A list of all Actions, Conditions and Expressions supported in this addon.
Trail History
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Actions
Push trail point at ({0}, {1}) Z {2} angle {3} | angle from movement: {4}
Manually insert a new head point at the given world coordinates. Enable 'Angle From Movement' to auto-compute the angle from the direction of travel to the previous point instead of using the provided angle value.
Reset trail
Clear all recorded trail points. The trail disappears on the next tick.
Reset trail to ({0}, {1}) Z {2} angle {3}
Clear history and seed the trail with a single starting point.
Trail Parameters
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Actions
Set angle towards position ({0}, {1})
Set the world position the ribbon angles toward when Angle Mode is set to 'Towards Position'. Each ribbon segment will be oriented so its perpendicular faces from the trail point toward this coordinate. Call every tick with a target position (e.g. the player, a cursor, or the screen center) to keep it updated.
Set trail length to {0}
Set the trail point count (minimum 2). Schedules mesh reconstruction.
Set trail resolution to {0}
Set Bézier-interpolated rows per segment (minimum 1). Schedules mesh reconstruction.
Set trail tail width to {0}
Set ribbon width in pixels at the tail (oldest) trail point.
Set trail head width to {0}
Set ribbon width in pixels at the head (newest) trail point.
Trail Setup
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Actions
Attach trail to {0} | angle from movement: {1} | image point {2} | destroy with parent: {3}
Begin tracking a target object's world position each tick. Enable 'Angle From Movement' to automatically orient the ribbon based on the direction of travel -- no separate Angle Mode action needed.
Detach trail
Stop tracking the attached target. Existing trail history keeps displaying.
Set angle mode to {0}
Advanced: override the angle mode globally. 'Stored' uses the object's rotation. 'Velocity' auto-computes from movement direction (same as enabling 'Angle From Movement' in Attach). 'Towards Position' orients the ribbon toward a world position set via Set Angle Towards Position.
Set auto-attach to parent: {0}
Enable or disable automatic attachment to this object's scene-graph parent. When enabled, the behavior auto-attaches once after spawn (not continuously each tick), so no Attach action is needed when the trail Sprite starts as a child via Set Parent or the Hierarchy behavior.
Set trail enabled: {0}
Enable or disable the trail. When disabled the behavior stops updating each tick and the trail freezes in place. History is preserved so the trail resumes seamlessly when re-enabled. Useful for pausing trails during cutscenes, off-screen objects, or ability cooldowns.
Trail Events
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Conditions
Trail point {0} angle {1} {2}
Compare the stored angle of a trail point to a value.
Trail point {0} X {1} {2}
Compare the X coordinate of a trail point to a value.
Trail point {0} Y {1} {2}
Compare the Y coordinate of a trail point to a value.
Trail point {0} Z {1} {2}
Compare the Z elevation of a trail point to a value.
Trail is attached
True if the behavior is currently tracking an attached target.
Trail is enabled
True when the trail is currently enabled and updating each tick. Use this to check the enabled state before toggling, or to gate other logic on whether the trail is active.
On trail target destroyed
Fires when the attached target is destroyed. The destroy-with-parent setting only determines whether the trail host is also destroyed afterward.
Trail Expressions
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Expressions
AttachedUID
UID of the currently attached target, or -1 if not attached. Valid inside OnDetachedByDestroy.
Length
Current trail point count.
Resolution
Current Bézier interpolation rows per segment.
TotalMeshRows
Total mesh row count: (Length - 1) * Resolution + 1. Useful for debugging mesh allocation.
TrailAngle
Stored angle in degrees of trail point at index. Returns 0 if out of range.
TrailX
World X coordinate of trail point at index (0 = newest). Returns 0 if out of range.
TrailY
World Y coordinate of trail point at index (0 = newest). Returns 0 if out of range.
TrailZ
World Z elevation of trail point at index (0 = newest). Returns 0 if out of range. For 2D games this is typically 0 unless the object has Z elevation set.
WidthEnd
Current ribbon width in pixels at the tail (oldest) point.
WidthStart
Current ribbon width in pixels at the head (newest) point.