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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.

[Particle Editor interface]

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.