Understand how the Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary can change a particle’s rotation based on its speed or lifetime.
The Color by Speed module can change a particle’s color based on its speed in distance units per second.
Burning or glowing particles (such as sparks) tend to burn more brightly when they move quickly through the air (for example, when sparks are exposed to more oxygen), but then dim slightly as they slow down. To simulate this, you might use Color By Speed with a gradient that has white at the upper end of the speed range, and red at the lower end (in the spark example, faster particles will appear white while slower particles are red).
The Color Over Lifetime module can change a particle’s color based on how long it has existed.
Many types of natural and fantastical particles vary in color over time, and so this property has many uses. For example, white hot sparks will cool as they pass through the air and a magic spell might burst into a rainbow of colors. Equally important, though, is the variation of alpha (transparency). It is very common for particles to burn out, fade or dissipate as they reach the end of their lifetime (for example, hot sparks, fireworks and smoke particles) and a simple diminishing gradient produces this effect.
When also using the Start Color property, this module multiples the 2 colors together, to get the final particle color.
To fade particles near opaque GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary, follow these steps:
Soft particles are supported only on platforms that support depth textures.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.