build Constructors 1

data_object Properties 27

Additive
bool
If true, the beam is rendered additively, making it appear to glow.
Alpha
ParticleFloat
Alpha multiplier for the beam's color. Controls transparency over the beam's lifetime.
BeamColor
ParticleGradient
Color gradient of the beam over its lifetime. Defines how the color changes from birth to death.
BeamLifetime
ParticleFloat
Lifetime of each beam in seconds. Determines how long a beam remains before being removed or respawned.
BeamsPerSecond
float
Number of beams spawned per second. Controls the spawn rate for continuous effects.
Brightness
ParticleFloat
Brightness multiplier for the beam's color. Adjusts intensity over the beam's lifetime.
DepthFeather
float
Amount of feathering applied to the beam's depth, softening its intersection with geometry.
FilterMode
FilterMode
Controls texture filtering on this beam effect.
FollowPoints
bool
If true, the beam endpoints follow their source and target positions each frame, updating dynamically.
InitialBurst
int
Number of beams spawned immediately when the effect is enabled.
Lighting
bool
If true, the beam is affected by scene lighting.
Looped
bool
If true, beams respawn automatically when they expire, creating a looping effect.
Material
Material
Material applied to the beam. Defines the visual appearance along the beam's length. The material should be based on the `line.shader`.
MaxBeams
int
Maximum number of beams that can exist at once. Limits the total active beams.
Opaque
bool
If true, the beam is rendered as opaque rather than transparent.
Scale
ParticleFloat
Thickness of the beam in world units. Controls how wide the beam appears.
Shadows
bool
If true, the beam casts shadows in the scene.
TargetGameObject
GameObject
GameObject to target with the beam. If assigned, overrides TargetPosition and uses the object's world position as the endpoint.
TargetPosition
Vector3
World position the beam targets if no target object is set. Used as the endpoint for the beam.
TargetRandom
Vector3
Random offset applied to the target position for visual variation. Adds randomness to the endpoint.
Texture
obsoleteTexture
Texture applied to the beam. Defines the visual appearance along the beam's length.
TextureOffset
ParticleFloat
Offset of the texture along the beam. Shifts the texture start position.
TextureScale
ParticleFloat
Scale of the texture along the beam. Controls how many world units each texture tile covers.
TextureScroll
ParticleFloat
This is pretty much the same as TextureOffset - but it's seperate so you can use offset for offset, and scroll to scroll.
TextureScrollSpeed
ParticleFloat
Speed at which the texture scrolls along the beam. Positive values scroll in one direction, negative in the other.
TravelBetweenPoints
bool
If true, the beam visually travels from start to end, useful for tracer effects.
TravelLerp
ParticleFloat
Controls the interpolation of the beam's travel effect over its lifetime.

Inheritance

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