Help guide

Particles and physics

Updated June 20, 2026

Particles and physics

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Particle and physics visuals are powerful, but they need hard bounds, clear ownership, and runtime inspection because small parameter mistakes can create large visual failures.

Where this fits

Particle systems

  • Define emitter position, spawn rate, lifetime, velocity, color, size, and decay before adding interaction.
  • Use fields and forces intentionally. A field should have a visible purpose, such as focus, drift, burst, or avoidance.
  • Set density based on the weakest expected device, not the authoring machine.

Physics scenes

  • A physics world should own its bodies, joints, forces, collisions, and coordinate scale.
  • Use stable body IDs and scoped selectors so future DOM changes do not create unintended bodies.
  • Avoid double-writing transforms: either physics owns a body pose or the graph writes it directly, not both.

Debug checks

  • Validate that the world exists, referenced bodies exist, body scale is reasonable, and collision/picking selectors are scoped.
  • Inspect live body IDs, collision logs, and geometry when a physics scene behaves differently from the authored layout.
  • Check reset, pause, visibility, and resize behavior before publishing.

Working sample slot

Particles and physics: This page reserves a sample location for a later verified example. Add the sample only after the source file, public page, validation output, and visual check all pass.

Faster Motion docs

Use these links to move between the guide set, the deeper reference pages, and the recipe planning pages. Verified working samples will be inserted after this documentation structure is reviewed.

Start

Surfaces

Reference

Start

DOM animation

Reference

Canvas animation

3D and procedural

Operations

Recipes

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Sunny Arora

Written by

Sunny Arora

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