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.