ChanceToNotExist
F32 = 0 Probability, 0 to 1, that the emitter is skipped for a given spawn. Rolled
once per spawn, so the same effect played twice can differ.
An emitter definition that delegates its behavior to the component graph in its
VfxComponents property instead of carrying it as properties. It is the third
emitter list on VfxSystemDefinitionData, held
by ShimmerEmitterDefinitionData, and keeps only a handful of spawn gates of its
own; emission, lifetime, physics, material and geometry all come from the graph.
An incomplete graph drops the emitter. While the system is prepared, every
entry whose disabled is unset must supply a lifetime component, a physics
component, a render component, and a geometry component that resolves to a
primitive. An entry missing any of those is discarded there and never reaches the
running system; the child component is the only optional slot. The other two
emitter lists have no equivalent check, so a misconfigured complex or simple
emitter still runs.
The graph also supplies what gets drawn: the geometry component's primitive names a texture, a mesh and shader parameters, and those are resolved into the emitter's draw setup before the system spawns.
Per-spawn gates differ from the other lists. ChanceToNotExist, the importance
cull and colorblindVisibility all apply, as they do to complex emitters.
Filtering does not, and no material
overrides are bound for these emitters.
F32 = 0 Probability, 0 to 1, that the emitter is skipped for a given spawn. Rolled
once per spawn, so the same effect played twice can differ.
Vec3 = [1, 1, 1] Per-axis scale, 1 on each axis meaning unscaled. What it scales, and at what
point, is not yet identified.
The component graph supplying the emitter's entire behavior: lifetime, physics, rendering, geometry, and optionally children.
Required, and required to be complete. Without a lifetime, physics and render component, and a geometry component that resolves to a primitive, the emitter is discarded while the system is prepared.
U8 = 0 Restricts the emitter to one color palette. 0 instantiates always, 1 only
while the default palette is active, 2 only while the colorblind palette is.
Bool = false Skips the emitter. Tested while the system is prepared, so a disabled entry is never built at all rather than being suppressed per spawn.
String = "" Name of the emitter. Passed to the render component while the draw setup is built, so it reaches the renderer as data rather than serving only as an authoring label.
U8 = 2 Selects the emitter's slot in the quality cull table: at lower EffectsQuality
settings the higher-numbered slots are not instantiated.
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