How to make a Particle

Works with
Section

This tutorial will teach you how to make your particles in MCreator

Before you start

You will need a texture for a texture under the "Other" category for textures. Learn how to import texture from this guide. Making a new Texture.

Creation and naming

  • First, go to the workspace.
  • Next click on Create new element.
  • Type the name of your particle. Names must not be repeated! The end-user will not see this name, so name it something that you can identify. One way you can prevent your particle name from being repeated is to put the mod type before your mod name, for Example ParticleFlame or ParticleWind.
  • Click next.

Properties

Particle texture

This is the texture that your particles will display. You can import a new texture by clicking on the green plus icon next to the drop-down list of textures you have imported for the "Other" category.

Animate this particle

Check this box if you wish to enable particle animation for your particle. This will allow your particle to use animated textures like how blocks or items can be animated.

Animated texture frame duration in ticks

The default value is '1' for this setting. This controls the speed at which the image will change from your animated texture. This only applies if you have enabled animated particles. 

Particle render type

This controls the transparency and rendering features for the particles. The default value for this feature is 'Opaque'.

Opaque

  • This will make your particle render as a solid texture similar to how to block that is solid work for transparency.

Translucent

  • This will allow you to make your particles with see-through properties similar to how glass blocks work.

Lit

  • This will illuminate your particle to make it glow.

Particle visual scale

This controls the size of the particle. The default value of this feature is set to '1'.

Particle bounding box

This allows you to control the physical properties in which the area is. This is similar to how to block bounding boxes work. This is mostly handy when the particle can collide with blocks.

Width

  • This controls the radius of the bounding box of the particle.
  • The default value for this feature is '0.2'.

Height

  • This controls the up and down bounding box of the particle.
  • The default value for this feature is '0.2'.

Speed factor for input speed

This feature is relevant when using gravity for the particle. It controls the speed which controls the speed at which the particle elevation change. The default value for this setting is '1'.

Particle gravity

Particle gravity makes the particle move up or down based on the input of the value.

Negative values will make the particle float up. Positive values will make the particle fall. Setting the value to '0' will disable gravity. The default value for this feature is '0'.

Particle maximal age

This controls how long the particle will show for. There are twenty ticks in a second so setting the value to '20' will make the particle stay visible for one second. The default value for this feature is '7' ticks.

How much can age very per particle

This allows each particle to despawn at different intervals. Setting the value to one will allow it to despawn a bit faster than the maximal age number. Setting this value to '0' will disable this feature. The default value for this feature is '0'.

Always show the particle

This will always show the particle in all cases even if the user has particles set to minimum in their client settings. The default value for this feature is disabled.

Dose particle collide

This allows the particle to collie with blocks like how lava or water droplets work in the vanilla game. The default value for this feature is enabled.

Additional particle expiry condition

You can create more conditions which the particle may despawn using this procedure option. This allows you to make more advanced particles using procedures.

Test and editing

If you want to test the particle you will need to create a procedure that will spawn a particle, This can be done in almost any way, eg. player update ticks, or through block update ticks, or when the block is right-clicked on. You will need to use one of the many Spawn particle procedure blocks found under "World management" when you are editing procedures.

Video tutorial

If you prefer to watch the video, you can find the wiki page above summarized in a video:



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