IN THIS ARTICLE
Using the Particle Editor
Using the Particle Editor
This topic references tools and features that are legacy . If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line . To learn more about legacy features, see the Lumberyard Legacy Reference . |
Use the Particle Editor to create, edit, preview, and save particle libraries and emitters that are used with entities in your levels.
To open the Particle Editor
- In Lumberyard Editor, choose Tools, Particle Editor. You can also click the particle editor icon in the Lumberyard Editor toolbar.
The Particle Editor includes the following UI elements:
- Libraries panel – Lists the particle art assets. You can view and interact with multiple libraries simultaneously.
- Preview panel – Displays the selected, active particle effect. The preview camera automatically positions to capture the entire particle. Use the W, A, S, and D keys and mouse controls to pan, zoom, and rotate the camera.
- Attributes panel – Lists the properties for the selected particle.
- Level of Detail panel – Displays level of detail (LOD) information for added particles. For more information, see Managing Particle Level of Detail (LOD).
Adding a Particle Component
To add a particle component to your level
- Do one of the following:
- Drag a particle emitter from the Particle Editor library and drop it into the Lumberyard Editor viewport.
- Drag a particle effect asset from the Asset Browser into your scene. Choose the emitter that you want to use from the Entity Inspector properties. For more information, see Entity Inspector.
- Create a Particle component entity and assign the particle effect with the Particle effect library parameter. For more information, see the Particle component and Adding Components to an Entity.