LightningBoltScript Fields |
The LightningBoltScript type exposes the following members.
Name | Description | |
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Camera | 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. | |
CameraMode | Type of camera mode. Auto detects the camera and creates appropriate lightning. Can be overriden to do something more specific regardless of camera. | |
CompensateForParentTransform | 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. | |
DestinationBlendMode | Destination blend mode. Default is One. For additive blend use One. For alpha blend use OneMinusSrcAlpha. | |
GlowTintColor | Tint color for the lightning glow | |
HideGizmos |
True to hide gizmos, false otherwise
| |
IntensityFlicker | Cause lightning to flicker, x = min, y = max, z = time multiplier, w = add to intensity | |
IntensityFlickerTexture | Lightning intensity flicker lookup texture | |
JitterMultiplier | 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. | |
LevelOfDetailDistance | 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. | |
LightningDestinationParticleSystem | Particle system to play at the point of impact (end). 'Emission rate' particles will be emitted all at once. | |
LightningGlowTexture | The texture to use for the lightning glow, or null for the material default texture. | |
LightningMaterialMesh | Lightning material for mesh renderer - glow | |
LightningMaterialMeshNoGlow | Lightning material for mesh renderer - bolt | |
LightningOriginParticleSystem | Particle system to play at the point of emission (start). 'Emission rate' particles will be emitted all at once. | |
LightningTexture | The texture to use for the lightning bolts, or null for the material default texture. | |
LightningTintColor | Tint color for the lightning | |
MultiThreaded | 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. | |
QualitySetting | Lightning quality setting. This allows setting limits on generations, lights and shadow casting lights based on the global quality setting. | |
RenderQueue | The render queue for the lightning. -1 for default. | |
SoftParticlesFactor | Soft particles factor. 0.01 to 3.0 are typical, 100.0 to disable. | |
SortLayerName | Sort layer name | |
SortOrderInLayer | Order in sort layer | |
SourceBlendMode | Source blend mode. Default is SrcAlpha. | |
TimeScale |
Lightning time scale - as this approaches 0 time slows down
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Turbulence | Built in turbulance based on the direction of each segment. Small values usually work better, like 0.2. | |
TurbulenceVelocity | Global turbulence velocity for this script | |
UseGameTime | True to use game time, false to use real time | |
UseWorldSpace | True if you are using world space coordinates for the lightning bolt, false if you are using coordinates relative to the parent game object. |