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GlyphParticles 1.0

Cosmetic particle auras with real 3D entities. Per-player customization. Bedrock supported.

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GlyphParticles

Particles made from 3D items and font glyphs — not the 40 vanilla textures everyone else is selling.


Every effect is permission-gated and player-customisable, so anything that hands out a permission — crates, ranks, store packs — instantly becomes a cosmetic shop. No client mod. Resource pack only.


Spigot · Paper · Folia


Any item or model  •  Any font glyph  •  Player-tuned size & colour  •  Permission per effect  •  Packet based  •  Folia ready




∞ COSMETICS TO SELL — Every item, custom model and glyph in your pack is a particle. New cosmetic = one config block.
6 PLAYER-SIDE DIALS — Shape, colour, size, speed, radius and count, each one you can open, cap or lock per effect.
0 MODS REQUIRED — Vanilla clients see everything. Server-side packets and a resource pack you already ship.




01 — One glyph. Six cosmetics.


Everything in the showcase above is the same star glyph from a resource pack font, recorded on a vanilla client. Only the shape, radius, speed and count changed — that is six store products from one piece of artwork.




02 — Three sources, one effect format


Shape, motion and timing are defined once. What gets drawn along that path is a separate choice — and that is where the cosmetic catalogue comes from.


Source A — 3D items & models
Any item stack becomes a particle: swords, heads, custom models from your item plugin. They rotate, scale and light properly because they are real display entities.


  1. Vanilla items and blocks
  2. Custom model data / item models
  3. Per-particle scale and rotation

Source B — Font images/glyphs (the differentiator)
Point an effect at a character in your resource pack font and the particle is your own artwork. Give it a list of characters instead and it animates frame by frame — logos, emoji sheets, pixel art, anything your artist can draw.


  1. Any glyph from any pack font
  2. Multi-frame glyph animation
  3. Hex colour and full brightness control

Source C — Vanilla particles
The classics still work, with the same shapes and the same permission model — so you can mix a cheap dust trail into a tier-one pack and a custom model into the tier-five one.


  1. Full vanilla particle list
  2. Dust colours and transitions
  3. Mix sources inside one effect



03 — Change the size, speed, shape and colour


Players do not just equip an effect, they tune it. Six dials per effect, each one enabled, capped or locked by you — so one cosmetic becomes dozens of looks without becoming a balance problem.



  1. Size — 0.4 to 1.2
  2. Speed — 0.4 to 1.6
  3. Radius — 0.3 to 1.3
  4. Count — 4 to 10
  5. Colour — a curated palette you define per effect, so nobody recolours your legendary cosmetic into something that looks free
  6. Shape — swap the motion path; the same artwork on a different path reads as a completely different cosmetic

Caps are per effect. A common cosmetic can stay small and slow while the legendary one gets the full range.




04 — One permission per effect. That is the whole shop.


GlyphParticles does not ship its own store, its own currency or its own crate system — because you already have those. Every effect is gated by a permission node, so anything that grants permissions sells cosmetics on day one.


Crate keys — Drop an effect permission as a crate reward. Rarity tiers map straight onto effect tiers, and the rare ones are visible from across spawn.
Store add-ons — Sell single effects as cheap impulse buys: the lowest-friction product you can add to a webstore, and it takes one permission line to fulfil.


Example catalogue


  1. Common — glyphparticles.effect.sparkle — vanilla dust trail, colour locked. Free tier or first crate roll.
  2. Rare — glyphparticles.effect.star_halo — glyph effect with the colour palette unlocked. The screenshot people join for.
  3. Legendary — glyphparticles.effect.dragon_orbit — custom 3D model, every dial open to the maximum. Top store package.



05 — A new cosmetic is a few lines, not a plugin update


One block defines the artwork, the motion, the menu entry and what players are allowed to change. Copy it, swap the glyph, reload — that is a new product in your store.


[LIST=1]

Artwork — one glyph or a frame list, any pack font, hex colour, full brightness so it glows at night.
Motion — shape preset plus count, radius, height, scale, speed and vertical bob.
Timing — permanent or fixed duration, with fade-in and fade-out windows in ticks.
Menu entry — display name, lore and icon live in the same block. No second file to sync.
Player limits — enable each dial and set its range, or leave it off entirely.
[/LIST]


effects:
  star_halo:
    render: GLYPH
    frames: [""]
    font: "minecraft:default"
    color: "#FFFFFF"
    shape: RISE
    count: 8
    radius: 0.7
    height: 2.4
    scale: 0.8
    speed: 0.9
    duration: -1
    vertical-bob: 0.1
    vertical-bob-speed: 3.0
    fade-in: 5
    fade-out: 15
    brightness: full
    update-interval: 1
    customizable:
      shape:
        enabled: true
      color:
        enabled: true
        palette:
          - "#FFFFFF"
          - "#C9A7FF"
          - "#9CE6FF"
          - "#D6D6D6"
          - "#7CF5FF"
      size:
        enabled: true
        min: 0.4
        max: 1.2
        step: 0.1
      speed:
        enabled: true
        min: 0.4
        max: 1.6
        step: 0.1
      radius:
        enabled: true
        min: 0.3
        max: 1.3
        step: 0.1
      count:
        enabled: true
        min: 4
        max: 10
        step: 1
    display-name: "&eStar Particle"
    lore:
      - "&7A little yellow friend follows"
      - "&7your every step."
    menu-icon: NETHER_STAR



06 — Cosmetics that do not cost you TPS


Effects are sent as packets, never spawned as real entities. Nothing is saved to your world, nothing survives a crash, and nobody ever has to clean up leftover display entities.



  1. Packet only — no real entities, no chunk data, no entity ticking. Zero world pollution.
  2. Off the main thread — motion maths runs async; only the send touches the server tick.
  3. Tunable update rate — every effect has its own update interval: smooth in the lobby, cheap on a packed event server.
  4. Player toggle — anyone can hide other players' cosmetics for themselves in one click.
  5. Region rules — disable cosmetics in arenas and enable them in lobbies, per world.



07 — Uses the content you already made


If your item plugin can produce it, GlyphParticles can fling it around a player.


ItemsAdder  •  Oraxen  •  Nexo  •  CraftEngine


Platforms: Spigot · Paper · Folia
Also works with any resource-pack font you already ship — the glyph source needs no item plugin at all.




08 — Every other plugin sells the same 40 textures


Particle artYour own glyphs, items and modelsFixed vanilla texture list
Catalogue sizeGrows every time your artist adds a glyphWhatever the author shipped
Player controlSize, speed, radius, count, colour, shape — within your capsEquip and that is it
Looks uniqueNobody else has your packIdentical to every other server
SellingPermission per effectOften one blanket permission
Client requirementResource pack only, vanilla clientsVanilla, but nothing custom either
Server costPackets, async maths, per-effect update rateMain-thread loops, real entities



09 — Short command set, granular nodes


Commands


  1. /particles
  2. /particles menu
  3. /particles equip <effect>
  4. /particles unequip <effect>
  5. /particles reload

Permissions


  1. glyphparticles.effect.<id>
  2. glyphparticles.effect.*
  3. glyphparticles.menu
  4. glyphparticles.admin

Wildcards for rank bundles, single nodes for crate rewards.




Stop selling the same particles as everyone else

Your artist already drew the icons. GlyphParticles turns them into cosmetics your players can buy, tune and show off.


Available on Spigot · BuiltByBit · voxel.shop

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