Vfx
Vfx feedback spawns a prefab on the target, or on one of its body parts: a hit spark, a heal glow, a shield flash. It is the Feedback family for particle effects and other visuals.
Vfx feedback
| Field | Description |
|---|---|
| Ignore | Spawns nothing for this case. |
| Prefab | The VFX prefab. |
| Origin | The body part (Actor Part Id) it spawns at. None, or a part the Actor doesn't have, uses the Actor's own transform. |
| Attach To Origin | Parents it to the origin so it follows the Actor. |
| Offset | World-space offset from the origin. |
| Lifetime | Seconds before it is destroyed. 0 leaves it to the prefab (a particle system with Stop Action: Destroy). |
| Conditions | Optional Effect Conditions, all must pass; Target is the Actor the VFX spawns on (e.g. skip a dead target). |
A prefab that needs to know the Effect that spawned it — a beam from the attacker to the victim, a chain-lightning arc — implements IEffectVfxSpawnListener on its root and gets the Source, Target, Effector and Environment.
Variants
| Variant | Adds |
|---|---|
Value-carrying (_Float, _Int) | Ignore Zeroes and per target Stat Positive Vfxs / Negative Vfxs + Fallback Positive Vfx / Fallback Negative Vfx. |
| AS | Picks a VFX per Attribute Stat: Default Vfx + Attribute Stat Specific Vfxs — a fire hit and an ice hit on the same Health. |
| MAS | Matches the exact ordered list of Attribute Stats. |
Entries are looked up by the exact Result Attribute combination. See How a case is chosen.
Examples
| Goal | Setup |
|---|---|
| A spark on every hit, a blue flash when a shield absorbs it | BSFeedback_Vfx_Float: Health → Negative: None = spark, ShieldBlock = shield flash, Shielded = both visuals in one prefab. |
| Fire hits burn, ice hits freeze | An AS Vfx feedback on Health: Attribute Stat Specific Vfxs with Fire = flames, Ice = frost, Default Vfx = spark. |