Addon ID

  • salmanshh_simple_trail_renderer

Info

Statistics

  • Download count29 total downloads
  • Latest download count 29 downloads of latest version
  • Average download count3 downloads per day average

Owners

A list of all Actions, Conditions and Expressions supported in this addon.

Trail History

  • 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

  • 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

  • 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

  • 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

  • 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.