BLOCK REFERENCE / VFX
VFX
Particles, emitters, shockwaves and screen flashes.
7 blocks
#Clear all effects

Removes all particles, particle emitters and the screen flash in the scene.
It affects every object, not just this one. Lighting and post effects are not touched.
#Custom particle burst

Emits a one-time burst of particles from the object's center with fully custom settings.
Particles stay in the world and fade out over their lifetime. A scene holds up to 1200 particles at once; extra ones are skipped.
| Field | What it means |
|---|---|
countnumber | Number of particles.Default: 24 |
colortext | Particle color, hex like #8879eb or a color name.Default: #8879eb |
speednumber | Launch speed in pixels per second (up to 2000); each particle gets a random 25-100% of it.Default: 120 |
lifetimenumber | Seconds each particle lives (0.05-10).Default: 0.7 |
sizenumber | Starting radius in pixels (0.1-200).Default: 4 |
end sizenumber | Radius at the end of its life (0-400); particles grow or shrink toward it.Default: 0 |
gravitynumber | Vertical acceleration in pixels per second squared; positive pulls down, negative makes them rise.Default: 50 |
anglenumber | Launch direction in degrees: 0 = right, 90 = down, -90 = up.Default: -90 |
spreadnumber | Width of the cone around angle, in degrees; 360 = all directions.Default: 360 |
dragnumber | Air resistance from 0 (none) to 20; higher values slow particles down faster.Default: 1 |
shapedropdown | circle, square, spark (a small cross) or ring (an outline).Options: circle · square · spark · ring |
Example Dust puff on landing: angle -90, spread 160, gravity -40, shape circle.
#Particle burst

Emits a one-time burst of particles from the object's center using a preset look.
Particles stay in the world and do not follow the object. For full control use Custom particle burst.
| Field | What it means |
|---|---|
presetdropdown | sparkles (purple twinkles drifting up), fire (orange flames rising), smoke (grey puffs that grow as they rise) or confetti (pink squares thrown up that fall).Options: sparkles · fire · smoke · confetti |
countnumber | Number of particles (a scene holds up to 1200 at once).Default: 24 |
Example confetti with 60 particles when the level is completed.
#Screen flash

Flashes the whole screen with a color that fades out.
It starts at 70% opacity and fades to nothing over the duration. An invalid color shows no flash.
| Field | What it means |
|---|---|
colortext | Flash color, hex like #ffffff or a color name.Default: #ffffff |
durationnumber | Seconds the flash takes to fade (0.01-5).Default: 0.2 |
Example Short red flash when the player gets hit.
#Shockwave ring

Draws a ring that expands from the object's center and fades out.
The ring stays where it was created even if the object moves.
| Field | What it means |
|---|---|
radiusnumber | Final radius in pixels.Default: 90 |
durationnumber | Seconds the ring takes to grow and fade (0.05-10).Default: 0.5 |
colortext | Ring color, hex like #77d6bf or a color name.Default: #77d6bf |
Example Shockwave when a bomb explodes.
#Start particle emitter

Starts emitting particles continuously from the object's center using a preset look.
It runs until Stop particle emitter with the same name, Clear all effects, or the object is removed. Starting a name that is already running updates it. Up to 64 emitters per scene; emission pauses while the object is inactive.
| Field | What it means |
|---|---|
nametext | Name that identifies this emitter on this object.Default: effect |
presetdropdown | sparkles (purple twinkles drifting up), fire (orange flames rising), smoke (grey puffs that grow as they rise) or confetti (pink squares thrown up that fall).Options: sparkles · fire · smoke · confetti |
ratenumber | Particles per second (0-300).Default: 30 |
Example A campfire object with a fire emitter at 40 per second.
#Stop particle emitter

Stops this object's particle emitter with the given name.
Particles already emitted finish their life normally.
| Field | What it means |
|---|---|
nametext | Name used in Start particle emitter.Default: effect |