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Layers and lifetime

Many effects expose separate flash, ray/body, arc/shockwave, fragment, and residual controls. Older systems use different layer names such as flame, dust, sparks, or motes. Only controls listed on the effect page are supported.

When a layer count is zero, its color, size, speed, and duration controls can still be present but have no particles to affect. This is intentional. For example, an energy hit with ArcCount = 0 will not show a halo when only ArcRadius changes. Increase the count and restart first.

Where Duration is exposed, it provides the overall lifetime cap in the analytic effect logic. A layer duration longer than the total does not keep the system visible beyond that cap. Shortening a layer duration changes that layer’s phase progression; it does not automatically shorten every other layer.

Counts are authored layer budgets, not a performance guarantee. High counts, large overlapping emissive cubes, and many simultaneous hits can increase cost. Start from the shipped defaults and profile your own scene on the intended hardware.

Preserve a short leading flash, a readable silhouette, and a distinct fragment tail. Adjust one layer at a time. Excessive intensity or bloom can hide the cube structure even when the geometry is correct.