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Usage
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
MotionVectorMode
|
MotionVectorMode | |
MinStartLifetime
|
Float | The shortest amount of time a particle will potentially exist |
MaxStartLifetime
|
Float | the longest amount of time a particle will potentially exist |
MinStartSize
|
Float | A multiplier for the smallest size a particle can potentially be |
MaxStartSize
|
Float | A multiplier for the largest size a particle can potentially be |
MinStartSpeed
|
Float | The slowest a particle will potentially be emitted in meters per second |
MaxStartSpeed
|
Float | The fastest a particle will potentially be emitted in meters per second |
MinStartRotation
|
Float | The lowest amount of degrees around its emission axis a particle will potentially be emitted at |
MaxStartRotation
|
Float | The highest amount of degrees around its emission axis a particle will potentially be emitted at |
MinStartAngularVelocity
|
Float | The lowest amount of spin a particle will potentially have on emission in degrees per second |
MaxStartAngularVelocity
|
Float | The highest amount of spin a particle will potentially have on emission in degrees per second |
Use3DRotation
|
Bool | Whether or not the particles will be affected by the 3D rotation inputs |
MinStartRotation3D
|
Float3 | The lowest amount of degrees a particle will potentially be rotated by on emission as an Euler angle |
MaxStartRotation3D
|
Float3 | The highest amount of degrees a particle will potentially be rotated by on emission as an Euler angle |
MinStartAngularVelocity3D
|
Float3 | The lowest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle |
MaxStartAngularVelocity3D
|
Float3 | The highest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle |
GravityStrength
|
Float | How strongly gravity affects the emitted particles as a multiplier (i.e. setting this to 1 applies standard Earth gravity) |
MinStartColor
|
ColorX | |
MaxStartColor
|
ColorX | |
UseColorOverLifetime
|
Bool | |
AlphaOverLifetime
|
direct SyncLinear`1<Float> | |
ColorOverLifetime
|
direct SyncLinear`1<ColorX> | |
Collisions
|
Bool | Whether or not the emitted particles will react to colliders |
Bounce
|
Float | A multiplier for the velocity lost when the particle collides with something (1 is a perfectly elastic bounce, 0.5 loses half speed on collision, etc) |
LifetimeLoss
|
Float | A multiplier for how much of its remaining lifetime a particle loses on collision |
Material
|
Material | The material that will be used by the particles |
TrailMaterial
|
Material | The material that will be used by the trails of the particles |
Mesh
|
Mesh | The mesh (if any) that will be used by the particles. |
Alignment
|
ParticleAlignment | Facing: Particles always face the viewport position. Velocity: Particles face the direction they're moving. View: Particles align to the viewport plane. Local: Particles align with the space of this component. World: Particles align to the z-axis of the world. |
LengthScale
|
Float | |
VelocityScale
|
Float | |
MinParticleSize
|
Float | |
MaxParticleSize
|
Float | |
ParticleTrails
|
ParticleTrailMode | PerParticle: Each particle gets a trail. Ribbon: One trail connects each particle in the order they were emitted. |
TrailRatio
|
Float | A multiplier for how likely a particle is to have a trail. Only affects PerParticle trail mode |
RibbonCount
|
Int | |
TrailMinimumVertexDistance
|
Float | |
TrailWorldSpace
|
Bool | |
TrailDiesWithParticle
|
Bool | Allows the trail to complete its full lifetime even if the particle it's attached to disappears |
ParticleSizeAffectsTrailWidth
|
Bool | Whether or not the particle size affects the trail width |
ParticleSizeAffectsTrailLifetime
|
Bool | Whether or not the particle size affects the trail lifetime |
InheritTrailColorFromParticle
|
Bool | Whether or not the particle color affects the trail color |
TrailTextureMode
|
ParticleTrailTextureMode | |
MinTrailLifetime
|
Float | The lower limit for how long the trail will last behind the particle |
MaxTrailLifetime
|
Float | The higher limit for how long the trail will last behind the particle |
MinTrailColor
|
ColorX | |
MaxTrailColor
|
ColorX | |
MinTrailWidth
|
Float | The lower limit for the potential trail width |
MaxTrailWidth
|
Float | The lower limit for the potential trail width |
GenerateLightingDataForTrails
|
Bool | |
Light
|
direct RelayRef`1<Light> | |
LightsRatio
|
Float | |
LightRandomDistribution
|
Bool | |
LightsUseParticleColor
|
Bool | |
SizeAffectsLightRange
|
Bool | |
AlphaAffectsLightIntensity
|
Bool | |
LightRangeMultiplier
|
Float | |
LightIntensityMultiplier
|
Float | |
MaximumLights
|
Int | |
AnimationTiles
|
Int2 | |
AnimationCycles
|
Int | |
AnimationType
|
ParticleAnimationType | |
UseRowIndex
|
Int | |
UseRandomRow
|
Bool |
Behavior
Common Transition Templates:
There are 6 quick transition templates for Fade In and Fade out. Alpha fades between 0 and 1 and Intensity fading between [0,0,0,1,sRGB]
(Black) and [1,1,1,1,sRGB]
(White)
Alpha Fade In & Fade Out | 0% - 10%, 90% - 100% |
---|---|
Alpha Fade In | 0% - 10% |
Alpha Fade Out | 90% - 100% |
Intensity Fade In & Fade Out | 0% - 10%, 90% - 100% |
Intensity Fade In | 0% - 10% |
Intensity Fade Out | 90% - 100% |
Clear Fades will clear all transitions on both AlphaOverLifetime
and ColorOverLifetime
, along with setting UseColorOverLifetime
to false