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The Color property determines the color of all particles active in an emitter’s system. The color is applied to the ParticleEmitter/Texture when rendering, and uses the texture alpha along with the ParticleEmitter/Transparency. If a particle has a ParticleEmitter/LightEmission of greater than 0, darker colors will make particles appear more transparent. Below, two default ParticleEmitter are pictured, except the right emitter uses a Color from yellow to cyan.

Two default ParticleEmitters, except the right has a Color from Yellow to Cyan

Note that the default ParticleEmitter/Lifetime is 5 to 10 seconds, so some particles next to each other have small variations in color due to the variations in individual particle lifetime.

A particle’s present color is determined by linearly interpolating on this ColorSequence using the particle’s age and the particle’s total lifetime. For example, if a particle spawned 2 seconds ago and has a 4 second lifetime, the color will be whatever is 50% of the way through the DataType/ColorSequence.

Changing this property applies changes to all particles present in the system. This is because the color of a particle is determined using its present lifetime and this ColorSequence (the ColorSequence when the particle was emit is not stored on a per-particle basis).

Code Samples

Creating a Particle Emitter from Scratch

This rather lengthy code sample shows how every property of a ParticleEmitter can be set, including DataType/NumberRange, DataType/NumberSequence and DataType/ColorSequence properties. Below is how the ParticleEmitter should after every property is set. Try playing around with the different properties to customize how the effect looks!

The final product