particle-system

Emit particles like fire, snow, and fireworks from entities in Decentraland SDK7 scenes.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill particle-system-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particle-system
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/particle-system
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill particle-system-ansonj-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

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

What problem does it solve? Configuring the Decentraland SDK7 ParticleSystem component involves dozens of interdependent fields, non-obvious rules (Transform.scale does not affect particle size, prewarm requires loop, faceTravelDirection overrides billboard), and engine limits like the ~1000 particle cap. This Skill provides the complete field reference, emitter shape helpers, burst configuration, and 17 tested presets so effects work correctly on the first attempt. ## Core Features & Use Cases - Complete ParticleSystem reference: Every field documented with types, defaults, and behavioral rules, including blend modes, simulation space, sprite sheets, and playback control. - 17 production-ready presets: Fire Ember, Magic Aura, Snowfall, Heavy Rain, Fireworks Loop, One-Shot Burst, Asteroid Trail, Campfire, and more, ported from the official SDK7 test scenes. - Creator Hub integration guidance: When to tune particles in the editor inspector versus driving them from code at runtime. - Use Case: Add a looping fireworks display to a Decentraland scene by attaching a ParticleSystem with staggered bursts, PSB_ADD blending, and a cone shape, using preset 14 as the starting configuration. ## Quick Start Add a looping fire ember particle effect to the entity at position 8,1,8 in my Decentraland SDK7 scene.

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 in a Decentraland SDK7 scene?

Attach a ParticleSystem component to an entity alongside a Transform, then configure rate, lifetime, size, color, and an emitter shape using ParticleSystem.Shape helpers. 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, rate to 0, and define a bursts array with a time, count, and cycles. A single burst of 100 particles at time 0 produces an explosion; staggered bursts create fireworks patterns.

Why are my particles not scaling with Transform.scale in Decentraland?

Transform.scale does not affect particle size in SDK7. Particle size is controlled exclusively by initialSize and sizeOverTime, and emitter shape dimensions come from the shape's own radius or size fields.

Why are my particles invisible to players outside the scene?

Particles only render to players inside the scene's parcels and are not part of the LOD silhouette. Position emitters within parcel bounds so visitors can see them.

How do I make a particle trail behind a moving entity?

Set simulationSpace to PSS_WORLD so spawned particles stay at their world position while the emitter moves, leaving a trail. PSS_LOCAL keeps the particle cloud attached to the moving entity instead.

What is the particle limit in Decentraland SDK7 scenes?

The engine caps total live particles at roughly 1000 per scene and scales down emission rates across all systems when exceeded. Cap each system with maxParticles and keep lifetime times rate low to control the steady-state count.