Start constant sway angle {0}, strength {1}, wavelength {2}, speed {3}, auto mesh {4}
Start continuous sinusoidal sway. The mesh keeps swaying automatically each tick until Stop Constant Sway is called. Great for grass, plants, cloth, or flags.
Directional bend angle {0}, strength {1}, radius {2}, falloff {3}, auto mesh {4}
Bend the mesh toward a direction with stronger motion on the leading edge. Great for wind push, recoil lean, and directional impact anticipation.
Impact trail wave at ({0}, {1}) angle {2}, strength {3}, wavelength {4}, trail width {5}, auto mesh {6}
Create a directional banded wave from an impact path. Ideal for slash trails, dash wake distortion, and projectile fly-by pressure waves.
Noise jitter burst at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}
Apply randomized per-vertex impulse for electric shock, glitch hit, fear tremor, or explosion rattle, then spring back naturally.
Apply mesh preset {0}, intensity {1}, center ({2}, {3}), angle {4}, auto mesh {5}
Apply a pre-configured combination of mesh effects tuned for specific game feel scenarios. Each preset blends 2–4 effects together. Intensity scales all effect strengths proportionally.
Punch at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}
Blast all mesh vertices outward from a point, then spring back. Good for hit impacts, explosions, and shockwaves.
Ripple at ({0}, {1}) strength {2}, wavelength {3}, decay {4}, auto mesh {5}
Emit concentric rings of alternating push/pull from an origin point, like a stone dropped in water.
Shockwave at ({0}, {1}) strength {2}, radius {3}, width {4}, auto mesh {5}
Emit a ring-shaped outward blast that peaks at a set distance from the origin. Unlike Punch, the center is unaffected — only the ring is hit. Good for bomb blasts and sonic booms.
Squash/stretch axis {0}, amount {1}, center ({2}, {3}), radius {4}, auto mesh {5}
Squeeze the sprite along one axis and bow it out along the other, then spring back. Classic animation squash/stretch principle.
Stop constant sway
Stop the continuous sway. The mesh vertices spring back to rest naturally — OnMeshSettled fires when they come to a stop.
Twist at ({0}, {1}) strength {2}, radius {3}, falloff {4}, auto mesh {5}
Swirl the mesh around a pivot in a rotational motion, then spring back. Good for portal effects, magic circles, spin attacks, and tornado impacts.
Wave angle {0}, strength {1}, wavelength {2}, auto mesh {3}
Push parallel bands of vertices in alternating directions, like a flag rippling in wind. Vertices move perpendicular to the wave travel direction.
Wobble angle {0}, strength {1}, auto mesh {2}
Shear the mesh in a direction — one side pushes one way, the opposite side pushes back. Good for hit reactions, wind gusts, and attack wind-ups.
Set auto mesh resolution to {0} × {1}
Set the number of columns and rows used when Auto Mesh = Yes automatically creates a mesh. Higher values produce smoother, more detailed deformation at the cost of CPU. Default is 5×5. For subtle UI effects 4×4 is fine. For smooth squash/stretch on large sprites use 8×8 or higher.