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VfxShimmerPrimitiveQuad

PBE 16.23 changes this class. This page shows the live definition. PBE changes

Class Documentation

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A quad per particle, built on the CPU in every update and drawn in one batch with the emitter's other quads. It is the only batched component primitive that ships.

Changes on PBE 16.23

extends VfxShimmerPrimitiveBase → VfxShimmerPrimitiveQuadBase
PivotPoint removed Vec2

Properties

FacingMode

Pointer<VfxShimmerFacingMode> = null
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Sets the quad's two axes. The quad spans the facing basis across the facing direction, so it faces the camera the way the chosen mode describes, and it keeps the particle's position. For the two oriented modes, the quad's Y axis runs along the orientation axis. See VfxShimmerFacingMode. Which axes the quad uses when no facing mode is set is not yet identified.

PivotPoint

Vec2 = [0.5, 0.5]
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The particle's position inside the quad, in 0 to 1 on each of the quad's two axes. The client moves the quad's centre away from the particle by (2 · x - 1) · scale.x along the quad's X axis and (2 · y - 1) · scale.y along its Y axis, where scale is the particle's scale.

Value Result
(0.5, 0.5) the quad is centred on the particle
(0, 0) the particle sits on the quad's corner in the +X +Y direction