# Cloud Editor Particle Emitter Size Issue on Mobile Devices

**URL:** https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760
**Category:** Technical Support
**Tags:** cloud-editor
**Created:** [February 10, 2025, 4:42am UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760 "2025-02-10T04:42:33Z")
**Posts on this page:** 6
**Page:** 1

<div class="post-metadata">

### Author: ![i\_an](https://avatars.discourse-cdn.com/v4/letter/i/8e7dd6/32.png) [@i\_an](https://forum.8thwall.com/u/i_an)
#### Post date: [February 10, 2025, 4:42am UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/1 "2025-02-10T04:42:33Z")

</div>

Hi everyone,

I’m encountering an issue with the cloud editor particle emitter size while using the rocket example. On the simulator in Cloud Editor, the particle size adapts to the value I set (e.g., 500), but on real devices the behavior is different:

iOS: The particle size appears to have a hard limit. For example, setting the size to 500 looks the same as setting it to 50. Only very small sizes (1–5) show any noticeable difference.  
Android: The behavior is a bit better and adapts somewhat to the size, but still not as expected compared to the desktop simulator.

I’m using the following meta tag in my HTML:

```auto
<meta name="8thwall:renderer" content="aframe:1.3.0" />

```

And I’m including the particle system component via:

```auto
<script src="//cdn.8thwall.com/web/aframe/aframe-particle-system-component-1.1.4.min.js"></script>

```

This is the code snippet I’m using to set up the particle system:

```auto
rocketParticles.setAttribute('particle-system', {
  color: `${randColor1},${randColor2}`,
  positionSpread: '0 0.5 0',
  rotationAxis: 'x',
  duration: '1',
  size: '500',
  direction: '-1',
  rotationAngle: '0',
  particleCount: '25',
  maxParticleCount: '50',
  maxAge: '3',
  accelerationValue: '0, -1, 0',
  accelerationSpread: '0 -1 0',
  velocityValue: '0 0 0',
  blending: 1,
})

```

I’ve also noticed the following error in the console on mobile devices:

```auto
THREE.WebGLRenderer: OES_texture_float_linear extension not supported.

```

Could this extension limitation be causing the particle size not to scale as expected on mobile devices? Has anyone experienced similar behavior or found a workaround to make particle sizes consistent across platforms?

Thanks in advance for any help!

 ![simulator](https://us1.discourse-cdn.com/flex019/uploads/x8thwall/original/2X/2/2cc90a662da10633dc81ff7bb2919358243a9ad3.jpeg)  
 ![moblie2](https://us1.discourse-cdn.com/flex019/uploads/x8thwall/original/2X/f/fc0f4026f6859bfb1838009c0f64f0ad2d64c7d8.jpeg)  
 ![mobile](https://us1.discourse-cdn.com/flex019/uploads/x8thwall/original/2X/4/403d4d0c57b339ea87d2efac88566fcf84ae6d22.jpeg)

---

<div class="post-metadata">

### Author: ![Evan](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.8thwall.com/evan/32/431_2.png) [@Evan](https://forum.8thwall.com/u/Evan)
#### Post date: [February 11, 2025, 9:11pm UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/2 "2025-02-11T21:11:51Z")

</div>

Hi @i_an - out of curiosity, do you see the same behavior with A-Frame 1.5.0?

```auto
<meta name="8thwall:renderer" content="aframe:1.5.0" />

```

To continue debugging, I would recommend removing 8th Wall specific component from your scene (i.e. `xrweb`, `xrextras-` etc). You can add a “z” or any other character to these components to effectively remove them temporarily for testing (`xrweb` → `zxrweb`).

If the same issue can be reproduced in a vanilla A-Frame scene, that would indicate the root cause is within the third party component rather than something that 8th Wall has an effect on.

---

<div class="post-metadata">

### Author: ![i\_an](https://avatars.discourse-cdn.com/v4/letter/i/8e7dd6/32.png) [@i\_an](https://forum.8thwall.com/u/i_an)
#### Post date: [February 12, 2025, 9:43am UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/3 "2025-02-12T09:43:28Z")

</div>

When I change my renderer meta tag from:

`<meta name="8thwall:renderer" content="aframe:1.1.0" />`

to

`<meta name="8thwall:renderer" content="aframe:1.5.0" />`

I encounter the following issues:

**Console Errors:**

THREE.WebGLRenderer: The property .useLegacyLights has been deprecated… (warning about legacy lighting)

TypeError: Cannot read properties of undefined (reading ‘generateUUID’)

**Particle Visibility:**

With A-Frame 1.5.0, no particles are shown.

Using A-Frame 1.1.0, the particles appear normally.

**Particle Size Differences on Devices:**

On my iPad, the particle size is larger.

On mobile phones, the particle size is very small.

According to a Discord answer from Serpentrider, the aframe-particle-system-component uses gl\_PointSize to set the particle size, and mobile devices tend to have a much lower maximum point size. This likely explains why the particles appear smaller on mobile.

So I am trying to find a way to work around it without using Geo render…

---

<div class="post-metadata">

### Author: ![Evan](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.8thwall.com/evan/32/431_2.png) [@Evan](https://forum.8thwall.com/u/Evan)
#### Post date: [February 12, 2025, 11:17pm UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/4 "2025-02-12T23:17:59Z")

</div>

Can you try using this script for the particles instead, and using A-Frame 1.4.1 or 1.5.0?

```auto
<script
  crossorigin="anonymous"
  src="https://cdn.jsdelivr.net/gh/c-frame/aframe-particle-system-component@1.1.4/dist/aframe-particle-system-component.min.js"></script>

```

This should enable to use a newer version of A-Frame, which is generally beneficial, but it sounds like the particle size system is more related to the implementation of the component itself

---

<div class="post-metadata">

### Author: ![i\_an](https://avatars.discourse-cdn.com/v4/letter/i/8e7dd6/32.png) [@i\_an](https://forum.8thwall.com/u/i_an)
#### Post date: [February 13, 2025, 3:16am UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/5 "2025-02-13T03:16:30Z")

</div>

I tried A-Frame 1.4.1 and 1.5.0 like this in `head.html`

```auto
<meta name="8thwall:renderer" content="aframe:1.5.0" />

<script
  crossorigin="anonymous"
  src="https://cdn.jsdelivr.net/gh/c-frame/aframe-particle-system-component@1.1.4/dist/aframe-particle-system-component.min.js"></script>

```

or

```auto
<script crossorigin="anonymous" src="https://aframe.io/releases/1.5.0/aframe.min.js"></script>
<script
  crossorigin="anonymous"
  src="https://cdn.jsdelivr.net/gh/c-frame/aframe-particle-system-component@1.1.4/dist/aframe-particle-system-component.min.js"></script>

```

and this entity in `body.html`

```auto
  <a-entity position="0 -5 -5" particle-system="preset: snow; size:100; particleCount: 100; ">
  </a-entity>

```

But the particle size on phones still seems way smaller than the size on cloud editor simulator

---

<div class="post-metadata">

### Author: ![i\_an](https://avatars.discourse-cdn.com/v4/letter/i/8e7dd6/32.png) [@i\_an](https://forum.8thwall.com/u/i_an)
#### Post date: [February 15, 2025, 7:09am UTC](https://forum.8thwall.com/t/cloud-editor-particle-emitter-size-issue-on-mobile-devices/4760/6 "2025-02-15T07:09:15Z")

</div>

for example, this spe-particle example loads well with bigger particle size in my phone browser.  
however the same component doesn’t have the same big particle size in 8th wall.

Here are the components I am using:

```auto
http://cdn.8thwall.com/web/aframe/aframe-spe-particles-component.min.js

```

or this

```auto
https://unpkg.com/aframe-spe-particles-component@^1.0.4/dist/aframe-spe-particles-component.min.js

```

SPE: Clouds  
[https://squarefeet.github.io/ShaderParticleEngine/examples/clouds.html](https://squarefeet.github.io/ShaderParticleEngine/examples/clouds.html)
