Skip to main content
โ€น Back to Tutorials
Intermediate Unity

Making a Mobile Bounce Game with Unity 3D and Playmaker - Creating Confetti Particles

Jan 27, 2021
About this tutorial

Beginner Game Design tutorial series creating a simple Bounce type game using Playmaker within Unity 3D. PART 14 - In this video, I'll set up a Confetti Particle System that will be part of a WIN system. Absolutely NOCODE. Also make a skateboard game playlist: https://bit.ly/34m4SHT ๐Ÿ‘‰๐Ÿผ To Sign

Written Guide

This part of the Bounce game series kicks off a "win" system by building a confetti particle effect that can later spawn when the player wins. The work happens in two places: first you paint a small sprite sheet of confetti shapes in an image editor, then you bring that artwork into Unity, wrap it in a material, and drive it through a particle system whose Texture Sheet Animation module flips through the shapes for a livelier burst. No code is involved at any step.

Paint a four-shape confetti sheet

In Photoshop (or any graphics tool), create a 256x256 pixel canvas. Sticking to a power-of-two size keeps the texture efficient for the GPU. Mentally divide the square into four quadrants and draw one confetti shape in each, painting them in white so you can recolor them in Unity later. The lasso tool is handy for blocking out loose, slightly different shapes; they do not need to be perfect because the particle system will flip and rotate through them. Turn off the background so only the shapes remain on transparency, then export as a PNG named "confetti" into your sprites folder.

Import the sprite and build a material

Back in Unity, select the imported confetti PNG and set its Texture Type to "Sprite (2D and UI)," then click Apply. Next, create a material in your materials folder, name it confetti, and drag the confetti sprite into the Albedo slot. Switch the rendering mode from Opaque to Cutout so the transparent areas read correctly. This material is what the particle system will display instead of Unity's default white dot.

Animate the sprite sheet on a particle system

Add a Particle System and rename it confetti. Under Renderer, swap the default material for your confetti material. Because all four shapes live on one sheet, open the Texture Sheet Animation module and change the grid from 1x1 to 2x2 so it reads two rows and two columns; the particles now cycle through the individual shapes. Raising the Cycles value makes them flip faster. To get clean white particles you can tint, change the shader to Particles, Particle Unlit, then set Start Color to "Random Between Two Colors" and pick a blue and a pink.

Shape the burst so it pops and falls

For a celebratory burst, set Emission rate over time to 0 and add a Burst of about 100 particles. Widen the cone Shape by increasing its radius and narrowing its angle so the spray is not perfectly vertical. Add variety with randomized ranges: Start Lifetime between 2 and 6, Start Speed between 5 and 20 (push the upper end higher to reach the top of the screen), Start Size between 0.2 and 1, and Start Rotation between 0 and 360. Crucially, set the Gravity Modifier to 1 so particles rise and then fall back down. Finally, randomize the Texture Sheet Animation Start Frame between 0 and 3 so each particle begins on a different shape, and bump Cycles up to about 8 for a snappier flip.

Unity tools by Bliz Studio
Built for our own games — now on the Asset Store

Multi Tag — unlimited hierarchical tags for any GameObject. Hierarchy Pro — style your whole hierarchy with rules. Made by a Unity dev, for Unity devs.

Explore our Unity assets →