Particle System / Getting Started
The particle system can be found in the
Assets/Playniax/Framework/Particle System folder.
You can create particles by adding the Particle script to a GameObject, create a particle from a script or you can use the emitter to create particle effects.
The particle system only supports GameObjects with a SpriteRenderer (sprites).
Particle
To create a particle simply create a sprite and add the
Particle component to it.
GameObject with
Particle script:

Example can be found in
Assets/Playniax/Framework/Particle System/Scenes/Example 01 - Particle.unityEmitter
The
Emitter can be used to create a single particle effect or multiple emitters can be used when you need complex effects.
To create an emitter simply create a GameObject and add one or multiple
Emitter components to it.
GameObject with
Emitter script:

The
Test button at the bottom of an emitter is very important.
The
Test button can be used to test your effect.
This works in edit mode and at runtime.
Example can be found in
Assets/Playniax/Framework/Particle System/Scenes/Example 02 - Emitter.unityEmitter Group
EmitterGroup can be used to play multiple emitters on the condition that the emitters are part of the same GameObject or are children of the same GameObject.
GameObject with
EmitterGroup script:

Note that the emitter group also has a
Test button.
Example can be found in
Assets/Playniax/Framework/Particle System/Scenes/Example 03 - Emitter Group.unityEmitter Player
Particle effects created with emitters don't play by them selfs.
They only play when you press the
Test button, by executing them from a script or by using the
EmitterPlayerEmitterPlayer does not work in edit mode but only at runtime.
EmitterPlayer needs the
Emitter or
EmitterGroup id to know what to play.
Example can be found in
Assets/Playniax/Framework/Particle System/Scenes/Example 04 - Emitter Player.unityExecute from script
Particle effects can be executed from script.
You can execute a single emitter with the
Play command:
Emitter.Play(id, position, parent, scale, orderInLayer, timeScale);
To execute a more complex effect the emitter group
Play command can be used:
EmitterGroup.Call(id, position, parent, scale, orderInLayer, timeScale);
Important - the particle effects have to be in your scene or you can't execute them.