particle-system
ParticleSystem (SDK7)
Emit particles from an entity. One ParticleSystem component per entity, attached alongside a Transform. No mesh required — particles render from the component itself.
RULE: Transform.scale does NOT scale particles
Particle size is controlled exclusively by initialSize and sizeOverTime (FloatRange). The ParticleSystem also sets emitter shape's spatial dimensions when the shape has size fields (Sphere radius, Box size, Cone radius). These are not affected by the entity's Transform.scale. Setting Transform.scale larger does not produce bigger particles.
RULE: Particles only render to players inside scene parcels
Players viewing the scene from outside its parcels see nothing. Particles are not part of the scene LOD silhouette. Position emitters within parcel bounds.
RULE: Engine caps total particles at ~1000
The engine enforces a per-scene particle budget and will scale down emission rates across all active particle systems if total live particles would exceed the limit. Cap each system with maxParticles and prefer fewer impactful systems over many small ones.
RULE: prewarm requires loop = true
prewarm: true only takes effect when loop: true. On a one-shot system (loop: false) prewarm is silently ignored.