VFX
Last updated
Last updated
VFX objects enhance a game’s visual elements, adding immersion and excitement. They can be applied to parts, characters, and environments, enriching gameplay experiences.
ParticleEmitter
Generates particles
Fire, smoke, explosions, magic, water droplets, etc.
Beam
Connects two points
Lasers, electricity, energy beams, etc.
Trail
Trail (trajectory) effect
Speed boosts, magic trails, bullet traces, etc.
Acceleration
Direction and magnitude of acceleration
Brightness
Particle brightness
Color
Particle color
Light Emission
Determines how much light the particle emits
Orientation
Defines particle rotation direction
Facing Camera : Aligns the particle to always face the player's camera (the direction the player is looking)
Facing Camera World Up : Faces the camera but the particles maintain an upward orientation based on world Y-axis
Velocity Parallel : Particles align parallel to the velocity vector.
Velocity Perpendicular : Particles align perpendicular to the velocity vector.
Size
Particle size
Texture
Texture Id for the particle (ovdrassetid://number format)
Transparency
Adjusts particle transparency
Drag
Air resistance effect
Enabled
Toggles particle activation
Emission Direction
Determines the direction of particle emission
Top : Emits upwards
Right : Emits to the right
Back : Emits backward
Left : Emits to the left
Bottom : Emits downward
Front: Emits forward
Life Time
Duration before a generated particle disappears
Rate
Number of particles generated per second
Rot Speed
Rotation speed
Rotation
Initial rotation angle
Speed
Initial velocity
Spread Angle
Angle range for particle emission
Squash
Compression effect applied to particles
Flipbook Layout
Defines the animation texture sheet layout (rows and columns)
None : No flipbook animation
Grid 2x2 : Divides the texture into a 2×2 grid
Grid 4x4 : Divides the texture into a 4×4 grid
Grid 8x8 : Divides the texture into an 8×8 grid
Flipbook Framerate
Frame rate of the animated texture
Flipbook Mode
Animation playback mode
Loop : Repeats animation from start to finish
One Shot : Plays animation once
Ping Pong : Plays forward, then reverses back
Random : Plays frames in random order
Flipbook Start Random
Starts animation from a random frame
Shape
Defines the initial particle emission shape
Box : Particles spawn within a box-shaped area
Sphere: Particles spawn within a spherical area
Cylinder : Particles spawn within a cylindrical area
Disc : Particles spawn within a disc-shaped area
Shape in Out
Sets the movement pattern of particles during emission and dissipation
Outward : Particles are emitted outward from the shape area
One : Particles are emitted inward toward the shape area
Shape Style
Sets the style of particle emission
Volume : Particles are emitted from random positions within the shape's volume
Surface : Particles are emitted only from the surface of the shape
An object that connects between two Attachments. They are automatically connected when you specify a start and end point, and are used to create effects like lasers, electricity, and energy beams.
Color
Beam color
Enabled
Activation status
Color Texture
Beam color texture
Color Texture Length
Color texture repetition length
Color Texture Speed
Color texture movement speed
Alpha Texture
Beam transparency texture
Alpha Texture Length
Transparency texture length
Alpha Texture Speed
Transparency texture movement speed
Transparency
Transparency
Attachment 0
Beam starting point
Attachment 1
Beam ending point
Start Curve
Curvature of the beam's start section from Attachment 0 to Attachment 1
End Curve
Curvature of the beam's end section from Attachment 0 to Attachment 1
Width 0
Beam starting width
Width 1
Beam ending width
Facing Vector
Direction vector the beam is facing
An object that creates a trail (trajectory) effect left behind by a moving object. Used to create effects such as sword effects, speed boosts, magic trajectories, and bullet trails.
Color
Trail color
Color Texture
Trail color texture
Color Texture Length
Color texture repetition length
Color Texture Speed
Color texture movement speed
Alpha Texture
Trail transparency texture
Alpha Texture Length
Transparency texture length
Alpha Texture Speed
Transparency texture movement speed
Transparency
Transparency
Enabled
Activation status
Lifetime
The amount of time that a trail is kept after it is created (in seconds)
Width
Default width
Width Scale
Defines how width changes over time
Offset
Repositions the Trail in the X, Y, and Z directions
Properties that can be edited with the Curve Editor are marked with a … button next to them. Clicking this button opens the Curve Editor, where you can intuitively plot the change in value of that property in graphical form.