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
stringCooked library effect name.
default "campfire"
scale
f32Uniform size: the effect's shape, sprite sizes and speeds grow together (2 doubles a campfire's height and spread).
default 10.05 – 50
intensity
f32Brightness 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.