particle-system

Emit particles like fire, smoke, snow, and fireworks in Decentraland SDK7 scenes with the ParticleSystem component.

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill particle-system-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: particle-system
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/particle-system
Command: npx skills add https://github.com/stom66/dcl-bowling --skill particle-system-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @dcl/sdk, and includes references (resource) components.

What problem does it solve? Adding visual effects such as fire, smoke, rain, magic auras, or explosion bursts to a Decentraland SDK7 scene requires precise knowledge of the ParticleSystem component's many fields, emitter shapes, blend modes, and engine constraints. This Skill provides the complete field reference, hard rules (particle budget caps, prewarm requirements, scale behavior), and 17 ready-to-use presets so effects work correctly on the first attempt. ## Core Features & Use Cases - Complete Field Reference: Documents every ParticleSystem field including rate, lifetime, gravity, FloatRange/ColorRange randomization, bursts, sprite sheets, and simulation space, with verified defaults and gotchas. - 17 Production Presets: Drop-in configurations ported from the official SDK7 test scene covering fire embers, snowfall, vortex spirals, bat swarms, fireworks loops, one-shot explosions, and moving trails. - Engine Constraint Rules: Codifies non-obvious behaviors such as the ~1000 particle engine cap, Transform.scale not affecting particle size, prewarm requiring loop mode, and faceTravelDirection overriding billboard. - Use Case: A scene creator wants a campfire with animated flames. They apply preset 15 (Campfire) with a 4x3 sprite sheet and PSB_ADD blending, then tune emission rate live in the Creator Hub inspector panel. ## Quick Start Add a campfire particle effect to my Decentraland scene at position 8,1,8 using the ParticleSystem component with an additive fire sprite sheet.

Frequently Asked Questions about particle-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add particle effects to a Decentraland SDK7 scene?▼

Attach a ParticleSystem component to an entity alongside a Transform, then configure rate, lifetime, size, color, and an emitter shape such as Point, Sphere, Cone, or Box. No mesh is required since particles render from the component itself.

How do I make a one-shot explosion or burst effect in Decentraland?▼

Set loop to false and rate to 0, then define a bursts array with a time, count, and cycle count. A single burst of 100 particles at time 0 produces an explosion; multiple staggered bursts create fireworks patterns.

Why does Transform.scale not change my particle size?▼

Particle size is controlled exclusively by the initialSize and sizeOverTime FloatRange fields, not by the entity's Transform.scale. Emitter shape dimensions like Sphere radius or Box size are also unaffected by entity scale.

Why are my particles invisible to some players in Decentraland?▼

Particles only render to players located inside the scene's parcels; viewers outside the parcel bounds see nothing. Position emitters within parcel bounds and note the engine caps total live particles at roughly 1000 per scene.

How do I animate particles with a sprite sheet in SDK7?▼

Set the texture field to your atlas image and add a spriteSheet object with tilesX, tilesY, and framesPerSecond. Frames are read left-to-right, top-to-bottom, with total frames equal to tilesX times tilesY.

What is the difference between PSS_LOCAL and PSS_WORLD simulation space?▼

PSS_LOCAL makes particles move with the emitter entity, suiting auras on moving objects. PSS_WORLD leaves spawned particles fixed in world space, so a moving emitter leaves a persistent trail behind it.