Editor Feature

Particle Effects for HTML5 Playable Ads

Particles make a playable ad look finished. A burst of coins when a player taps a button, snow falling behind an end card, or fire streaming from a character reads as reward or energy in a fraction of a second. The particle system has 29 one-click presets (confetti, coins, stars, snow, fire, sparkle, fireworks, hearts, bubbles, level-up bursts and more) for the common briefs, and a full physics editor for anything else.

Every emitter is a small set of parameters (emission shape, particle count range, speed, gravity, spin, lifetime, scale fade and color mode), not a stack of image frames. There are no sprite sheets to manage and nothing extra to load. A typical emitter of 100–800 particles adds a few kilobytes to the HTML5 file, which barely touches the 5 MB ceiling most ad networks enforce.

In the editor you can trigger a particle object via Timed Appearance (set it to start and stop at specific seconds into the scene), leave it always-on for a continuous ambient loop, or, in the video editor, time it to a break so the burst lands as the video resumes after the viewer completes the interaction. Because particles are full scene objects, you can layer several emitters in a single scene, for example a coin shower on the left and a confetti explosion in the center, each with its own physics settings.

How it works

Pick a preset and drop it onto the canvas

Open Add New Object, select Particle FX, and pick one of the 29 presets, from confetti and coins to fireworks, embers and aurora, plus Custom. The emitter appears on the canvas immediately with sensible defaults. A coins preset, for example, starts with a point emitter, upward velocity, a realistic gravity arc, and a golden color. You can position and resize the emitter origin just like any other object.

Tune the emission shape and physics

Switch the emitter Shape between Point, Rect, Circle, Cone, Edge or Ring to control where particles originate. Adjust the spawn rate, particle count range, initial speed and direction spread, gravity multiplier, rotational spin, and lifetime in the Properties panel. Scale fade lets particles shrink as they age, which suits sparks or snow that should fade out rather than vanish.

Set the color mode

The Color mode control offers Solid, Gradient, Random and Multi-Stop. Choose Solid for branded particle bursts (matching a CTA button or brand palette), Gradient to carry each particle from a start color to an end color over its lifetime (fire going from white-hot to orange to red), Random to give every particle its own color from a palette, the standard confetti look, or Multi-Stop to lay several color stops along a particle's life.

Set the trigger and export

Leave the particle object always-on for an ambient loop, or give it a Timed Appearance window (start and stop times in seconds) so it runs only for a moment. In the Video editor, starting the window at a break's timestamp makes the burst land as the video resumes. When you export, the effect travels inside the playable as a few kilobytes of settings, with no extra requests and no downloads.

Specifications

PropertyDetail
Presets29, plus Custom: celebration, game-action, environment, interaction and cosmic effects
Emitter shapes6 (point, rect, circle, cone, edge, ring)
Color modes4 (solid, gradient, random, multi-stop)
Particle count100–800 per emitter (configurable)
Physics controlsSpeed, gravity, spin, lifetime, scale fade
Export outputA few KB per emitter, no image frames

Use cases

Casual match-3 game: celebrate a level clear

A match-3 playable needs to communicate the reward loop the moment the demo level is solved. Placing a confetti emitter with a rect emission shape across the full canvas width, set to trigger on the Game End event, gives players the same payoff they would get in the real game. Adding a coins preset that fires from the center of the cleared board makes the moment bigger without adding much file size.

Idle merger game: ambient sparkle on collectible items

An idle merger ad should look alive before the user touches it. Always-on sparkle emitters (small scale, short lifetime, low gravity) over the key merge items add a light shimmer that marks them as worth tapping. Because sparkle emitters run at low particle counts, they have negligible performance cost even on mid-range Android devices.

Casino or sweepstakes app: coin shower on end card

Casino and reward apps want an end card that feels like a win. A coins emitter placed in the end card scene, set to always-on with an Edge emitter shape spanning the top of the canvas, rains coins down continuously behind the CTA button. The golden solid color mode keeps the effect on-brand, and the physics gravity setting determines whether coins arc realistically or drift down slowly.

Bubble shooter: fire effect on streak bonus

A bubble shooter playable can use a fire emitter at the base of the shooter cannon to signal a heat streak when the player lands several shots in a row. In the Video editor, place a fire emitter as a timed overlay that appears only during the streak sequence in the footage, keeping the fire synchronized with the gameplay moment rather than running continuously. The fire preset already comes with the upward velocity and the orange-to-red gradient.

Try Particle System in the editor

Frequently asked questions

Do particle effects increase the exported file size significantly?

No. Particle effects are generated live as the ad plays rather than embedded as image frames or sprite sheets. A fully configured emitter typically adds 3–8 KB to the final HTML5 file. You can include multiple emitters in a single export and still remain well inside the 5 MB network ceiling.

Can I combine multiple particle emitters in one scene?

Yes. Each particle object in a scene is independent with its own preset, physics, color mode, and trigger timing. There is no hard limit on the number of emitters per scene, though very high total particle counts across many simultaneous emitters can affect frame rate on low-end devices. The editor preview gives you a real-time performance indication so you can tune before exporting.

Do the particles stay smooth on phones?

Yes. Particles are hardware-accelerated on virtually every modern iOS and Android device, so they stay smooth even at several hundred particles per frame, in the editor preview and in the exported HTML5 file alike. Older devices still get a smooth, lightweight fallback.

Can I use a particle emitter inside a Break moment rather than the main scene?

Not inside the break itself: a Break's overlay takes buttons, text, images and audio. Put the particle object in the main scene instead and give it a Timed Appearance window that starts at the break's timestamp. The video is paused while the break waits, so the burst plays the moment the viewer completes the interaction and the footage resumes. A burst of coins right after a tap challenge makes the interaction feel rewarded straight away.

What is scale fade and when should I use it?

Scale fade is a physics parameter that causes each particle to shrink proportionally over its lifetime, reaching zero size at the moment it expires. Particles fade out instead of popping off, which matters most for sparks, snow and bubbles. For coins and stars you may prefer to disable scale fade so they remain fully visible until they leave the canvas.

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