LightningMeshSurfaceScript Fields |
The LightningMeshSurfaceScript type exposes the following members.
Name | Description | |
---|---|---|
AutomaticModeSeconds | Turns lightning into automatic mode for this number of seconds, then puts it into manual mode. (Inherited from LightningBoltPrefabScriptBase.) | |
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. (Inherited from LightningBoltScript.) | |
CameraMode | Type of camera mode. Auto detects the camera and creates appropriate lightning. Can be overriden to do something more specific regardless of camera. (Inherited from LightningBoltScript.) | |
ChaosFactor | The chaos factor that determines how far the lightning main trunk can spread out, higher numbers spread out more. 0 - 1. (Inherited from LightningBoltPrefabScriptBase.) | |
ChaosFactorForks | The chaos factor that determines how far the forks of the lightning can spread out, higher numbers spread out more. 0 - 1. (Inherited from LightningBoltPrefabScriptBase.) | |
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. (Inherited from LightningBoltScript.) | |
CountProbabilityModifier | Reduces the probability that additional bolts from CountRange will actually happen (0 - 1). (Inherited from LightningBoltPrefabScriptBase.) | |
CountRange | How many lightning bolts to emit for each interval (Inherited from LightningBoltPrefabScriptBase.) | |
CustomTransformHandler | Custom handler to modify the transform of each lightning bolt, useful if it will be alive longer than a few frames and needs to scale and rotate based on the position of other objects. (Inherited from LightningBoltPrefabScriptBase.) | |
DelayRange | Delay in seconds (range) before each additional lightning bolt in count range is emitted (Inherited from LightningBoltPrefabScriptBase.) | |
DestinationBlendMode | Destination blend mode. Default is One. For additive blend use One. For alpha blend use OneMinusSrcAlpha. (Inherited from LightningBoltScript.) | |
DistancePerSegmentHint | For spline. the distance hint for each spline segment. Set to <= 0 to use the generations to determine how many spline segments to use. If > 0, it will be divided by Generations before being applied. This value is a guideline and is approximate, and not uniform on the spline. | |
DurationRange | For each bolt emitted, how long should it stay in seconds (Inherited from LightningBoltPrefabScriptBase.) | |
EndWidthMultiplier | How much smaller the lightning should get as it goes towards the end of the bolt. For example, 0.5 will make the end 50% the width of the start. (Inherited from LightningBoltPrefabScriptBase.) | |
FadeFullyLitMultiplier | Modify the duration of fully lit lightning. (Inherited from LightningBoltPrefabScriptBase.) | |
FadeInMultiplier | Modify the duration of lightning fade in. (Inherited from LightningBoltPrefabScriptBase.) | |
FadeOutMultiplier | Modify the duration of lightning fade out. (Inherited from LightningBoltPrefabScriptBase.) | |
FadePercent | What percent of time the lightning should fade in and out. For example, 0.15 fades in 15% of the time and fades out 15% of the time, with full visibility 70% of the time. (Inherited from LightningBoltPrefabScriptBase.) | |
Forkedness | How forked should the lightning be? (0 - 1, 0 for none, 1 for lots of forks) (Inherited from LightningBoltPrefabScriptBase.) | |
ForkEndWidthMultiplier | Forks have their EndWidthMultiplier multiplied by this value (Inherited from LightningBoltPrefabScriptBase.) | |
ForkLengthMultiplier | Minimum distance multiplier for forks (Inherited from LightningBoltPrefabScriptBase.) | |
ForkLengthVariance | Fork distance multiplier variance. Random range of 0 to n that is added to Fork Length Multiplier. (Inherited from LightningBoltPrefabScriptBase.) | |
Generations | Generations (1 - 8, higher makes more detailed but more expensive lightning) (Inherited from LightningBoltPrefabScriptBase.) | |
GlowIntensity | The intensity of the glow (Inherited from LightningBoltPrefabScriptBase.) | |
GlowTintColor | Tint color for the lightning glow (Inherited from LightningBoltScript.) | |
GlowWidthMultiplier | The width multiplier for the glow, 0 - 64 (Inherited from LightningBoltPrefabScriptBase.) | |
GrowthMultiplier | 0 - 1, how slowly the lightning should grow. 0 for instant, 1 for slow. (Inherited from LightningBoltPrefabScriptBase.) | |
HideGizmos |
True to hide gizmos, false otherwise
(Inherited from LightningBoltScript.) | |
Intensity | Intensity of the lightning (Inherited from LightningBoltPrefabScriptBase.) | |
IntensityFlicker | Cause lightning to flicker, x = min, y = max, z = time multiplier, w = add to intensity (Inherited from LightningBoltScript.) | |
IntensityFlickerTexture | Lightning intensity flicker lookup texture (Inherited from LightningBoltScript.) | |
IntervalRange | Reduces the probability that additional bolts from CountRange will actually happen (0 - 1). (Inherited from LightningBoltPrefabScriptBase.) | |
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. (Inherited from LightningBoltScript.) | |
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. (Inherited from LightningBoltScript.) | |
LifeTime | How long (in seconds) this game object should live before destroying itself. Leave as 0 for infinite. (Inherited from LightningBoltPrefabScriptBase.) | |
LightningDestinationParticleSystem | Particle system to play at the point of impact (end). 'Emission rate' particles will be emitted all at once. (Inherited from LightningBoltScript.) | |
LightningGlowTexture | The texture to use for the lightning glow, or null for the material default texture. (Inherited from LightningBoltScript.) | |
LightningMaterialMesh | Lightning material for mesh renderer - glow (Inherited from LightningBoltScript.) | |
LightningMaterialMeshNoGlow | Lightning material for mesh renderer - bolt (Inherited from LightningBoltScript.) | |
LightningOriginParticleSystem | Particle system to play at the point of emission (start). 'Emission rate' particles will be emitted all at once. (Inherited from LightningBoltScript.) | |
LightningTexture | The texture to use for the lightning bolts, or null for the material default texture. (Inherited from LightningBoltScript.) | |
LightningTintColor | Tint color for the lightning (Inherited from LightningBoltScript.) | |
LightParameters | Light parameters (Inherited from LightningBoltPrefabScriptBase.) | |
ManualMode | Manual or automatic mode. Manual requires that you call the Trigger method in script. Automatic uses the interval to create lightning continuously. (Inherited from LightningBoltPrefabScriptBase.) | |
MaximumLightsPerBatch | Maximum number of lights that can be created per batch of lightning (Inherited from LightningBoltPrefabScriptBase.) | |
MaximumPathDistance | The maximum distance between mesh points. When walking the mesh, if a point is greater than this, the path direction is reversed. This tries to avoid paths crossing between mesh points that are not actually physically touching. | |
MeshCollider | The mesh collider. This is used to get random points on the mesh. | |
MeshFilter | The mesh filter. You must assign a mesh filter in order to create lightning on the mesh. | |
MeshOffsetRange | Random range that the point will offset from the mesh, using the normal of the chosen point to offset | |
MinimumPathDistanceRange | Range for minimum distance between points in the lightning path | |
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. (Inherited from LightningBoltScript.) | |
PathLengthCount | Range for points in the lightning path | |
QualitySetting | Lightning quality setting. This allows setting limits on generations, lights and shadow casting lights based on the global quality setting. (Inherited from LightningBoltScript.) | |
RenderQueue | The render queue for the lightning. -1 for default. (Inherited from LightningBoltScript.) | |
SoftParticlesFactor | Soft particles factor. 0.01 to 3.0 are typical, 100.0 to disable. (Inherited from LightningBoltScript.) | |
SortLayerName | Sort layer name (Inherited from LightningBoltScript.) | |
SortOrderInLayer | Order in sort layer (Inherited from LightningBoltScript.) | |
SourceBlendMode | Source blend mode. Default is SrcAlpha. (Inherited from LightningBoltScript.) | |
Spline | Whether to use spline interpolation between the path points. Paths must be at least 4 points long to be splined. | |
TrunkWidthRange | How long (in seconds) this game object should live before destroying itself. Leave as 0 for infinite. (Inherited from LightningBoltPrefabScriptBase.) | |
Turbulence | Built in turbulance based on the direction of each segment. Small values usually work better, like 0.2. (Inherited from LightningBoltScript.) | |
TurbulenceVelocity | Global turbulence velocity for this script (Inherited from LightningBoltScript.) | |
UseGameTime | True to use game time, false to use real time (Inherited from LightningBoltScript.) | |
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. (Inherited from LightningBoltScript.) |