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Visual Effects

JohnSmith474 edited this page Sep 21, 2026 · 1 revision

Visual Effects (SpellFieldVisualEffect) are strictly client-side rendering instructions broadcasted across the evaluated spell field geometry. They execute last in the spell field pipeline.

Like Volume Effects, they utilize ProbabilityDistribution to determine spawn coordinates, allowing you to generate dense particle clouds near the epicenter that fade out toward the edges.

Active Axes Integration

A unique feature of Visual Effects is their ability to read the activeAxis list broadcasted by previously executed effects.

If an entity effect (like impulse or orbit) implements DirectionalSpellFieldEffect, it reports its operational vector back to the pipeline. Visual effects can then hook into this vector to align their particles perfectly with the physical forces of the spell field.

Available Effects

  • ambient_field: Spawns randomly distributed particles within the volume boundaries. The velocity of these particles is randomized, creating a static or bubbling ambient cloud.

    • count: Total particles generated per execution.
    • speed: Multiplier applied against the randomized velocity vectors.
  • vector_field: Spawns particles traversing along explicit topological axes.

    • axis (Optional): A specific FieldAxis (e.g., radial, azimuthal).
    • If axis is provided, the particles will flow along that exact geometric path (e.g., creating a visual ring for an orbit).
    • If axis is omitted, the effect will randomly select an axis from the activeAxes list broadcasted by the physics effects. If no physics effects are present, it falls back to random ambient velocity.

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