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Component · vfx

VisualEffect

A GPU particle effect drawn at this entity. Presentation only: gameplay reads ara-vfx CPU events, never GPU particles. effect names a cooked library effect (campfire, sparks, depth_sparks, magic_swirl, smoke, muzzle_flash, rain, dust).

Fields

effect

string
Cooked library effect name.
default "campfire"

scale

f32
Uniform size: the effect's shape, sprite sizes and speeds grow together (2 doubles a campfire's height and spread).
default 10.05 – 50

intensity

f32
Brightness multiplier on the effect's emitted and lit colour; its opacity is unchanged. Lower it for effects that glow too hot under a scene's exposure.
default 10 – 50

Usage

Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.

Add it

ara do component.add -p entity=name:Crate -p component=VisualEffect --why "Add VisualEffect"

Set a field

ara do property.set -p entity=name:Crate -p path=VisualEffect.effect -p value="campfire" --why "Tune VisualEffect"

In a scene document

{
  "VisualEffect": {
    "effect": "campfire"
  }
}

From C#

/// <summary>Reduce a running particle effect intensity.</summary>
public static void UseVisualEffect(Entity entity, in Tick tick)
{
    ref var component = ref World.Get<VisualEffect>(entity);
    component.Intensity = 0.5f;
}

From C#

Scripts read and write it with Get<VisualEffect>(); see the VisualEffect struct.