Particle Documentation - Particle Appearance Billboard component
This component tells the particle system to render the particle as a billboard, a rectangle in the world facing a particular direction.
"minecraft:particle_appearance_billboard": {
// specifies the x/y size of the billboard
// evaluated every frame
"size": [<float/molang>, <float/molang>],
// used to orient the billboard. Options are:
// "rotate_xyz" - aligned to the camera, perpendicular to the view axis
// "rotate_y" - aligned to camera, but rotating around world y axis
// "lookat_xyz" - aimed at the camera, biased towards world y up
// "lookat_y" - aimed at the camera, but rotating around world y axis
// "direction_x" - unrotated particle x axis is along the direction vector, unrotated y axis attempts to aim upwards
// "direction_y" - unrotated particle y axis is along the direction vector, unrotated x axis attempts to aim upwards
// "direction_z" - billboard face is along the direction vector, unrotated y axis attempts to aim upwards
// emitter_transform_xy, // orient the particles to match the emitter's transform (the billboard plane will match the transform's xy plane).
// emitter_transform_xz, // orient the particles to match the emitter's transform (the billboard plane will match the transform's xz plane).
// emitter_transform_yz, // orient the particles to match the emitter's transform (the billboard plane will match the transform's yz plane).
//"face_camera_mode": <string>
// Specifies how to calculate the direction of a particle, this will be used by facing modes that require a direction as input (for instance: lookat_direction and direction)
// Options are:
// "derive_from_velocity" - The direction matches the direction of the velocity.
// "custom_direction" - The direction is specified in the json definition using a vector of floats or molang expressions.
// If the direction subsection is not defined, the default will be "derive_from_velocity" mode with a "min_speed_threshold" of 0.01.
"direction": {
"mode": "derive_from_velocity" or "custom_direction",
"min_speed_threshold": <float> // only used in "derive_from_velocity" mode. The direction is set if the speed of the particle is above the threshold. The default is 0.01
"custom_direction": [ <float/molang>, <float/molang>, <float/molang> ], // only used in "custom_direction" mode. Specifies the direction vector
}
// specifies the UVs for the particle.
"uv": {
// specifies the assumed texture width/height
// defaults to 1
// when set to 1, UV's work just like normalized UV's
// when set to the texture width/height, this works like texels
"texturewidth": <int>,
"textureheight": <int>,
// Assuming the specified texture width and height, use these
// uv coordinates.
// evaluated every frame
"uv": [<float/molang>, <float/molang>],
"uv_size": [<float/molang>, <float/molang>],
// alternate way via specifying a flipbook animation
// a flipbook animation uses pieces of the texture to animate, by stepping over time from one
// "frame" to another
"flipbook": {
"base_UV": [ <float/molang>, <float/molang> ], // upper-left corner of starting UV patch
"size_UV": [ <float>, <float> ], // size of UV patch
"step_UV": [ <float>, <float> ], // how far to move the UV patch each frame
"frames_per_second": <float>, // default frames per second
"max_frame": <float/molang>, // maximum frame number, with first frame being frame 1
"stretch_to_lifetime": <bool>, // optional, adjust fps to match lifetime of particle. default=false
"loop": <bool> // optional, makes the animation loop when it reaches the end? default=false
}
}
}
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