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Browser particle editor · Early prototype

Export VFX from browser to Unity

Download a package, install it in Unity and build a reusable prefab. Keep native particle settings when you need control, or choose a baked flipbook for image-led effects.

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

The package-to-prefab workflow

The export is a Unity Package Manager tarball (.tgz), not a .unitypackage and not a VFX Graph asset. It includes the uploaded model, optional image/audio, generated C# controllers, shaders, materials created by the builder and a source manifest. The current supported target is Unity 6.3 Built-in.

  1. Import a model in 2VFX, choose an effect and save the .2vfx source.
  2. Select Native Semantic, or add a sprite atlas and select Baked Visual.
  3. Download Unity .tgz. In Unity Package Manager, install the package from the tarball.
  4. After scripts compile, use the matching Tools > 2VFX > Build Model + Effect Prefab command. The menu label includes your model and effect name.
  5. Inspect the generated Assets/2VFX/Generated folder, place the native or Baked prefab in a test scene and play it.

Native and Baked are different contracts

Native Semantic maps portable particle parameters to Unity ParticleSystem modules. Those parameters remain available inside Unity, but Unity and the browser use different simulation/rendering implementations. Matching values is not a guarantee of matching pixels.

Baked Visual creates an additional flipbook-driven prefab. Its appearance is based on the same PNG atlas rather than a reconstruction of the browser simulation. It needs the atlas to exist, and it remains a camera-facing image representation rather than a fully volumetric effect.

NeedChoose
Edit lifetime, forces or emitters in UnityNative Semantic
Reuse the generated flame/smoke imageryBaked Visual
Return to the browser authoring stateSave and open .2vfx
Niagara, VFX Graph, URP or HDRPNot supported by the current exporter

Check the model and scene references

FBX and OBJ can use Unity’s native model import. A GLB is retained byte-for-byte and needs a compatible glTF importer in the Unity project. Do not confuse successful browser preview with a guarantee that every Unity importer has the same material support.

The portable exporter cannot identify scene Collider, Light, Mesh, custom simulation Transform or explicit Force Field references in another project. Such unsupported settings are disabled or rejected rather than silently converted. World collisions still depend on colliders being present in the target scene.

  • Keep XYZ curves in one group in the same mode; the editor synchronizes their mode.
  • Check alpha blending on light and dark backgrounds.
  • Test the full loop and moving model, not only a screenshot.
  • Keep the source project when you modify generated assets in Unity.

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 ↗