➑️Visual 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.

GAME MAKER 0.10 UPDATE

This logic was moved from a behaviour to a component for more interconnection of logic. Documentation is being updated.

  • 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

PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.

USAGE TIP This behaviour will not communicate with Quests or [SP] behaviours or components. It can be used in singleplayer Experiences.

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!

Common Uses

Environmental

  • Area ambience (fog, dust, etc)

  • Event/Space (concert lighting, and other event effects)

  • Audio reactive visual effects

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)

Communications

Inputs:

One or more messages to turn on

One or more messages to turn off

Triggered as Crowd Event Reward VFX

Outputs:

Parameters

OptionsDetails

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.

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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