particle-systems
from pluginagentmarketplace/custom-plugin-game-developer
Game developer roadmap plugin with engine-specific patterns and optimization
3 stars0 forksUpdated Jan 5, 2026
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill particle-systemsSKILL.md
Particle Systems
Particle System Architecture
┌─────────────────────────────────────────────────────────────┐
│ PARTICLE LIFECYCLE │
├─────────────────────────────────────────────────────────────┤
│ EMISSION │
│ ├─ Spawn Rate (particles/second) │
│ ├─ Burst (instant spawn count) │
│ └─ Shape (point, sphere, cone, mesh) │
│ ↓ │
│ SIMULATION │
│ ├─ Velocity (initial + over lifetime) │
│ ├─ Forces (gravity, wind, turbulence) │
│ ├─ Collision (world, depth buffer) │
│ └─ Noise (procedural movement) │
│ ↓ │
│ RENDERING │
│ ├─ Billboard (camera-facing quads) │
│ ├─ Mesh (3D geometry per particle) │
│ ├─ Trail (ribbon following path) │
│ └─ GPU Instancing (batched draw) │
│ ↓ │
│ DEATH │
│ └─ Lifetime expired → recycle or destroy │
└─────────────────────────────────────────────────────────────┘
Common Effect Recipes
EXPLOSION EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Flash (instant, bright, 0.1s) │
│ 2. Core fireball (expanding sphere, 0.3s) │
│ 3. Debris (physics-enabled chunks, 1-2s) │
│ 4. Smoke (slow rising, fade out, 2-3s) │
│ 5. Sparks (fast, gravity-affected, 0.5-1s) │
│ 6. Shockwave (expanding ring, 0.2s) │
│ │
│ SETTINGS: │
│ • Emission: Burst only (no rate) │
│ • Start speed: 5-20 (varies by layer) │
│ • Gravity: -9.8 for debris, 0 for smoke │
│ • Color: Orange→Red→Black over lifetime │
│ • Size: Start large, shrink (fireball) or grow (smoke) │
└─────────────────────────────────────────────────────────────┘
FIRE EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Core flame (upward, orange-yellow, looping) │
│ 2. Ember particles (small, floating up) │
│ 3. Smoke (dark, rises above flame) │
│ 4. Light source (flickering point light) │
│ │
│ SETTINGS: │
│ • Emission: Continuous (50-100/sec) │
│ • Velocity: Upward (2-5 units/sec) │
│ • Noise: Turbulence for natural movement │
│ • Color: White→Yellow→Orange→Red over lifetime │
│ • Size: Start small, grow, then shrink │
│ • Blend: Additive for glow effect │
└─────────────────────────────────────────────────────────────┘
MAGIC SPELL EFFECT:
┌─────────────────────────────────────────────────────────────┐
│ LAYERS: │
│ 1. Core glow (pulsing, bright center) │
│ 2. Orbiting particles (circle around core) │
│ 3. Trail particles (follow movement path) │
│ 4. Impact burst (on hit/destination) │
│ 5. Residual sparkles (lingering after effect) │
│ │
│ SETTINGS: │
│ • Emission: Rate + burst on cast/impact │
│ • Velocity: Custom curves for orbiting │
│ • Trails: Enable for mystical streaks │
│ • Color: Themed to element (blue=ice, red=fire) │
│ • Blend: Additive for ethereal glow │
└─────────────────────────────────────────────────────────────┘
Unity Particle System Setup
// ✅ Production-Ready: Particle Effect Controller
public class ParticleEffectController : MonoBehaviour
{
[Header("Effect Settings")]
[SerializeField] private ParticleSystem mainEffect;
[SerializeField] private ParticleSystem[] subEffects;
[SerializeField] private AudioSource audioSource;
[SerializeField] private Light effectLight;
[Header("Pooling
...
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