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Emitter for Effect Particles. Effect Particles do not affect main Smoke & Fire simulation, and are simulated separately, but they are moved based on the main simulation.
Right click in Hierarchy, and select “Zibra Smoke And Fire -> Particle Emitter”.
Note that if you right click specifically on your Smoke And Fire object, as shown on the screenshot, you can skip step 2.
Open Inspector for your Smoke And Fire object, and press the Add button in the list of manipulators to add. You can also use the Add all button to add all manipulators to your Smoke And Fire instance.
You may also need to expand the list of colliders to add by pressing the “Add Manipulators” button first.
Emitter particles per frame
Number of Effect Particles emitted per simulation iteration.
Renderable
Whether the particle itself is going to be rendered
Render Mode
How particles are going to be rendered
Options:
Particle Color (Default Render Mode only)
Curve that defines color depending on the particle's lifetime.
Particle Motion Blur (Default Render Mode only)
Scale for motion blur of a particle.
Color Oscillation (Default Render Mode only)
Define the oscillation of particle color with time.
Particle Sprite (Sprite Render Mode only)
Sprite that will be used to render particles.
Particle Brightness
Particle’s relative brightness.
Size Curve
Curve that defines size depending on the particle's lifetime.
Size Oscillation
Define oscillation of particle size with time.
Add Impulse
When enabled, particles are not affected by simulation, and instead emitted with initial impulse and affected by gravity
Impulse Direction
Impulse applied to particles on emission
Impulse Spread Angle
Maximum random deviation applied to Impulse Direction.
Particle Mass
Mass of the particle for gravity acceleration calculation.