# Updates to the particle system (cge-3d-particle-emitter), including editing integrated right inside CGE editor, also improvements to building editor with custom components

**URL:** https://forum.castle-engine.io/t/updates-to-the-particle-system-cge-3d-particle-emitter-including-editing-integrated-right-inside-cge-editor-also-improvements-to-building-editor-with-custom-components/408
**Category:** News
**Created:** [August 20, 2021, 12:05pm UTC](https://forum.castle-engine.io/t/updates-to-the-particle-system-cge-3d-particle-emitter-including-editing-integrated-right-inside-cge-editor-also-improvements-to-building-editor-with-custom-components/408 "2021-08-20T12:05:03Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [August 20, 2021, 12:05pm UTC](https://forum.castle-engine.io/t/updates-to-the-particle-system-cge-3d-particle-emitter-including-editing-integrated-right-inside-cge-editor-also-improvements-to-building-editor-with-custom-components/408/1 "2021-08-20T12:05:03Z")

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| [![Gallery of Particle System](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-26-200x114.png)](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-26.png "Gallery of Particle System") |
| [![Particle Effects in 3D](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-44-200x114.png)](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-44.png "Particle Effects in 3D") |
| [![New Particle Effect in 3D](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-02-200x114.png)](https://castle-engine.io/wp/wp-content/uploads/2021/08/Zrzut-ekranu-z-2021-08-18-16-50-02.png "New Particle Effect in 3D") |

The particle system [cge-3d-particle-emitter](https://github.com/Kagamma/cge-3d-particle-emitter), developed by _Trung Le (Kagamma)_, has a big update. Now it is possible to edit the particle effects right inside the [CGE editor](https://castle-engine.io/manual_editor.php) (using CGE editor capabilities to register and edit any component).

Under the movie, we list detailed usage instructions, so read on 🙂

Try it out:

1. [Download the latest cge-3d-particle-emitter code](https://github.com/Kagamma/cge-3d-particle-emitter).

2. Make sure you have the latest [Castle Game Engine](https://castle-engine.io/) version, with latest editor and the build tool. We had some important updates to editor lately: fixed rebuilding editor on Windows (needs to wait for previous editor to finish before replacing the EXE), and to define `CASTLE_DESIGN_MODE` at compilation of custom controls.

3. Open CGE editor, and open the project `cge-3d-particle-emitter/demos/gallery/CastleEngineManifest.xml`.

4. Rebuild the editor to include the custom particle emitter and effect components. Just click on _“Project -\> Restart Editor (With Custom Components)”_ to build an editor with project-specific components.

5. Enjoy! Use the editor as usual. Open the design `data/gamestatemain.castle-user-interface` to see sample effects and emitters designed. Tweak all their options by exploring properties on the _All_ tab.

_Kagamma_ lists a few more new features in the [forum thread](https://forum.castle-engine.io/t/3d-particle-system-now-with-full-support-for-2d-and-castle-editor/406):

- You can now use `MiddleParticleSize`, which allows to change particle size by performing linear interpolation to certain point (defined by `MiddleAnchor`) during it’s lifetime.

- New `SourceType` property, allows to define the type of emitter source (`Box` or `Spheroid`).

- New `Burst` property, allows to create burst-type emitter, useful for creating explosion effect.

- New `AllowsUpdateWhenCulled` property, very useful if you want to optimize particle’s performance, by stopping it’s updating when particle emitter’s bounding box is outside of view frustum.

- New `AllowsInstancing` property. If this is set to `True`, then you can use the same particle emitter on different transform nodes. Particles are calculated in local space, which means if you move the emitter, then it’s particles will also move with it. If you want particles to be calculated in world space, then set this property to `False`, which also disable the ability of instancing.

- Despite it’s name, you can also use it in 2D, which means [cge-2d-particle-emitter](https://github.com/Kagamma/cge-2d-particle-emitter) is now deprecated.
