Individual Effect Set Up
Last updated
Last updated
Tire Smoke is displayed on wheels that are forward or sideways slipping.
The VFX Asset for tire smoke is located at "CustomVehicleController/Demo/VFX/VisualEffectAssets/TireSmokeVFX".
The Particle System prefab is located at "CustomVehicleController/Demo/VFX/ParticleSystems/SmokeParticleSystem".
Vertical offset is an additional distance from the point where the wheels have contact with the ground.
Tire Trail is displayed on wheels that are forward or sideways slipping.
The TrailRenderer prefab is located at "CustomVehicleController/Demo/VFX/TrailRenderer/TireTrail".
Vertical offset is an additional distance from the point where the wheels have contact with the ground.
Brake lights change the color of the material on selected MeshRenderer while braking.
You need to have rear lights as separate game objects:
Assign it/them to the rear light meshes property:
Since version 1.1.0 you can also select at what indexes of the MeshRenderer component to select the materials that will change their color when braking.
Select the HDR color:
During braking, depending on the speed and braking intensity, the braking disk meshes will gradually change their color to the specified one. Most properties are the same as in the "Brake Lights" visual effect.
"Heat Up Time" and "Cool Down Time" are relative and depend on the car's speed, braking input and current color.
AntiLag Effect is played at the positions of ExhaustPositionArray when the vehicle is using a Turbocharger as a Forced Induction system.
When the turbo is spinning at full speed and the vehicle shifts gear, the effect will be played once.
When the turbo is spinning at full speed and the player lets go of the gas, the effect will be player a random number of times from "Min Backfire Count" to "Max Backfire Count" with a "Backfire Delay" delay between each effect trigger.
The VFX Asset for anti lag effect is located at "CustomVehicleController/Demo/VFX/VisualEffectAssets/AntiLagVFX".
The Particle System prefab is located at "CustomVehicleController/Demo/VFX/ParticleSystems/AntiLagParticleSystem".
Nitro effect is player at the positions of each ExhaustPositionArray game object when the player is using nitro.
If you are using a VisualEffectAsset, you can change a Gradient from the inspector.
If you are using a ParticleSystem, you need to modify a material that the particle system is using.
Go to "CustomVehicleController/Demo/VFX/ParticleSystems/NitroPS" and select NitroPS prefab. In the inspector, scroll down to change the properties of the ColorOverlifeHDR material that the PS is using.
The VFX Asset for nitrous effect is located at "CustomVehicleController/Demo/VFX/VisualEffectAssets/NitroVFX".
The Particle System prefab is located at "CustomVehicleController/Demo/VFX/ParticleSystems/NitroPS".
Body Effect emits wind particles from the vehicle. The amount and speed of particles depend on the vehicle's speed.
The VFX Asset for anti lag effect is located at "CustomVehicleController/Demo/VFX/VisualEffectAssets/NitroVFX".
The Particle System prefab is located at "CustomVehicleController/Demo/VFX/ParticleSystems/NitroPS".
Wing Aero effect controls trail renderers that emit from the edge of the vehicle's spoiler.
Go to "CustomVehicleController/Demo/VFX/TrailRenderer". Drag and drop the WingTrail prefab into the scene.
Position the prefab at the location from where the TrailRenderer would be emitting.
Populate the TrailRenderer Array property with the recently added prefabs.