🟡Visual FX
Visual FX behaviour can be applied to objects and the area around them for small and large visual ambience and feedback for players. They can also be applied to avatars through Crowd Event behaviour.
COPY/PASTE PARAMETERS
New in GM 0.11! Right click on a behaviour or component to copy. Then open an object, add the same behaviour or component, and right click it to paste identical parameter settings.
GAME MAKER 0.10 UPDATE
This logic was moved from a behaviour to a component for more interconnection of logic. Documentation is being updated.

Visual FX [SP] [MP]
Adds visual effects in relation to the asset's location
Some include customisable Attributes such as density, colour, etc.
Some are sound reactive
Some can be applied as an Avatar's trail via Crowd Event behaviour
IMPORTANT NOTE
Some VFX may not work properly until you add available VFX Attributes from the dropdown menu. Many VFX options can be customised in colour, brightness, area, and more.

COLOUR VFX ATTRIBUTES
Enter numbers in the correct range to get the results you want!
The boxes for many VFX Attributes related to colour do not accept RGB values, but Float4 values. The first three boxes accept a number from 0 to 1 to set the color. The fourth box accepts a value from 0 to 1, where 0 is transparent and 1 is fully visible.


Common Uses
Environmental
Area ambience (fog, dust, etc)
Event/Space (concert lighting, and other event effects)
Audio reactive visual effects
Ambient Bubbles

Area Butterfly

Area Dust

Area Falling Snow*
Area Flying Candle

Area Mist Ground

Area Soft Air Glitter

Cam Snow Glitter*
Ejected Bubbles*
Glitter Particles

Incoming*
Laser That Shows a Shape

Portal

Screen Explosion*
Smoke

Star Shower
Typhoon

Wind Ice

Animated Projectors

Animated Ceiling Lights

Audio Reactive Shape Strolling

Audio Reactive Surface

Blam Blam

Crowd Event Wow
Ejected Bubbles*
Equalizer on Screens

Equalizer on Screens 2

Equalizer on Screens 3

Equalizer on Screens 4

Equalizer on Screens 5

Incoming*
Portal

Primitive Lights Cube

Primitive Lights Torus

Pimitive Lights Cone
Primitive Lights Sphere

Rainbow

Screen Explosion*
Sound Wave*
Star Shower
Animated Projectors

Animated Ceiling Lights

Audio Reactive Surface

Equalizer on Screens

Equalizer on Screens 2

Equalizer on Screens 3

Equalizer on Screens 4

Equalizer on Screens 5

Players & Objects
Emphasising collectables for discovery and feedback
Combat effects (hit, etc)
Stat/Magic (power up, spells, etc)
Aura/Trail (trails applied via Crowd Event behaviour)
Detail (steam, smoke, fire, etc)
Info/Text (arrows, premade text from Crowd Event behaviour)
Aura Circle*
Aura Collectible Epic

Aura Collectible Legendary

Aura Collectible Neutral

Aura Collectible Rare

Collectible Feedback Epic

Collectible Feedback Legendary

Collectible Feedback Neutral

Collectible Feedback Rare

Ejected Bubbles*
Incoming*
Item
Teleport In*
Teleport Out*
Water Splash
Death Explosion
Fireball**

Fire Medium

Heavy
Hit
Hit Generic

Hit Generic V2
Hit Receive
Incoming*
Slash
Slash 01

Stunned
Voxel Explosion

Cast Generic Spell

Collectible Feedback Epic

Collectible Feedback Legendary

Collectible Feedback Neutral

Collectible Feedback Rare

Curse Spell

Death Explosion
Ejected Bubbles*
Fantasy Heal

Gather
Generic Dash

Ice Beam

Incoming*
Item
Level Up

Portal

Power Up
Pre Warm

Screen Explosion*
Sparkles

Stunned
Teleport In*
Teleport Out*
Trail Electric

Trail Fire

Trail Galaxy

Trail Jack O Lantern

Trail Rainbow*
Void Bubble

Voxel Explosion

Aura Circle*
Aura Collectible Epic

Aura Collectible Legendary

Aura Collectible Neutral

Aura Collectible Rare

Aura Sphere*
Aura Stars

Dust Trail**

Ejected Bubbles*
Fire

Jetpack

Run Dust
Swim at Surface

Swim Master
Swim Sprint at Surface

Swim Underwater
Sword Trail
Trail Electric

Trail Fire

Trail Galaxy

Trail Jack O Lantern

Trail Rainbow*
Beverage Wisp

Candle Light

Chimney Smoke

Drop Shadow*
Dust Trail**

Ejected Bubbles*
Fire

Fireball**

Fire Little

Fire Medium

Fireworks
Generic Dash

Ice Beam

Incoming*
Jetpack

Jump Land
Jump Start
Laser That Shows a Shape

Portal

Primitive Lights Cube

Primitive Lights Torus

Pimitive Lights Cone
Primitive Lights Sphere

Rainbow

Run Dust
Screen Explosion*
Slash
Slash 01

Smoke

Sound Wave*
Sparkles

Stunned
Swim at Surface

Swim Idle at Surface

Swim Underwater
Sword Trail
Trail Electric

Trail Jack O Lantern

Voxel Explosion

Water Splash
Arrow Marker Down

Arrow Marker Left

Arrow Marker Right

Arrow Marker Up

Audio Reactive Surface

Blam Blam

Crowd Event Wow
Communications
Inputs:
One or more messages to turn on
One or more messages to turn off
Triggered as Crowd Event Reward VFX
Outputs:
Parameters
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Visual Effect - Select which visual effect you wish to use on your Object.

Enable at Start - Determines if the Visual Effect should be enabled at the start of the game, of if it should be activated by a message. Message to Turn ON - Allows you to define what message(s) will activate the Visual Effect. Message to Turn OFF - Allows you to define what message(s) will deactivate the Visual Effect.
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Position Offset - Allows you to define the position of the Visual Effect in relation to the Object. This parameter is visualised with a blue cube Gizmo that changes position as you enter new X, Y, and Z values.

VARIES Some VFX will not include any attributes to customise, but some will include a drop down to select and an "ADD+" button to add the selected attribute and set a value.

Preview and Stop - allow you to test a VFX applied to an object during Build mode
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