Birthrate" determine the number of particles that the emitter emits. The more particles you want, the higher this number will be. "Speed", "Scale" and "Lifespan" are self-explanatory - the first determines how fast your particles move, the second how big your particles are; and the third how long your particle will last before it disappears.
Force
the Y-axis value, you will notice that your particles will appear lighter or heavier. The lower the value, the heavier the particles.
5) It's time to add a material. With the emitter selected in the oman number data Scene panel, go to the Inspector panel, scroll down, click the plus sign next to Materials, and select Create New Material. The new item will appear in the Assets panel. Double-click on it and rename it to Particle_material.
You will notice that your particles have changed, for example, their color has changed (if so, don't worry). Select "Particle_material" in the "Assets" panel, and then in the "Inspector" panel, click on the "Shader Type" drop-down list and specify "Flat". All this works if you are using a 2D particle effect, but if you plan on doing something with a 3D effect, select "Physically-Based" instead. Next, in the "Shader Properties" section, next to "Texture", click on "Choose File From Computer". This will open a browser window, you can upload any file you like.
Whatever image you use for your particles, it should have a transparent background. In most cases, you can find these types of files in PNG format with a simple Google image search. If you have a particle with your own texture, you can edit the emitter, for example, increasing the particle size (from 0.01 to 0.05).
This is like gravity. If you play with
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