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LightningBoltScript Fields

The LightningBoltScript type exposes the following members.

Fields
  NameDescription
Public fieldCamera
The camera the lightning should be shown in. Defaults to the current camera, or the main camera if current camera is null. If you are using a different camera, you may want to put the lightning in it's own layer and cull that layer out of any other cameras.
Public fieldCameraMode
Type of camera mode. Auto detects the camera and creates appropriate lightning. Can be overriden to do something more specific regardless of camera.
Public fieldCompensateForParentTransform
Whether to compensate for the parent transform. Default is false. If true, rotation, scale and position are altered by the parent transform. Use this to fix scaling, rotation and other offset problems with the lightning.
Public fieldDestinationBlendMode
Destination blend mode. Default is One. For additive blend use One. For alpha blend use OneMinusSrcAlpha.
Public fieldGlowTintColor
Tint color for the lightning glow
Public fieldHideGizmos
True to hide gizmos, false otherwise
Public fieldIntensityFlicker
Cause lightning to flicker, x = min, y = max, z = time multiplier, w = add to intensity
Public fieldIntensityFlickerTexture
Lightning intensity flicker lookup texture
Public fieldJitterMultiplier
Jitter multiplier to randomize lightning size. Jitter depends on trunk width and will make the lightning move rapidly and jaggedly, giving a more lively and sometimes cartoony feel. Jitter may be shared with other bolts depending on materials. If you need different jitters for the same material, create a second script object.
Public fieldLevelOfDetailDistance
If non-zero, the Camera property is used to get distance of lightning from camera. Lightning generations is reduced for each distance from camera. For example, if LevelOfDetailDistance was 100 and the lightning was 200 away from camera, generations would be reduced by 2, to a minimum of 1.
Public fieldLightningDestinationParticleSystem
Particle system to play at the point of impact (end). 'Emission rate' particles will be emitted all at once.
Public fieldLightningGlowTexture
The texture to use for the lightning glow, or null for the material default texture.
Public fieldLightningMaterialMesh
Lightning material for mesh renderer - glow
Public fieldLightningMaterialMeshNoGlow
Lightning material for mesh renderer - bolt
Public fieldLightningOriginParticleSystem
Particle system to play at the point of emission (start). 'Emission rate' particles will be emitted all at once.
Public fieldLightningTexture
The texture to use for the lightning bolts, or null for the material default texture.
Public fieldLightningTintColor
Tint color for the lightning
Public fieldMultiThreaded
Whether to use multi-threaded generation of lightning. Lightning will be delayed by about 1 frame if this is turned on, but this can significantly improve performance.
Public fieldQualitySetting
Lightning quality setting. This allows setting limits on generations, lights and shadow casting lights based on the global quality setting.
Public fieldRenderQueue
The render queue for the lightning. -1 for default.
Public fieldSoftParticlesFactor
Soft particles factor. 0.01 to 3.0 are typical, 100.0 to disable.
Public fieldSortLayerName
Sort layer name
Public fieldSortOrderInLayer
Order in sort layer
Public fieldSourceBlendMode
Source blend mode. Default is SrcAlpha.
Public fieldStatic memberTimeScale
Lightning time scale - as this approaches 0 time slows down
Public fieldTurbulence
Built in turbulance based on the direction of each segment. Small values usually work better, like 0.2.
Public fieldTurbulenceVelocity
Global turbulence velocity for this script
Public fieldUseGameTime
True to use game time, false to use real time
Public fieldUseWorldSpace
True if you are using world space coordinates for the lightning bolt, false if you are using coordinates relative to the parent game object.
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