Phaser AE

3D Weather Effects

Pro packv3.0.0-43D3D VFX

Twelve weathers for 3D games, each a volume of particles round a point rather than a painted sky. One effect that follows the player gives weather everywhere, without simulating a world of it.

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Released October 14, 2026 · updated October 19, 2026

3D Weather Effects: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

The pack registers twelve named effects with the 3D particle system. Spawn one with game.particles3d.effect(name, { follow: player }): a box over the player births the particles and the ground through the player's feet catches them, and the box goes wherever the player goes. Every effect loops until it is killed, and every one is prewarmed, so a scene starts mid-storm rather than with the first drops.

Each weather is more than its falling particles. Rain splashes and ripples where it lands; drizzle hangs over a low mist; hail bounces in chips of ice; snow, leaves and blossom wander on a sway of their own; ash sifts down through embers rising the other way; fireflies blink on their own beats. The storm, blizzard and sandstorm blow sideways, and yaw turns their wind. The boxes run from 12 to 40 units across, about 30 for most: sized for a character seen from a follow camera.

Features

  • Rain — rain with splashes and ripples, drizzle over a low mist, and storm, a downpour on a hard slant with spray blowing low.
  • Snow and ice — snow on a slow sway, blizzard driven hard sideways under a white veil, and hail bouncing off the ground.
  • Falling things — leaves tumbling on a gusty wind, petals of cherry blossom, and ash with rising embers.
  • Desert — sandstorm, ochre haze rolling over the ground with streaming grains.
  • Still air — fireflies blinking low over the ground, and motes hanging in a shaft of light.
  • Changing the weather — stop() one so what is in the air finishes falling, then kill it and start the next.

Good for

  • Open-world and adventure games — rain over a city street, snow in a winter village, leaves in an autumn wood.
  • Survival games — a blizzard on a mountain, a sandstorm in the desert, ash over a volcano.
  • Third-person action — weather that follows the hero through every level.
  • Mood scenes — fireflies over a meadow at dusk, blossom in a garden, dust in an old interior.

Make it yours

Each weather takes a position or an object to follow, scale for sizes, speeds and the box together, and yaw for the wind. A wider, taller blizzard is blizzard at scale: 1.5; a snowy clearing is snow spawned at a fixed point instead of following anyone. Every effect is a plain Vfx3dDef, so a game retunes one by copying it from game.particles3d.defs and registering the copy with registerVfx3d: lighter snow at half the rate, or rain without its ripples for a forest floor.

A quick look

Rain round the player, then a change of weather:

const rain = game.particles3d.effect('rain', { follow: player });
rain.stop();   // what is in the air finishes falling
rain.kill();
game.particles3d.effect('hail', { follow: player });

Works with

Good to know

  • The ground is the plane through the effect's point: rain and snow do not collide with roofs, trees or terrain, and on a slope the weather lands at the height of the player's feet.
  • The weather exists only round its point, so a camera looking far away sees the edge of the box; fog hides it.
  • The wind is a launch rather than a force, so it does not gust.
  • The busiest weathers hold about 1,600 to 1,850 particles, and spawning one prewarms it for a few tens of milliseconds, so start the weather with the scene.

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