Particle Lifecycle Manage particle birth, life, death, and rebirth for continuous effects. Quick Start Emission Patterns Continuous Emission Burst Emission Shape Emission Object Pooling Pre-allocate particles to avoid garbage collection: GPU Pool (Buffer-Based) Fade Patterns Linear Fade Fade In/Out Eased Fade Blink/Flash Size Over Life Color Over Life Trails Position History Trail GPU Trail (Shader-Based) Line Trail State Machines Sub-Emitters Spawn particles from dying particles: File Structure Reference - — All emission shape functions - — Fade and size curve options ---