This documentation is for a prerelease version of O3DE. Click here to switch to the latest release, or select a version from the dropdown.

Version:

Emitter Module

The Emitter module isn’t a real module in the usual sense (Cannot be toggled on and off) but establishes basic properties for the emitter as a whole.

Emitter Module

Simulate Type

Currently, only CPU is supported, via multi-threaded jobs.

Max Particles

Caps the total amount of particles in this emitter to this number, regardless of how many are spawned and how rapidly.

Spawn Delay

After activation, how long (in seconds) before the emitter begins spawning particles.

Use Local Space

If this is set to ON, then each individual particle will continuously update its transform relative to the entity containing the particle component, so moving that entity will also retroactively move all the particles too, the effect playing relative to that entity’s current position.

If this is set to OFF then each particle will still be initially emitted relative to the entity containing the emitter, but will not continue to follow the entity that spawned it after that initial emission.

Looping

If set to OFF, the particle will follow its emission rules in the other modules, and then stop.

If set to ON, the particle will start over once it reaches the end of its emission rules, continuously following the same pattern in a loop.