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Effect Editor

The Effect Editor edits .effect files with a live preview that looks the way the effect will look in your game. Particle effects show emitter controls; sprite effects show a single shader-driven sprite.

Open an .effect from Explorer or the Asset Browser; the Timeline's Effect tab opens with it. Field changes go into the effect file as Undo steps; save it like any document. Preview settings (speed, motion, loop, length, seed, origin, mute, bounds) are never saved. Format: Effects.

Playback​

ControlAction
Play / Pause / Stop / RestartControl the preview.
Burst 24Emits 24 particles from every emitter now.
Time (s)Scrubs.
Speed0.1x to 4x.
MotionStationary, Line (emitters move left to right) or Curve (an S-shaped path). Useful for trails.
Loop, Length (s)Loop the preview; preview length (0.01–120 s).

The preview restarts the same way each time, so you can scrub back and forth. The Timeline's Effect tab shares these controls.

Particle effects​

Emitters​

ControlAction
+Adds an emitter with simple defaults.
Copy / Delete / Up / DownCopy, delete (a particle effect needs one emitter) or reorder the selected emitter.
EmitterChooses the emitter to edit.
SectionShows one group of fields: Spawn, Emission, Motion, Appearance, Billboard or Trail.

Preview section​

ControlAction
SeedRandom seed for the preview (default 1337).
Origin X / YMoves the whole preview.
Mute selected emitterHides that emitter in the preview.
Show boundsOutlines the area the particles cover and shows its size.
StatisticsLive particle counts. A warning appears when the effect exceeds the preview limits.

Fields​

Value ranges and meanings: Effects: particle effects.

SectionFields (file key)
SpawnRate / second (spawn.rate), Maximum live (spawn.max)
EmissionPosition (emission.position), Direction (rad), Spread (rad), Speed range, Life range
MotionGravity X/Y/Z (motion.gravity), Drag, Spin range
AppearanceSize curve Start/End (appearance.size), Size over lifetime, Color / opacity over lifetime (curve editors), Start color, End color
BillboardImage asset, Runtime material, Shader override, Blend (alpha, additive, premultiplied), Layer
TrailTrail enabled, Trail follows emitter, Trail points (0 = 12; otherwise 2–24), Head width, Tail width, Trail color, Texture asset, Trail lifetime

The lifetime curves use the curve editor.

The preview uses the billboard image and trail texture but not the Runtime material or Shader override, which your game applies.

Sprite effects​

FieldKey
Shader asset (required)sprite.shader
Image assetsprite.image
Shader kind (bolt, flare or a number)sprite.kind
Size X / Ysprite.size
Color / intensity RGBA (above 1 glows)sprite.color
Lifetimesprite.lifetime
Angle offset, Layer offsetsprite.angle_offset, sprite.layer_offset
Animate shader agesprite.animate_age

If the shader is only available in your game's native module and that module is not loaded, the preview says PREVIEW UNAVAILABLE.

Creating effects​

ControlAction
New ParticlesCreates new_particle.effect with one emitter.
New Sprite FXCreates new_sprite_effect.effect (a flare). Needs a registered shader for the vfx sprite system.

The file is created next to your other effects (or next to the asset registry), with _2, _3, … added if the name is taken. It is registered in the asset registry as an unsaved edit and opened.

Limits​

  • The preview shows at most 16 emitters and 4096 particles (1024 per emitter). Larger effects still work in your game; only the preview is limited.
  • Effect name, type and the optional format section are edited in Source Editor.
  • You cannot click or drag in the preview.