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Forces and Steering
chocoboy edited this page Jul 4, 2026
·
1 revision
Forces are behaviors that run each tick and adjust a particle's velocity. Add as many as you like; they stack in the order you add them.
Vfx.emitter()
.gravity(0f, -0.02f, 0f)
.drag(0.05f)
.curl(0.04f, 1.5f)
.play(level, pos);| Method | Effect |
|---|---|
gravity(x, y, z) |
constant acceleration |
drag(amount) |
slows particles toward rest |
turbulence(strength, frequency) |
chaotic noise jitter |
curl(strength, frequency) |
divergence-free curl noise, a smoother fluid-like flow than turbulence |
attractor(x, y, z, strength) |
pull toward a point; a negative strength pushes away |
vortex(x, y, z, strength) |
swirl around the vertical axis through a point |
flock(radius, separation, alignment, cohesion, maxSpeed) |
boids: neighbors separate, align headings, and cohere |
Attractor and vortex points are in emitter-local space, relative to the play position.
To add a force Cascade does not ship, write a custom component.