VFX
Last updated
Last updated
VFX objects enhance a gameβs 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.
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 2Γ2 grid
Grid 4x4 : Divides the texture into a 4Γ4 grid
Grid 8x8 : Divides the texture into an 8Γ8 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
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Coming soon.