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LightningBoltPrefabScriptBase Fields

The LightningBoltPrefabScriptBase type exposes the following members.

Fields
  NameDescription
Public fieldAutomaticModeSeconds
Turns lightning into automatic mode for this number of seconds, then puts it into manual mode.
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.
(Inherited from LightningBoltScript.)
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.
(Inherited from LightningBoltScript.)
Public fieldChaosFactor
The chaos factor that determines how far the lightning main trunk can spread out, higher numbers spread out more. 0 - 1.
Public fieldChaosFactorForks
The chaos factor that determines how far the forks of the lightning can spread out, higher numbers spread out more. 0 - 1.
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.
(Inherited from LightningBoltScript.)
Public fieldCountProbabilityModifier
Reduces the probability that additional bolts from CountRange will actually happen (0 - 1).
Public fieldCountRange
How many lightning bolts to emit for each interval
Public fieldCustomTransformHandler
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.
Public fieldDelayRange
Delay in seconds (range) before each additional lightning bolt in count range is emitted
Public fieldDestinationBlendMode
Destination blend mode. Default is One. For additive blend use One. For alpha blend use OneMinusSrcAlpha.
(Inherited from LightningBoltScript.)
Public fieldDurationRange
For each bolt emitted, how long should it stay in seconds
Public fieldEndWidthMultiplier
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.
Public fieldFadeFullyLitMultiplier
Modify the duration of fully lit lightning.
Public fieldFadeInMultiplier
Modify the duration of lightning fade in.
Public fieldFadeOutMultiplier
Modify the duration of lightning fade out.
Public fieldFadePercent
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.
Public fieldForkedness
How forked should the lightning be? (0 - 1, 0 for none, 1 for lots of forks)
Public fieldForkEndWidthMultiplier
Forks have their EndWidthMultiplier multiplied by this value
Public fieldForkLengthMultiplier
Minimum distance multiplier for forks
Public fieldForkLengthVariance
Fork distance multiplier variance. Random range of 0 to n that is added to Fork Length Multiplier.
Public fieldGenerations
Generations (1 - 8, higher makes more detailed but more expensive lightning)
Public fieldGlowIntensity
The intensity of the glow
Public fieldGlowTintColor
Tint color for the lightning glow
(Inherited from LightningBoltScript.)
Public fieldGlowWidthMultiplier
The width multiplier for the glow, 0 - 64
Public fieldGrowthMultiplier
0 - 1, how slowly the lightning should grow. 0 for instant, 1 for slow.
Public fieldHideGizmos
True to hide gizmos, false otherwise
(Inherited from LightningBoltScript.)
Public fieldIntensity
Intensity of the lightning
Public fieldIntensityFlicker
Cause lightning to flicker, x = min, y = max, z = time multiplier, w = add to intensity
(Inherited from LightningBoltScript.)
Public fieldIntensityFlickerTexture
Lightning intensity flicker lookup texture
(Inherited from LightningBoltScript.)
Public fieldIntervalRange
Reduces the probability that additional bolts from CountRange will actually happen (0 - 1).
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.
(Inherited from LightningBoltScript.)
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.
(Inherited from LightningBoltScript.)
Public fieldLifeTime
How long (in seconds) this game object should live before destroying itself. Leave as 0 for infinite.
Public fieldLightningDestinationParticleSystem
Particle system to play at the point of impact (end). 'Emission rate' particles will be emitted all at once.
(Inherited from LightningBoltScript.)
Public fieldLightningGlowTexture
The texture to use for the lightning glow, or null for the material default texture.
(Inherited from LightningBoltScript.)
Public fieldLightningMaterialMesh
Lightning material for mesh renderer - glow
(Inherited from LightningBoltScript.)
Public fieldLightningMaterialMeshNoGlow
Lightning material for mesh renderer - bolt
(Inherited from LightningBoltScript.)
Public fieldLightningOriginParticleSystem
Particle system to play at the point of emission (start). 'Emission rate' particles will be emitted all at once.
(Inherited from LightningBoltScript.)
Public fieldLightningTexture
The texture to use for the lightning bolts, or null for the material default texture.
(Inherited from LightningBoltScript.)
Public fieldLightningTintColor
Tint color for the lightning
(Inherited from LightningBoltScript.)
Public fieldLightParameters
Light parameters
Public fieldManualMode
Manual or automatic mode. Manual requires that you call the Trigger method in script. Automatic uses the interval to create lightning continuously.
Public fieldMaximumLightsPerBatch
Maximum number of lights that can be created per batch of 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.
(Inherited from LightningBoltScript.)
Public fieldQualitySetting
Lightning quality setting. This allows setting limits on generations, lights and shadow casting lights based on the global quality setting.
(Inherited from LightningBoltScript.)
Public fieldRenderQueue
The render queue for the lightning. -1 for default.
(Inherited from LightningBoltScript.)
Public fieldSoftParticlesFactor
Soft particles factor. 0.01 to 3.0 are typical, 100.0 to disable.
(Inherited from LightningBoltScript.)
Public fieldSortLayerName
Sort layer name
(Inherited from LightningBoltScript.)
Public fieldSortOrderInLayer
Order in sort layer
(Inherited from LightningBoltScript.)
Public fieldSourceBlendMode
Source blend mode. Default is SrcAlpha.
(Inherited from LightningBoltScript.)
Public fieldTrunkWidthRange
How long (in seconds) this game object should live before destroying itself. Leave as 0 for infinite.
Public fieldTurbulence
Built in turbulance based on the direction of each segment. Small values usually work better, like 0.2.
(Inherited from LightningBoltScript.)
Public fieldTurbulenceVelocity
Global turbulence velocity for this script
(Inherited from LightningBoltScript.)
Public fieldUseGameTime
True to use game time, false to use real time
(Inherited from LightningBoltScript.)
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.
(Inherited from LightningBoltScript.)
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