particles-2d

Renders ignifx particle effects as sprites using ParticleSystem2D and shared .particles.json documents.

Updated Sep 5, 2026
One-click install
npx skills add https://github.com/astrum-forge/ignifx --skill particles-2d-astrum-forge
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: particles-2d
Source: https://github.com/astrum-forge/ignifx/tree/main/packages/particles-2d/skills/particles-2d
Command: npx skills add https://github.com/astrum-forge/ignifx --skill particles-2d-astrum-forge

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires @ignifx/core, @ignifx/2d, @ignifx/particles.

What problem does it solve? Adding fire, dust, sparkles, or weather effects to a 2D sprite game in ignifx requires particles that sort, blend, and pan with everything else the 2D renderer draws, without duplicating effect definitions between 2D and 3D. ## Core Features & Use Cases - Sprite-based particle rendering: The ParticleSystem2D component plays a .particles.json effect as sprites on a sorting layer, sharing one document format with the 3D ParticleSystem. - Atlas and sheet animation: Particles draw frames from a sprite atlas, with renderer.sheet tile indices mapping directly to atlas frame indices. - Shared budget and quality scaling: app.particles owns maxParticles, qualityScale, and gravity for both 2D and 3D systems, so a settings screen can tune every effect at once. - Use Case: Attach a torch fire effect to an entity with a loaded atlas and a fire preset, then call emit() from a script to spawn landing dust the same frame a character lands. ## Quick Start Ask the AI to add a ParticleSystem2D component to an entity in your ignifx game that plays the fire particle preset using your sprite atlas on the Default sorting layer.

Frequently Asked Questions about particles-2d

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

FAQPage Schema
How do I add 2D particle effects to an ignifx sprite game?

Register the twoD, particles, and particles2D extensions, load a sprite atlas, then add a ParticleSystem2D component to an entity with a .particles.json definition and a sorting layer. The effect plays on awake by default.

What is the difference between ParticleSystem2D and ParticleSystem in ignifx?

ParticleSystem2D draws particles as sprites on 2D sorting layers using an atlas, while ParticleSystem renders them in a 3D scene. Both run the same emitter and evaluator, so one .particles.json document drives either renderer.

Can 2D and 3D particle systems share the same effect document?

Yes, both components read the same ignifx.particles .particles.json format and simulate it identically. Only X and Y are drawn in 2D, so effects authored for 2D should emit in the XY plane.

Why is my ParticleSystem2D not drawing anything?

The atlas handle must reach the loaded state before the component claims its sprite slots; until then it reports IGX-1754 once and draws nothing. Retain the atlas handle for as long as the system lives.

How do I reduce particle counts for low quality settings?

Set app.particles.qualityScale, which multiplies every emission rate and burst count across both 2D and 3D systems each frame. The shared maxParticles budget also clamps each system's capacity in attach order.

What are the limitations of 2D particles in ignifx?

Particles are not entities, so they cannot be picked, have no pivots, and draw in slot order without per-particle sorting. Capacity is fixed once a system starts, and an undeclared sorting layer falls back to Default with a warning.