ParticleEffects allows developers to create particle systems with minimal effort that are compatible with macOS, iOS, iPadOS, visionOS, tvOS, and watchOS.
The primary goals are to be easily maintainable by multiple individuals, employ a consistent API that can be used across all platforms, and to be maintainable using Swift Playgrounds on iPad and macOS. APIs are typically present even on platforms that don't support all features so that availability checks do not have to be performed in external code, and where irrelevant, code can simply return optionals.
This is actively maintained so if there is a feature request or change, we will strive to address within a week.
- Can develop and modify without Xcode using Swift Playgrounds on iPad!
- Custom SwiftUI view particles
- Reusable particle renderer API
- SF Symbol particles
- Image particles
- Emoji particles
- Text particles
- Easily specify multiple symbols/images/emoji/text to use by comma-separating a string.
- Emmitter customizations
Most of these minimums are dictated by our usage of Date.now which is needed.
- iOS 15+ (15.2+ minimum required for Swift Playgrounds support)
- macOS 12+
- macCatalyst 13.0+ (first version available)
- tvOS 15.0+
- watchOS 8.0+
- visionOS 1.0+
- Theoretically should work with Linux, Windows, and Vapor, but haven't tested. If you would like to help, please let us know.
See CHANGELOG.md for known issues and roadmap
Install by adding this as a package dependency to your code. This can be done in Xcode or Swift Playgrounds!
You can try these examples in a Swift Playground by adding package: https://github.com/kudit/ParticleEffects
If the repository is private, use the following link to import: https://<your-PAT-string>@github.com/kudit/ParticleEffects.git
Or you can manually enter the following in the Package.swift file:
dependencies: [
.package(url: "https://github.com/kudit/ParticleEffects.git", from: "2.0.0"),
]First make sure to import the framework:
import ParticleEffectsHere are some usage examples.
let version = ParticleEffects.versionParticleSystemView(behavior: .fire, renderer: .symbol("drop.fill", coloring: .fire))
.font(.largeTitle)
.aspectRatio(contentMode: .fit)Create a rainbow sunburst emitter. Note the ability to take a base behavior and modify specific values.
ParticleSystemView(
behavior: .sun.modified(
birthRate: .frequent,
blur: Blur.none
),
renderer: .symbol("star.fill", coloring: .rainbow)
).aspectRatio(contentMode: .fit)ParticleSystemView(behavior: .fountain, renderer: .emoji("π,π,βΊοΈ,π,π"))ParticleEffects 2.0 separates behavior from rendering. Behaviors control birth rate, lifetime, velocity, acceleration, blur, and spin. Renderers control the SwiftUI view content and any coloring model.
ParticleSystemView(
behavior: .fountain,
renderer: .emoji("π,π,βΊοΈ,π,π")
)You can also use built-in renderers when you want to force interpretation of renderer content.
ParticleSystemView(behavior: .sparkle, renderer: .symbol("star.fill", coloring: .rainbow))
ParticleSystemView(behavior: .rain, renderer: .text("drop.fill"))
ParticleSystemView(behavior: .bubbles, renderer: .image("BubbleAsset"))Custom renderers receive a ParticleRenderingContext with the current ParticleState, the owning ParticleSystem, the GeometryProxy, and the current timeline time.
struct TokenParticleRenderer: ParticleRenderer {
let content: ParticleContent = "K,U,D,I,T"
func particleView(for context: ParticleRenderingContext) -> some View {
ZStack {
RoundedRectangle(cornerRadius: 6)
.fill(.thinMaterial)
.overlay(
RoundedRectangle(cornerRadius: 6)
.strokeBorder(.white.opacity(0.6), lineWidth: 1)
)
Text(content.value(for: context.state))
.font(.caption.bold())
}
.frame(width: 44, height: 28)
.particleAppearance(for: context.state, coloring: .rainbow)
}
}
ParticleSystemView(
behavior: .sparkle.modified(spin: .medium),
renderer: TokenParticleRenderer()
)For quick experiments, CustomParticleRenderer avoids creating a named type.
ParticleSystemView(
behavior: .fire,
renderer: CustomParticleRenderer { context in
Circle()
.fill(.orange)
.frame(width: 12 + 24 * context.state.lifetimeAge)
.particleAppearance(for: context.state, coloring: .fire)
}
)Coloring remains available for the simple API. For more control, pass a ParticleColoringStyle.
let fadingBlue = ParticleColoringStyle { state in
Color.blue.opacity(1 - state.lifetimeAge)
}
ParticleSystemView(
behavior: .bubbles,
renderer: .automatic("circle.fill", coloringStyle: fadingBlue)
)ParticleState includes position, opacity, blur, rotation, lifetimeAge, and a small values dictionary for behavior-specific numeric values. Built-in fire coloring is exposed through fireHue and fireSaturation extension properties so those values do not need to be stored for every particle frame unless a custom behavior chooses to publish them.
let customGlow = context.state.value(named: "glow")
let fireHue = context.state.fireHue
let rotation = context.state.rotationApple provides lower-level particle and animation tools such as SpriteKit emitters, Core Animation emitter layers, SwiftUI Canvas, and timeline-driven SwiftUI drawing. ParticleEffects is intended for the case where you want a small SwiftUI-first package that can render normal SwiftUI views as particles while preserving simple cross-platform convenience APIs.
All these tests can be demonstrated using previews or by running the app executable that is bundled in the Development folder of the module.
Inspired by Effects Library by GetStream
If you have the need for a specific feature that you want implemented or if you experienced a bug, please open an issue. If you extended the functionality yourself and want others to use it too, please submit a pull request.
This was a lot of work. If you find this useful particularly if you use this in a commercial product, please consider making a donation to http://paypal.me/kudit
Feel free to use this in projects, however, please include a link back to this project and credit somewhere in the app. Example Markdown and string interpolation for the version:
Text("Open Source projects used include [ParticleEffects](https://github.com/kudit/ParticleEffects) v\(ParticleEffects.version)
The complete list of people who contributed to this project is available here. A big thanks to everyone who has contributed! π