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Intermediate Unity

Unity 3rd Person - Particle System - Making Magic Particles

Jun 27, 2022
About this tutorial

In this Unity 3rd Person tutorial, I'll be showing how to use the Unity Particle System and making Magic Particles for magic charging and a magic bolt the player will throw. ► Download Playmaker at https://bit.ly/3dV8JzC ► Download Unity at https://unity.com Chapters: 00:00 Introduction 00:28 URP

Written Guide

This tutorial builds two reusable magic effects from Unity's particle system: a stationary charge-up that swirls in front of the player, and a magic bolt that streams particles as it flies toward enemies. Both use simple URP particle-unlit materials (a twirl, a soft sphere, and a circle) and the same handful of modules tuned different ways.

Build the charge effect base

Create a particle system, name it magic charge, and drop the twirl material onto it. Change the Shape from Cone to Sphere and set its radius to 0 so every particle spawns in one spot. Lower Emission to about 2 per second, and set Start Speed to 0 so the particles stay put instead of drifting. Trim Start Lifetime to around 3 seconds and adjust Start Size to taste (about 0.8).

Animate the charge over lifetime

Use the over-lifetime modules to give the swirl life. In Color Over Lifetime, edit the Alpha (top markers) so it fades in from transparent, holds opaque, then fades back out — the bottom markers control color if you want a tint. Add Rotation Over Lifetime (around 180 degrees) so each particle spins as it lives, and shape a custom Size Over Lifetime curve by double-clicking to add a point, starting a bit larger and scaling down.

Nest a second system for richness

Right-click the charge system and add a child particle system named magic sphere — parented systems play together, instantly making the effect more dynamic. Set its Shape to Sphere, give particles a very short lifetime (random 0.1 to 0.3), and make Start Speed negative (around -0.25) so particles pull inward toward the center. Shrink Start Size (random ~0.03 to 0.1), raise Emission to about 300 for density, and set Start Color to random between two colors (purples and pinks). Tighten the shape Radius so it matches the twirl, and use the Renderer's Order in Layer to push these small particles in front so they read clearly. Reset the position to 0,0,0 and drag it into the prefabs folder to make a prefab.

Build the traveling magic bolt

Create a new system named magic bolt using the sphere material, Shape set to Sphere with radius 0. Give particles a short lifetime (random 0.25 to 0.5) and a near-zero Start Speed (around 0.005 to 0.1) for a subtle wobble, with a random size (about 0.3 to 0.5) and a menacing dark-to-light purple/pink Start Color. This is the glowing core that will move through space.

Add a world-space trail

Nest a magic circles system inside the bolt using the circle material, Sphere shape, short lifetime and slow speed, small random size, and random colors. The key change for a trail: set Simulation Space to World so particles stay where they were born, set Emission rate over time to 0, and instead use Rate Over Distance (about 3) so particles spawn per unit of movement. Moving the bolt now leaves a trail behind it. Reset to 0,0,0 and save as a prefab, giving you two drop-in magic effects.

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