Spawn on Collision


This compound emits new particles upon collision with an object. The particles are emitted at the location of the collision.

Plug this compound's Execute on Collision output into an Execute on Collide port in any of the collision compounds that have this port (such as Bounce on Surface, Stick to Surface, and Slide on Surface), or plug it into an Execute port of a State compound, if you're using a state system with a collision as a trigger.

For more information, see Spawning Particles Upon Collision.

Tasks: Particles/Spawning

Output Ports: Execute_on_Collision


Toggles the activeness of this compound.

Spawning Parameters

Target Cloud Name

Name of the point cloud to which you're spawning.

Target Cloud Reference

The point cloud whose particles you want emitted when the original particles collide with an object. Use the Explorer button to find the point cloud or enter its name in the text box.

Select Num Particles Method

The method by which the number of spawned particles is determined:

  • Multiplied by Hit Force: the Spawn Rate value increases if the force of the collision is harder.

  • Spawn Rate: simply uses the Spawn Rate value as is.

Spawn Rate

The number of spawned particles you want to create (per second) upon collision with the object.

Enable Spawning from Spawned Particles

Toggles the continuous spawning of the spawned particles. If this is off, the particles spawn only once upon emission.

Direction and Speed

Select Spawn Direction

The direction in which the spawned particles are emitted: Direction of Original Particle; Opposite Direction of Original Particle; Direction of Surface Normal (of obstacle object); or Opposite Direction of Surface Normal.

Start Angle

The Start and End Angles create the area in which the particles are spawned around the point of emission. Angle values of 0 - 360 is the full rotation range.

End Angle

The End Angle of the angle area in which the spawned particles are emitted.

Speed Multiplier

Adds a multiplier value to the spawned particle speed, which is inherited from the original particle.

Set Initial Values

State ID

Gives each State a unique ID so that the particles in that state can be easily identified. If there are two states that have the same ID, only the state that is plugged in first into the State Machine will be evaluated.

Initial Value

The particle attribute you are setting for the spawned particles.

Initial Value Reference

You can add an attribute here to change an aspect for the spawned particles, such as their Size, Mass, Shape, Orientation, and so on. Enter the attribute name here or use the Explorer button to select the spawned point cloud's attribute name.

Execute on Spawn1

Executes whatever compound is plugged in here at the time that the particles are spawned.