Posted July 04, 2025 by Sören Möllers
Hello, hope you guys are doing well! This update of Pixelpart is packed with new features!
This exiting new feature offers a way to make your effects react to events that happen in your game. For example, suppose you are creating a visual effect for a sci-fi laser weapon that has two stages: A "charging" stage that is active when the user holds down the mouse button and a "fire" stage that is activated by releasing the button. You can model this with triggers inside Pixelpart: The emission of the particles of the second stage is only done when a trigger is activated.
You can use the new Triggers window to define triggers:
These can then be set as the start or stop trigger of particle emitters, force fields etc. A particle emitter only starts emitting particles after its start trigger is activated:
Then you can use the scripting API of Pixelpart in Unity or Godot to activate the trigger. For example, in Unity you can do so by calling effect.ActivateTrigger("Fire").
The node and object system in Pixelpart has been completely overhauled for improved clarity and flexibility. The object browser now features two distinct lists: one for scene nodes (such as particle emitters, force fields, and more) and another for particle types.
Nodes now form a fully functional scene graph, with each node supporting translation, rotation, and scale relative to its parent—enabling more precise and hierarchical control over scene elements.
Assigning particle types to emitters is easy: Simply drag a particle type from the bottom list and drop it onto a particle emitter in the top list:
If you ever need to convert a large number of effect files to the newest Pixelpart version, this new little tool has you covered. It can be opened from the File menu by selecting Convert effects....
This updates adds a new Bézier interpolation mode for keyframe animation, which allows you to control animations more precisely.
As always, the Unity and Godot plugins have been updated to the latest version. You can download them at https://pixelpart.net/plugins/.
Important: Before using the new plugins, ensure that all your effects are updated to the latest version - using the conversion tool, for example.
Key changes: