Position
Vec3 = [0, 0, 0] No reader was found in the game client. The spawn position comes from the unit or from boneName.
One effect that plays on a unit for as long as the unit is alive.
The engine spawns each entry as follows:
effectKey nor effectName is set, the entry is skipped.boneName is set and the unit's
skeleton has that bone, the bone's position is used.effectKey is set, the effect is created from the definition that the key
resolves to. Otherwise the particle named by effectName is created.boneName, or to the unit when boneName is
empty. It then follows that bone or the unit.targetBoneName is set, the effect's target is attached to that bone of the unit.Vec3 = [0, 0, 0] No reader was found in the game client. The spawn position comes from the unit or from boneName.
String = "" The bone that places the effect. The effect spawns at the bone's position and stays attached to the bone. When it is empty, or the skeleton has no such bone, the effect spawns at the unit's position. When it is empty, the effect is attached to the unit.
Hash = "0x0" The hash of an effect name, resolved to a VfxSystemDefinitionData.
The engine looks the key up in the unit's resource resolvers (the skin's
ResourceResolver), then in the global resolvers.
When effectKey is set, effectName is ignored.
String = "" The name of a particle system, created by name. Used only when effectKey is not
set.
String = "" A bone of the unit that the effect's target is attached to, so the effect's target
position follows that bone. It works with or without boneName. When it is empty, no
target is set.
List<SkinCharacterDataProperties_CharacterIdleEffect> List<SkinCharacterDataProperties_CharacterIdleEffect> Embed<SkinCharacterDataProperties_CharacterIdleEffect> champTargetingEffectDefinition Embed<SkinCharacterDataProperties_CharacterIdleEffect> towerTargetingEffectDefinition Embed<SkinCharacterDataProperties_CharacterIdleEffect>