Unity Particle System Presets
Inspector-ready settings for common particle effects. Every preset's full module values are listed below.
Setting up a Particle System from scratch is tedious. These presets give you the exact module values for common effects, so you can type them into the Inspector and have a working effect in seconds.
Campfire
LoopingWarm, flickering flame particles rising from a fire pit. Additive blending for a natural glow.
Campfire
LoopingWarm, flickering flame particles rising from a fire pit. Additive blending for a natural glow.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 2 |
| Main | Looping | true |
| Main | Start Lifetime | Random Between Two Constants: 0.8 to 1.5 |
| Main | Start Speed | Random Between Two Constants: 1 to 2 |
| Main | Start Size | Random Between Two Constants: 0.3 to 0.8 |
| Main | Start Colour | Gradient: yellow > orange > red |
| Emission | Rate over Time | 30 |
| Shape | Shape | Cone |
| Shape | Angle | 15 |
| Shape | Radius | 0.2 |
| Size over Lifetime | Curve | Shrink (1 to 0) |
| Colour over Lifetime | Alpha | Fade out (1 to 0) |
| Renderer | Material | Additive particle material |
Tips
- *Layer two systems: one for bright inner flames, one for softer outer glow at lower opacity.
- *Add a separate Smoke Puff system above the campfire for added realism.
- *Use Noise module with low strength (0.2) for organic flame flicker.
- *For mobile, reduce emission rate to 15 and lifetime to 0.6 to 1.0.
Smoke Puff
One-shotA one-shot burst of soft, expanding smoke. Useful for impacts, explosions, or environmental effects.
Smoke Puff
One-shotA one-shot burst of soft, expanding smoke. Useful for impacts, explosions, or environmental effects.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 1 |
| Main | Looping | false |
| Main | Start Lifetime | Random Between Two Constants: 1 to 2 |
| Main | Start Speed | Random Between Two Constants: 0.5 to 1 |
| Main | Start Size | Random Between Two Constants: 0.5 to 1.5 |
| Main | Start Colour | Grey (RGBA: 0.6, 0.6, 0.6, 0.5) |
| Emission | Bursts | 1 burst of 15 particles at time 0 |
| Shape | Shape | Sphere |
| Shape | Radius | 0.1 |
| Size over Lifetime | Curve | Grow (0.5 to 1) |
| Noise | Strength | 0.5 |
| Noise | Frequency | 0.5 |
Tips
- *Use a soft, circular texture with alpha falloff for realistic smoke edges.
- *Set Simulation Space to World so smoke stays in place if the emitter moves.
- *Enable Colour over Lifetime to fade alpha from 0.5 to 0 for a natural dissipation.
- *Combine with a slight upward Velocity over Lifetime for rising smoke.
Sparks / Impact
One-shotFast, short-lived bright particles that fly outward on hit. Great for melee strikes, bullet impacts, and metal collisions.
Sparks / Impact
One-shotFast, short-lived bright particles that fly outward on hit. Great for melee strikes, bullet impacts, and metal collisions.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 0.3 |
| Main | Looping | false |
| Main | Start Lifetime | Random Between Two Constants: 0.2 to 0.5 |
| Main | Start Speed | Random Between Two Constants: 3 to 8 |
| Main | Start Size | Random Between Two Constants: 0.05 to 0.15 |
| Main | Start Colour | Random Between: yellow and orange |
| Main | Gravity Modifier | 2 |
| Emission | Bursts | 1 burst of 20 particles at time 0 |
| Shape | Shape | Cone |
| Shape | Angle | 45 |
| Trails | Enabled | true |
| Trails | Lifetime | 0.1 |
| Trails | Width over Trail | Shrink (1 to 0) |
Tips
- *Rotate the system so the cone faces away from the impact surface normal.
- *Use a small, bright, round texture (2x2 or 4x4 pixels is fine for sparks).
- *Trails add a lot of visual impact but cost extra draw calls; disable on low-end devices.
- *Add a tiny Sub Emitter on Death for secondary micro-sparks if you want extra flair.
Rain
LoopingDense, fast-falling stretched particles covering a wide area. Attach to the camera for seamless coverage.
Rain
LoopingDense, fast-falling stretched particles covering a wide area. Attach to the camera for seamless coverage.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 1 |
| Main | Looping | true |
| Main | Start Lifetime | Random Between Two Constants: 0.5 to 1 |
| Main | Start Speed | Random Between Two Constants: 10 to 15 |
| Main | Start Size | 0.02 (X) x 0.3 (Y) via 3D Start Size |
| Main | Start Colour | Light blue-grey (RGBA: 0.7, 0.75, 0.85, 0.4) |
| Emission | Rate over Time | 200 |
| Shape | Shape | Box |
| Shape | Scale | 20 x 0.1 x 20 (wide, flat area above camera) |
| Renderer | Render Mode | Stretched Billboard |
| Renderer | Speed Scale | 0.1 |
| Renderer | Length Scale | 3 |
Tips
- *Parent the rain system to the camera so it follows the player without gaps.
- *Use Prewarm so rain is already falling when the scene starts.
- *For splashes on the ground, add a second system with short-lived burst particles at floor level.
- *On mobile, reduce emission to 80 and use a smaller box shape (10 x 0.1 x 10).
Blood Splatter
One-shotShort, violent burst of dark red droplets with gravity. Suitable for melee hits and projectile impacts.
Blood Splatter
One-shotShort, violent burst of dark red droplets with gravity. Suitable for melee hits and projectile impacts.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 0.5 |
| Main | Looping | false |
| Main | Start Lifetime | Random Between Two Constants: 0.5 to 1 |
| Main | Start Speed | Random Between Two Constants: 2 to 5 |
| Main | Start Size | Random Between Two Constants: 0.1 to 0.3 |
| Main | Start Colour | Dark red (RGBA: 0.5, 0.02, 0.02, 1) |
| Main | Gravity Modifier | 3 |
| Emission | Bursts | 1 burst of 10 to 15 particles at time 0 |
| Shape | Shape | Cone |
| Shape | Angle | 30 |
| Colour over Lifetime | Alpha | Fade out in last 30% (1 to 0) |
Tips
- *Use a circular splat texture with rough edges for organic-looking droplets.
- *Orient the cone along the hit direction for directional splatter.
- *Add a Collision module with a ground plane and Sub Emitter on Collision for floor splat decals.
- *For a stylised look, reduce gravity to 1 and increase lifetime for floaty blood (common in anime-style games).
Magic Trail
LoopingGlowing particles that linger behind a moving object. Perfect for projectiles, spells, and enchanted weapons.
Magic Trail
LoopingGlowing particles that linger behind a moving object. Perfect for projectiles, spells, and enchanted weapons.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 5 |
| Main | Looping | true |
| Main | Start Lifetime | Random Between Two Constants: 0.3 to 0.5 |
| Main | Start Speed | 0 |
| Main | Start Size | Random Between Two Constants: 0.1 to 0.3 |
| Main | Start Colour | Gradient: cyan > purple |
| Emission | Rate over Time | 20 |
| Shape | Shape | Edge |
| Shape | Radius | 0.1 |
| Trails | Enabled | true |
| Trails | Lifetime | 0.3 |
| Trails | Colour over Trail | Fade alpha to 0 |
| Renderer | Material | Additive particle material |
Tips
- *Set Simulation Space to World so particles stay where they were emitted as the object moves.
- *Start Speed is 0 because the trail effect comes from the emitter moving, not from particle velocity.
- *Use Size over Lifetime with a slight shrink curve for tapered trails.
- *Combine with a second system emitting tiny sparkle particles at low rate for extra magic feel.
Dust Poof
One-shotQuick, small cloud of dust on landing or footstep. Low particle count, very short-lived.
Dust Poof
One-shotQuick, small cloud of dust on landing or footstep. Low particle count, very short-lived.
| Module | Setting | Value |
|---|---|---|
| Main | Duration | 0.3 |
| Main | Looping | false |
| Main | Start Lifetime | Random Between Two Constants: 0.3 to 0.6 |
| Main | Start Speed | Random Between Two Constants: 1 to 2 |
| Main | Start Size | Random Between Two Constants: 0.2 to 0.5 |
| Main | Start Colour | Light brown (RGBA: 0.7, 0.6, 0.4, 0.5) |
| Emission | Bursts | 1 burst of 8 particles at time 0 |
| Shape | Shape | Cone |
| Shape | Angle | 80 |
| Size over Lifetime | Curve | Grow slightly (0.8 to 1) |
| Colour over Lifetime | Alpha | Fade out (0.5 to 0) |
Tips
- *Place the system at the character's feet and trigger it via animation events on landing or stepping.
- *A wide cone angle (80 degrees) spreads particles horizontally, which looks natural for ground dust.
- *Keep particle count low (8 or fewer). Dust poofs happen often and should be cheap.
- *Tint the Start Colour to match the terrain: brown for dirt, grey for stone, white for snow.
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Frequently asked questions
Why are my Unity particles invisible?
How do I make particles follow a moving GameObject?
What is the difference between Rate over Time and Bursts?
How many particles can I emit before performance drops?
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