Patricles dont work

Can’t make particles work. Tried make it work from inspector and from code. dont work. no errors or anything, but nothing on screen. tried everything

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Hi @Denis_Ivanov you can try the below setting for an explosion particle for reference. Note that particles will only show once built and run in the simulator.

this example uses a green sprite image URL for particles


More information in our documentation here:

Particle emitter only for works with GLB files? i mean 3b objects in the scene?

Yes, i created Empty entity in scene. Added Particle Emitter. uploaded png into assets. and set all settings as you suggested. but still nothing rendered. here the screenshot. i also tried with mesh as particle or with external url to sprite.

Can you share the URL to your sprite?

I’m having the same/similar issue, particles don’t appear unless I set the blending mode to multiply, then they only appear as white squares. Tried with multiple pngs, including this snowflake & the green orb linked above, although that downloaded as a webp so converting it might have interfered. Are there any export settings for the pngs that need to be applied? GLBs seem to work correctly for me, so that might serve as a workaround.

Edit - Sprites work OK for me if they’re hosted elsewhere, but not when used from the assets list. Maybe this is intended functionality?

I’m having the same issue particles aren’t working. I place a car or bike and these functions are called upon placement, but nothing. There are no errors in the code, but nothing shows. Is this an 8thwall bug?

`function playCarEffects(element) {
const smoke = document.createElement(‘a-entity’)
smoke.setAttribute(‘particle-system’, ‘preset: dust; particleCount: 200; color: #333333, #777777; size: 0.7; velocityValue: 0 1 0; maxAge: 2; opacity: 0.8’)
smoke.setAttribute(‘position’, ‘0 1.5 0’)
element.appendChild(smoke)
}

function playBikeEffects(element) {
const greenEnergy = document.createElement(‘a-entity’)
greenEnergy.setAttribute(‘particle-system’, ‘preset: default; particleCount: 100; color: #00FF00; size: 0.5; velocityValue: 0 0.5 0; maxAge: 1; opacity: 0.6’)
greenEnergy.setAttribute(‘position’, ‘0 1 0’)
element.appendChild(greenEnergy)
}

//function call

if (selectedObject === ‘car’) {
newElement.setAttribute(‘gltf-model’, ‘#car1’)
newElement.setAttribute(‘scale’, this.data.carScale)
playCarEffects(newElement)
carbonFootprint += 10
} else if (selectedObject === ‘bike’) {
newElement.setAttribute(‘gltf-model’, ‘#bike1’)
newElement.setAttribute(‘scale’, this.data.bikeScale)
playBikeEffects(newElement)
carbonFootprint -= 5
}`

Hey Kara, It looks like you’re using A-Frame however the original poster is using Studio. Are you trying to use A-Frame in Studio?

I was going to ask the same thing when I saw this post.
Particles don’t work. Not in the Viewport, not in the Simulator window. Fix it please.
I read some people say I need to had a texture, but to what channel, in the particle emitter there is none. By default it should have a circle just so we know it’s not broken.
I have an empty object with the particle emitter.

Tried exporting a 3d plane with a texture.
Then set the particle to use that model and texture in the URL(??). Now I get particles in the Simulation window, only they are red cubes. Not the 3d planes with the circular texture I made.

Also, If I’m not able to see the particles in the viewport, what’s the point, how I’m able to setup then.


After digging some more, I found that, if I use a texture from my project, it does not work.
But if I use a texture from an URL, it works.
There must be some issue with the resource field.


Please fix it.

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Thanks for reporting, I’ll take a look!

Hey, Thank you.
I’ll be waiting for the next Studio update with this fixed. :slight_smile:

Also, If I may.
Can the code guys change this atributes to a Color Chooser, this is rather nonsense. Hexadecimal code for colors.
image

Is there any solution currently for this? I have the same problem when adding a PNG resource to particles.

I am using this site to store the png asset and call it by URL, and it is working: Postimages — Almacenamiento gratuito de imágenes

Hey guys!

I have found that for working with image assets the only way I can get it to work is by uploading an asset, right clicking and selecting download. Then I open my downloads list (ctrl+J in Chrome) and from there I can copy the link, which I then paste into the URL field. I have no idea how static this URL will remain when I publish the project, but I can’t get any other setting to work using Studio, even an external URL fails to load.

A good way I found of checking is to set the blending to ‘multiply’. Even when an image fails to load you will at least see something to tell you everything else is working. A failed image set to multiply will show a solid white box, narrowing the issue down to the image.


Is there any way to see the underlying code within default components?

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Thanks for the solution Richard! I’m forwarding this to our engineering team so they can take a look as well.