NeutrinoParticles Editor 2.0 Released
NeutrinoParticles Editor 2.0 is out.
This one took a while, and it is the biggest release the editor has had. The preview, the timeline and the Emitter Guide were all rebuilt, and along the way particles learned a few things they simply could not do before. Rather than list everything here — the release notes do that in full — here is what we think you will notice first.
Particles can hit things now
This is the one we are most pleased with. Particles collide with static surfaces — planes, spheres, boxes and capsules — and they bounce off, slide along and settle on them. Give a particle a radius and it collides as a sphere rather than as a point, which is the difference between sparks that skitter across a floor and sparks that sink halfway into it. Bounciness and friction are carried per particle and combined with the surface's, so a rubber ball and a steel bead can behave differently on the same floor.
It works from the Emitter Guide as well as the scheme, so an effect can be given a floor without touching a single block. And it exports — JavaScript, C# and the GPU renderer all understand collisions.
One timeline for the whole scene
Every effect in a scene now plays under a single shared playhead, each with its own coloured population curve. You can see how they fill and fade against each other instead of guessing. You can move and rotate an effect along the timeline and the preview records the motion, replaying it exactly on seek, loop and restart.
Heavy effects were the other half of this work. GPU playback now simulates ahead of the playhead, so effects with 100k+ particles hold a steady frame rate where they used to crawl. When an effect really is too heavy for real time, playback no longer freezes — the timeline slows down, keeps advancing, and tells you it is catching up.
Ribbons, spin, and a grid
Stripes turn an emitter's particles into a continuous textured ribbon — smoke trails, energy beams, swooshes — with its own size, colour and rotation. Self Rotation gives each particle its own spin, independent of how its quad faces the camera. And the new Grid block places particles on an evenly spaced lattice: give it columns, rows, width and height, feed it a Random to scatter particles across it, or a curve to walk them from node to node as they age. You place it visually in the preview, with corner handles and a gizmo.
The Emitter Guide grew up
Attached emitters can be added, targeted and configured without opening the scheme at all. Any row of a combined value can now become a combined value of its own, up to four levels deep — so a base size plus a randomized variation no longer means leaving the Guide. Sections can be reordered by dragging them, and the way you fold them away is now remembered by the editor rather than by each effect, which is how it should have worked from the start.
And a lot of smaller things
A rebuilt 3D path editor with a proper closed-loop mode. Emitter folders. Copy, paste and presets on every group. Per-mode camera memory. Straight lines in painted areas with Shift. Export straight from the project tree. An axes setup with presets for PIXI, Unity, Blender, Unreal and 3ds Max. A refreshed dark theme, redesigned notifications, and version-matched documentation behind every “Read more…” link.
Opening an effect saved by an older version no longer marks it as unsaved, either — the format upgrade happens in memory, and you resave when you actually want to.
Getting it
2.0.10 is available for Windows, Linux and macOS on the downloads page. Effects made in 1.4 open and keep working.
If you hit something odd, tell us — crash reports now carry the effect you were working on, which makes a report far more useful than it used to be. And if you build something good with the collisions, we would genuinely like to see it.
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