Commands/particle

Creates particles.

Syntax

 * Java Edition


 * Bedrock Edition

Arguments

 * Specifies the particle to create.
 * $$, And it should be a namespaced ID of the particle (namespace cannot be omitted)Formatting codes$$,


 * Specifies the position at which to create the particle. If not specified, defaults to the position of the executor.


 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.
 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.
 * Specifies the size of the 3-dimensional cuboid volume to spawn particles in, centered on position, and multiplied by about 8 (using   specifies a cuboid of about 8×8×8 in size). Negative values may be used, but have the same effect as their positive counterparts (using   still equates to an 8×8×8 cuboid). Note that the generated particles aren't evenly distributed over the cuboid, instead it uses a Gaussian distribution resulting in a particle-gradient most dense at the center. Tilde and caret notation may be used, the resulting coordinates are then used as delta.


 * Exception 1: When  is   or , a   of 0 causes the   and   to act like RGBE values instead, ranging from 0.0 to 1.0.  The three   values give red, green, and blue components for the color; the   provides an exponent that makes the colors brighter or dimmer, with 128 being a default.
 * Exception 2: When  is , a   of 0 causes the first value of   to specify the note's color, ranging from 0.0 to 1.0. The values of 0.0 and 1.0 produce green particles, and the values in between produce colors according to the table on Note block § Notes.
 * Exception 3: When  is set to 0, the   instead acts as motion values for the particle, with   acting as a multiplier. ,   and   instead becomes  ,   and   respectively. Particles that don't have any motion to begin with are not affected by this (Example:  ).


 * Specifies the speed of the particle. Does not work on all particles (Example: ).
 * Specifies the speed of the particle. Does not work on all particles (Example: ).


 * Specifies the number of particle effects to create. If 0, it results in a single particle. See the exceptions on  for why having a   of 0 can be useful.
 * Specifies the number of particle effects to create. If 0, it results in a single particle. See the exceptions on  for why having a   of 0 can be useful.


 * Specifies the display mode:  or.
 * : the particle(s) will be sent to players within 32.0 blocks (exclusive).
 * : allows the particle(s) to be sent to players within 512.0 blocks (exclusive).
 * Defaults to the  mode.
 * Defaults to the  mode.


 * Allows control of which player should view this particle instead of everyone in the viewing range of the particle.
 * Allows control of which player should view this particle instead of everyone in the viewing range of the particle.

Examples
To create a stationary huge explosion particle 10 blocks to the east:

History
Befehl/particle コマンド/particle Comandos/particle Команды консоли/particle Команди консолі/particle 命令/particle