of zero will be a fully visible sprite while the maximum value of 1 equals a fully transparent or invisible sprite.
The Max slider determines the maximum transparency of the sprite. The Max value is the reverse of In & Out, zero is invisible, while 1 equals no transparency. This slider will affect the Fade set by the In & Out sliders. For example, if the Max slider is set to 0.5, or 50% transparency, than setting the In & Out transparency to zero (max opacity) will result in a sprite that is 50% transparent.
The rotation settings will determine the rotational angle of the sprite when it is created.
Value is the amount of rotation and is measured in degrees, 0-360. The rotation can also be randomized with the Random slider.
These settings do not spin the sprites after they are emitted, they only determine what angle the sprites are spawned at. To spin sprites you will use the settings found in Motion>Velocity>Angular Velocity
Parameters in the motion menu change how the particles are emitted into the world and how they move after emission.
The position is where the particles will be emitted from in the game world. Particles can be emitted in the game world via Particle Effect Components as standalone nodes or embedded in objects. The zero point for the X, Y & Z coordinates in this menu is the center of the node or object emitting the particles. Adjust the X, Y & Z coordinates to set where the particles will emit.
All 3 coordinates can also be randomized. Randomizing position coordinates will increase the area within which sprites can be emitted.
|X||Moves the emitter horizontally, left and right|
|Y||Moves the emitter vertically, up and down|
|Z||Moves the emitter horizontally, forward and backward|
Parameters in this menu determine the speed, direction and rotation of the emitted sprites. Just as with Position, the zero point for the X,Y & Z coordinates in this menu is the center of the node or object emitting the particles. Adjust the X, Y & Z values to set speed and direction of the particle.
The X, Y & Z coordinates can also be randomized. Randomizing the direction will make a wider angle that the sprites can shoot in. If they are all emitting from the same position this creates a spread of particles.
Angular velocity determines if and how much the sprites spin after being emitted. A positive value will spin the sprites clockwise, negative values spin counter clockwise. The Angular Velocity can also be randomized.
These parameters determine if the particles are affected by outside forces after being emitted. Force can be applied to X,Y & Z parameters individually so these settings can pull sprites in any direction, not just down.
|X||Pulls sprites horizontally, left and right|
|Y||Pulls sprites vertically, up and down|
|Z||Pulls sprites horizontally, forward and backward|