Inheritence

Summary

The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect. Unlike LineRenderer these beams can change over time, spawn multiple instances, and have various properties like color, texture, and lifetime. This is a useful component for creating things like laser beams, energy effects and tracers.

Constructors

BeamEffect

Properties

Additive If true, the beam is rendered additively, making it appear to glow.
Alpha Alpha multiplier for the beam's color. Controls transparency over the beam's lifetime.
BeamColor Color gradient of the beam over its lifetime. Defines how the color changes from birth to death.
BeamLifetime Lifetime of each beam in seconds. Determines how long a beam remains before being removed or respawned.
BeamsPerSecond Number of beams spawned per second. Controls the spawn rate for continuous effects.
Brightness Brightness multiplier for the beam's color. Adjusts intensity over the beam's lifetime.
DepthFeather Amount of feathering applied to the beam's depth, softening its intersection with geometry.
FollowPoints If true, the beam endpoints follow their source and target positions each frame, updating dynamically.
InitialBurst Number of beams spawned immediately when the effect is enabled.
Lighting If true, the beam is affected by scene lighting.
Looped If true, beams respawn automatically when they expire, creating a looping effect.
MaxBeams Maximum number of beams that can exist at once. Limits the total active beams.
Opaque If true, the beam is rendered as opaque rather than transparent.
Scale Thickness of the beam in world units. Controls how wide the beam appears.
Shadows If true, the beam casts shadows in the scene.
TargetGameObject GameObject to target with the beam. If assigned, overrides TargetPosition and uses the object's world position as the endpoint.
TargetPosition World position the beam targets if no target object is set. Used as the endpoint for the beam.
TargetRandom Random offset applied to the target position for visual variation. Adds randomness to the endpoint.
Texture Texture applied to the beam. Defines the visual appearance along the beam's length.
TextureOffset Offset of the texture along the beam. Shifts the texture start position.
TextureScale Scale of the texture along the beam. Controls how many world units each texture tile covers.
TextureScroll This is pretty much the same as TextureOffset - but it's seperate so you can use offset for offset, and scroll to scroll.
TextureScrollSpeed Speed at which the texture scrolls along the beam. Positive values scroll in one direction, negative in the other.
TravelBetweenPoints If true, the beam visually travels from start to end, useful for tracer effects.
TravelLerp Controls the interpolation of the beam's travel effect over its lifetime.

Methods

SpawnBeam Spawns a new beam and adds it to the effect.
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