name: particle-system description: Emit particles (fire, smoke, sparks, snow, magic, fireworks) from an entity in a Decentraland SDK7 scene with the ParticleSystem component. Covers emitter shapes (Point, Sphere, Cone, Box), continuous rate vs Burst emission, lifetime/size/color/velocity ranges, gravity and additionalForce, blend modes (ALPHA/ADD/MULTIPLY), billboard and faceTravelDirection, sprite-sheet texture animation, simulation space (local vs world), playback state, and per-scene particle budget. Use when the user asks for particles, sparks, fire, smoke, dust, fog, fireworks, magic effects, snowfall, rain, embers, trails, or atmospheric effects. Do NOT use for procedural entity motion (see animations-tweens), GLTF model effects (see add-3d-models), or 2D UI effects (see build-ui).
ParticleSystem (SDK7)
Emit particles from an entity. One ParticleSystem component per entity, attached alongside a Transform. No mesh required — particles render from the component itself.
RULE: Transform.scale does NOT scale particles
Particle size is controlled exclusively by initialSize and sizeOverTime (FloatRange). The ParticleSystem also sets emitter shape's spatial dimensions when the shape has size fields (Sphere radius, Box size, Cone radius). These are not affected by the entity's Transform.scale. Setting Transform.scale larger does not produce bigger particles.
RULE: Particles only render to players inside scene parcels
Players viewing the scene from outside its parcels see nothing. Particles are not part of the scene LOD silhouette. Position emitters within parcel bounds.
RULE: Particles only work in the Unity explorer
The mobile Godot explorer and the Bevy explorer don't have this feature implemented. The renderer ignores the component.
RULE: Engine caps total particles at ~1000
The engine enforces a per-scene particle budget and will scale down emission rates across all active particle systems if total live particles would exceed the limit. Cap each system with maxParticles and prefer fewer impactful systems over many small ones.
RULE: prewarm requires loop = true
prewarm: true only takes effect when loop: true. On a one-shot system (loop: false) prewarm is silently ignored.
RULE: faceTravelDirection overrides billboard
When faceTravelDirection: true, particles orient along their velocity vector and billboard is ignored. Use this for trails/streaks (asteroids, bullets, sparks). Set billboard: false explicitly to avoid confusion.
Import
import { engine, Transform, ParticleSystem } from '@dcl/sdk/ecs'
import {
PBParticleSystem_BlendMode,
PBParticleSystem_PlaybackState,
PBParticleSystem_SimulationSpace,
} from '@dcl/sdk/ecs'
import { Color4, Vector3, Quaternion } from '@dcl/sdk/math'
Aliases ParticleSystemBlendMode and ParticleSystemPlaybackState are also exported from @dcl/sdk/ecs and are interchangeable with the PB-prefixed names. There is no ParticleSystemSimulationSpace alias — only PBParticleSystem_SimulationSpace. Prefer the PB-prefixed names everywhere for consistency.
Field reference
| Field | Type | Default | Notes |
|---|---|---|---|
active |
boolean |
true |
Master on/off for new emission. |
rate |
number |
10 |
Particles emitted per second (continuous). Set to 0 when using bursts. |
maxParticles |
number |
1000 |
Hard cap on simultaneous live particles for this system. |
lifetime |
number |
5 |
Particle lifespan in seconds. |
gravity |
number |
0 |
Multiplier on scene gravity (~ -9.81 m/s²). Negative = particles rise. |
additionalForce |
Vector3 |
— | Constant force vector applied each frame (world space). |
initialSize |
FloatRange |
{start:1, end:1} |
Random size at spawn. |
sizeOverTime |
FloatRange |
{start:1, end:1} |
Size lerped start→end over particle lifetime. |
initialRotation |
Quaternion |
identity | Spawn orientation (3D). |
rotationOverTime |
Quaternion |
identity | Per-axis angular velocity (quaternion converted to Euler XYZ rad/s-equivalent). |
faceTravelDirection |
boolean |
false |
Orient along velocity. Overrides billboard. |
initialColor |
ColorRange |
{white,white} |
Random color at spawn. |
colorOverTime |
ColorRange |
{white,white} |
Color lerped start→end over lifetime. Use alpha=0 at end to fade out. |
initialVelocitySpeed |
FloatRange |
{start:1, end:1} |
Initial speed in m/s, randomized per particle. |
texture |
Texture |
white quad | Particle sprite. Same Texture shape as Material textures. |
blendMode |
PBParticleSystem_BlendMode |
PSB_ALPHA |
PSB_ALPHA | PSB_ADD | PSB_MULTIPLY. |
billboard |
boolean |
true |
Particles always face camera. Disable for 3D-oriented particles. |
spriteSheet |
{tilesX, tilesY, framesPerSecond?} |
— | Texture-atlas frame animation. framesPerSecond defaults to 30. |
shape |
oneof Point/Sphere/Cone/Box | Point | Emitter geometry — see below. |
loop |
boolean |
true |
Loop the emission cycle. false = one-shot. |
prewarm |
boolean |
false |
Start as if one full loop has already simulated. Requires loop: true. |
simulationSpace |
PBParticleSystem_SimulationSpace |
PSS_LOCAL |
PSS_LOCAL (move with entity) | PSS_WORLD (stay put after spawn). |
limitVelocity |
{speed, dampen?} |
— | Clamp top speed. dampen 0–1, default 1 = hard clamp. |
playbackState |
PBParticleSystem_PlaybackState |
PS_PLAYING |
PS_PLAYING | PS_PAUSED | PS_STOPPED. |
bursts |
{values: Burst[]} |
— | Discrete emission events (see Bursts). |
FloatRange = { start: number, end: number } — random value sampled per particle.
ColorRange = { start: Color4, end: Color4 } — random color sampled per particle (each end of the range is sampled independently of the other particle randoms).
Emitter shapes
Build with the ParticleSystem.Shape.* helpers — never assemble the oneof manually:
shape: ParticleSystem.Shape.Point()
shape: ParticleSystem.Shape.Sphere({ radius: 1 }) // default radius=1
shape: ParticleSystem.Shape.Cone({ angle: 25, radius: 1 }) // angle = half-angle in degrees
shape: ParticleSystem.Shape.Box({ size: Vector3.create(1, 1, 1) })
- Point — emits from the entity origin.
- Sphere — random points inside a sphere of
radius. - Cone — emits from base disk, projecting outward within
anglehalf-angle. Default cone direction is the entity's local forward; rotate the parent Transform to aim it. - Box — random points inside an axis-aligned box of
size.
To rotate the emission direction (e.g. point a cone downward for snow/rain), rotate the parent entity's Transform.rotation. Example: snow falling from a cone uses rotation: Quaternion.fromEulerDegrees(180, 0, 0) on the entity, or any orientation that flips the cone axis.
Bursts
Discrete emission events at specific times. Set rate: 0 to use bursts only, or combine with rate > 0 for continuous + bursty.
bursts: {
values: [{ time: 0, count: 100, cycles: 1, interval: 0.01, probability: 1.0 }]
}
Burst fields: time (s from cycle start), count (particles per burst), cycles (default 1, 0 = infinite), interval (s between cycles, default 0.01), probability (0–1 chance per cycle, default 1).
Multiple bursts in one cycle = staggered ignition pattern (fireworks).
Common patterns
// 1. Fire ember — Point + ADD blend, slight upward drift
const fire = engine.addEntity()
Transform.create(fire, { position: Vector3.create(8, 1, 8) })
ParticleSystem.create(fire, {
rate: 40,
lifetime: 2,
maxParticles: 200,
initialSize: { start: 0.1, end: 0.3 },
sizeOverTime: { start: 1.0, end: 0.0 }, // shrink to nothing
initialColor: {
start: Color4.create(1, 0.6, 0.1, 1),
end: Color4.create(1, 0.2, 0, 1),
},
colorOverTime: {
start: Color4.create(1, 0.5, 0.1, 1),
end: Color4.create(0.2, 0, 0, 0),
},
initialVelocitySpeed: { start: 1.5, end: 2.5 },
gravity: -0.3, // negative = rises
blendMode: PBParticleSystem_BlendMode.PSB_ADD,
shape: ParticleSystem.Shape.Point(),
})
// 2. One-shot burst — explosion/pickup VFX
ParticleSystem.create(entity, {
loop: false,
rate: 0,
lifetime: 3,
maxParticles: 150,
initialSize: { start: 0.1, end: 0.25 },
sizeOverTime: { start: 1.0, end: 0.0 },
initialVelocitySpeed: { start: 2, end: 4 },
shape: ParticleSystem.Shape.Sphere({ radius: 0.5 }),
bursts: {
values: [
{ time: 0, count: 100, cycles: 1, interval: 0.01, probability: 1.0 },
],
},
})
For 17 production-ready presets (fire ember, magic aura, snowfall, vortex, fountain, bat swarm, lightning sparks, heavy rain, asteroid trail, fireworks, campfire, moving trail, etc.), see {baseDir}/references/particle-presets.md.
Playback control
const ps = ParticleSystem.getMutable(entity)
// Pause emission and freeze existing particles
ps.playbackState = PBParticleSystem_PlaybackState.PS_PAUSED
// Resume
ps.playbackState = PBParticleSystem_PlaybackState.PS_PLAYING
// Stop and clear all live particles
ps.playbackState = PBParticleSystem_PlaybackState.PS_STOPPED
// Disable new emission (existing particles continue to live out their lifetime)
ps.active = false
Use playbackState = PS_STOPPED for a hard cut. Use active = false for a graceful trail-off.
Sprite-sheet animation
Texture atlas with frames laid out in a grid (left-to-right, top-to-bottom). Total frames = tilesX * tilesY.
texture: { src: 'assets/Images/flame-sheet.png' },
spriteSheet: { tilesX: 4, tilesY: 3, framesPerSecond: 12 } // 12 frames, plays at 12fps
Test-scene examples use 4x3 (12 frames) and 1x20 (20-frame strip) sheets at 10–30 fps.
Simulation space (local vs world)
PSS_LOCAL(default) — particles move with the emitter. A moving emitter drags its particle cloud. Suits aura/halo effects on a moving entity.PSS_WORLD— particles stay at their spawn position in world space. A moving emitter leaves a trail behind it. Required for proper trails when combined withTweenmovement on the emitter.
Texture field
The texture field uses the same Texture type as Material. Common case (local file):
texture: {
src: 'assets/Images/spark.png'
}
The full Texture form supports filterMode/wrapMode but particle systems generally only need src. Avatar/Video textures on particles are unverified — stick with file textures.
Gotchas
- Texture path — particle textures default to
assets/Images/. Same path conventions as Material textures. Legacy scenes may have them underassets/scene/Images/orassets/scene/textures/(still works); Creator Hub assets land inassets/asset-packs/,assets/custom/, orassets/scene/— reference those paths as-is. - Quaternion rotation fields —
rotationOverTimeis interpreted as per-axis angular velocity (quaternion → Euler XYZ).Quaternion.fromEulerDegrees(0, 90, 0)= spin 90°/s on Y. Identity = no spin. additionalForceis world-space even whensimulationSpace = PSS_LOCAL. Wind/drift directions stay constant regardless of emitter rotation.limitVelocity.dampen = 1= hard clamp (particles never exceedspeed). Lower values let velocity exceed cap briefly then decay.- Color.alpha = 0 at end of
colorOverTimeis the standard way to fade particles out — don't rely onsizeOverTimeending at 0 alone. - Bursts ignore
active = falseat the moment of evaluation —activeis checked once per frame for continuous rate; setting it after a burst time will not retroactively cancel that burst. - No mesh attached to the emitter entity — adding
MeshRendereris unrelated; particles render via the ParticleSystem component itself.
Performance
- Cap each system with
maxParticles. Total scene budget across all systems is ~1000 particles. - Keep
lifetime * ratelow; that product is the steady-state live count. - Disable systems out of view via
playbackState = PS_STOPPEDoractive = false. - Prefer
PSB_ALPHAfor opaque/translucent effects.PSB_ADDis best for glow/fire (it stacks visually) but multi-layer additive overdraw is the most expensive case. - Sprite sheets are cheap; multiple textures per system is not supported (one texture per system).
Resources
{baseDir}/references/particle-presets.md— 17 ready-to-use preset configurations from the SDK7 test scene (fire, magic, snowfall, vortex, fountain, swarms, sparks, rain, bursts, fireworks, campfire, trails).- Test scene:
https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/0%2C7-particle-system - Live tuner:
ParticleLab.dcl.eth(open with Decentraland client).