This tutorial course is designed for those who want to try out various visual effects.
Before starting this course, we recommend completing the following tutorial:
This course continues using the same project from the initial tutorial.
If you’ve deleted it, please recreate the tutorial project from the beginning of that course before proceeding.
Try switching between them to preview the effects. However, changing the template will overwrite all current child nodes, so avoid switching templates after adding your own custom particles. After testing, set it back to NONE to return to an empty state.
Setup is now complete. In the next step, we’ll go over the basics of creating custom particle effects.
Notes
CPUParticles vs GPUParticles
You might notice two similar nodes — what’s the difference?
Simply put, it’s about whether the particle calculations are done on the CPU or GPU.
In general, GPU particles (GPUParticles2D) are recommended for 2D games where rendering is often the performance bottleneck.
Choose based on your game’s performance profile.
Look at the center preview window. If you zoom in, you’ll see tiny dots falling downward. This is due to gravity. To make things clearer, let’s temporarily disable gravity.
Click the ParticleProcessMaterial to expand its settings. Go to Accelerations > GravityRate and change y from 98 to 0. The particles will stop falling.
We’ll skip the Angle setting for now, as it’s a bit more complex.
Next, check Spawn > Velocity to adjust particle direction and speed. Try setting Initial Velocity: min: 10, max: 100. The particles should now shoot out at a 45-degree angle.
The settings outside the Spawn section are for more advanced behaviors. Close the process material and let’s test other basic options from the Inspector.
Change Max Amount at the top of the Inspector from 8 to 16. This doubles the number of particles displayed.