Put the Cocos2d-s supported particle .plist
directly under the project catalogue.
Method one: drag particle assets directly from assets to Node Tree:
Method two: drag particle assets directly from assets to scene editor:
Method three: add a ParticleSystem component to the existing node and give particle assets to the component File
attribute in assets:
Note: The import of the sourcePosition property in the .plist
file is not supported.
In order to improve the efficiency of resource management, it is recommended that you import plist
and png
(if you have a map) file in a separate directory, do not mix with other resources.
The png map file used by the particle or the built-in picture file in base64 format may have incorrect pre-multiplication information, causing the rendered particles to display the transparent area incorrectly. If this happens, manually modify the blendFuncSource property in the particle plist file to the following value:
<key>blendFuncSource</key>
<integer>770</integer>
Continue on to read about Audio assets.