Getting started - Introduction - Installing Defold - The editor - Glossary - Defold for Flash users - Getting help Project setup - Creating a project - Project settings - Libraries Core concepts - Building blocks - Addressing - Message passing - Application lifecycle Assets and resources - Importing assets - Importing 2D graphics - Importing 3D models - Adapting to different screen sizes - Live update - Animation - Atlas - Font - Resource management - Tile source - Texture filtering - Texture profiles Components - Overview - Collection factory - Collection proxy - Collision object - Camera - Factory - Label - Mesh - Model - Particle FX - Sound - Spine animation - Spine model - Sprite - Tilemap Gui - GUI overview - Box nodes - Text nodes - Pie nodes - Spine nodes - ParticleFX nodes - Template nodes - Scripts - Clipping - Layouts Physics - Physics overview - Collision objects - Collision shapes - Collision groups - Collision messages - Resolving collisions - Ray casts - Joints and constraints Sound - Sound - FMOD Input - Overview - Key and text input - Mouse and touch - Gamepads Game logic - Scripts - Properties - Script properties - Lua in Defold - Modules - Debugging - Writing code Saving and loading files - Working with files Networking - Overview - HTTP Requests - Socket connections - WebSocket connections - Online services Rendering - Render - Material - Shader - Texture filtering Workflow - Adapting to different screen sizes - Bundling an application - Bob the builder - Hot reloading - Optimizing an application - Profiling - Refactoring - The mobile dev app - Version control - Writing code - Working offline Debugging - Debugging game logic - Debugging native code - Debugging native code on Android - Debugging native code on iOS - Reading game and system logs - Profiling Platforms - Android - iOS - Nintendo Switch - Linux - HTML5 - macOS - Windows Monetization - Ads - In-app purchases - Web Monetization Extensions - Advertising Info - Camera - Facebook - Facebook Instant Games - Firebase Analytics - Google Play Game Services - Google Play Instant - In-app purchases - Inter-app communication - Push notifications - App review and ratings - WebMonetization - WebSocket - Webview Native extensions - Introduction - Details - Defold SDK - Adding auto-complete definition - Best Practices - Debugging - Build Variants - Manifest Merging Editor extensions - Editor scripts
GUI ParticleFX nodes
A particle effect node is used to play particle effect systems in the GUI screen space.
Adding Particle FX nodes
Add new particle nodes by either right clicking in the Outline and selecting Add ▸ ParticleFX , or press A and select ParticleFX .
You can use particle effects that you have added to the GUI as source for the effect. Add particle effects by right clicking the Particle FX folder icon in the Outline and selecting Add ▸ Particle FX... . Then set the Particlefx property on the node:
Controlling the effect
You can start and stop the effect by controlling the node from a script:
-- start the particle effect
local particles_node = gui . get_node ( "particlefx" )
gui . play_particlefx ( particles_node )
-- stop the particle effect
local particles_node = gui . get_node ( "particlefx" )
gui . stop_particlefx ( particles_node )
See the Particle FX manual for details on how particle effects work.