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Browser particle editor · Early prototype

Spark effect generator

Make short, bright accents for impacts, embers and stylized energy effects. Start with Ember Sparks and tune the timing before adding density.

Try it in your browser No account. Local until you choose Save online.

Separate the initial burst from the tail

Sparks are often read as a fast event rather than a continuous volume. A bright onset establishes the impact; a small number of surviving particles describes the tail. Use the emission and lifetime settings to control these parts separately. A longer particle lifetime does not automatically create a stronger burst.

For a loop such as a stylized engine or furnace, a rate-over-time emitter can be useful. For a one-off hit, inspect the Bursts controls in Modules and evaluate the result in Unity. The browser renders a supported subset, while burst and event behaviour must be checked in the target engine.

ChangeWhat to inspect
Shorter lifetimeDoes the tail vanish before the player can read the direction?
Higher start speedDoes the effect leave its framing or the model?
Larger start sizeAre the sparks still distinct points rather than blobs?
More emissionDoes density add clarity or hide the motion?

Export particles or a compact animation

Generate a transparent PNG flipbook when you need a lightweight animated image. Select Native Semantic to keep Unity ParticleSystem parameters editable. Baked Visual needs an atlas and produces a separate flipbook-driven prefab.

Trail parameters are exported to Unity, but the browser preview does not draw native Unity ribbons. Likewise, a Collision sub-emitter needs meaningful collision conditions in the target scene. A configured relation is not proof that the collision will happen.

  1. Open Ember Sparks and import the prop that gives the effect its scale.
  2. Set the attachment point, then test speed and lifetime independently.
  3. Save the .2vfx source before producing variations.
  4. Install the .tgz in a Unity Built-in project, build the prefab and test continuous playback.

What this generator does not simulate

This is an artistic procedural particle workflow, not a physical model of hot metal, combustion or electricity. It does not infer a matching effect from a reference video. You can attach your own supported particle image and WAV, but prompt-based generation and Unreal export are not available.

Keep a fixed seed and test camera while comparing variations. A seed repeats a chosen generator’s randomness; it does not make two different simulation engines use the same trajectories.

Learn the export workflow

Practical guides, honest limits and testable examples.

Try it on your own effect

Keep the .2vfx source and evaluate the result inside your target Unity project.

Open the editor ↗