Draw attention to the colorful explosion at the end of the firework by adding a ribbon effect to imitate how fireworks look.
Select the Explosion emitter stack and right-click.
Select Copy from the dropdown menu.
Right-click in the System Editor and select Paste from the dropdown menu. The System Editor automatically renames the copied emitter to Explosion001.
Select the first Explosion emitter.
Click the Plus icon next to Particle Update and select Generate Location Event from the dropdown menu. The location event of this emitter signals the Explosion001 emitter to create particles at its location.
Make sure Requires Persistent IDs is still enabled under Properties. This setting provides a way for the Explosion001 emitter to find the location event.
Select the Explosion001 emitter to begin changing the settings in the final emitter.
Copying the Explosion emitter means that the last emitter follows the path of the exploding particles you’ve already created and deletes parts you don’t need to finish the effect.
Renderer
These settings set how the ribbon effect will look when spawned.
Select Sprite Renderer under the Renderer module and press the Delete key to delete the property from the Renderer module . You are changing the renderer particle to a ribbon effect and don’t need this one anymore.
Click the Plus icon next to Render and select Ribbon Renderer from the dropdown menu. The Ribbon Renderer settings open in the Details panel automatically.
Select the Firework material you created from the Material dropdown menu.
Particle Spawn
These modules set the behavior for the spawned particles.
Select Add Velocity under the Particle Spawn module and press the Delete key to delete the property from the Particle Spawn module .
Select Initialize Particle to open the Initialize Particle settings in the Details panel.
Change the Lifetime Min value to 0.3.
Change the Lifetime Max value to 0.5.
Change the Sprite Size Mode setting to Unset. These values change because you are using a ribbon particle in this emitter stack.
Select Direct Set from the Ribbon Width Mode dropdown menu. This sets the value of the ribbon’s width when it spawns.
Particle Update
Modify the module stack to make sure that the particles can perform as expected without unnecessary modules attached.
Select Drag under the Particle Update module and press Delete to delete the property from the Particle Update module .
Select Gravity Force under the Particle Update module and press Delete to delete the property from the Particle Update module .
Select Curl Noise Force under the Particle Update module and press Delete to delete the property from the Particle Update module .
Event Handler
This emitter will execute when signaled by another emitter.
Select Receive Death Event under the Event Handler module and press the Delete key to delete the property from the Event Handler module .
Select Event Handler Properties and click downward arrow next to Source and select Explosion > Location Event from the dropdown menu.
Change the Spawn Number to 1. This causes one ribbon particle to follow each one of the sprites in the Explosion emitter.
Click the Plus icon next to Event Handler and select Receive Location Event from the dropdown menu.
Click Compile > Save to save your emitter.
Close the Emitter Editor and drag and drop your effect into the viewport.
Putting It All Together
You can copy and paste the effect in the Content Browser and edit the firework colors in the emitter stacks to create a range of firework colors.
Use the VFX Spawner device to spawn the fireworks you create when players complete an objective, or create an experience with a fireworks show for players to watch.