blade_trail
A glowing trail left by a moving blade: a sword's cut, an axe's arc, a claw's swipe. The renderer samples the blade's edge (base to tip, in the object's own space) where it is drawn every frame, a sword held by a bone included, and draws the surface it swept as light: brightest toward the tip, a white-hot newest edge, streaks along the arc, fading over its life. It shows only while the tip moves faster than min_speed, so a cut leaves a trail and a walk doesn't. Scripts dial intensity for a heavy blow (entity.set("blade_trail.intensity", 2)).
In scene text
blade_trail { base (0, 1, 0) tip (0, 1, 0) color (1, 0.8, 0.6) }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 8
| Field | Type | Unit / range | What it does |
|---|---|---|---|
base | (x, y, z) | m | Where the blade leaves the guard, in the object's own space. |
tip | (x, y, z) | m | The blade's tip, in the object's own space. |
color | colour (r, g, b) | — | The light's colour (sRGB); the newest edge goes toward white. |
glow | number | 0 … 100 | How bright it burns. |
life | number | s, 0.03 … 2 | Seconds a stretch of the trail lasts before it has faded. |
min_speed | number | m/s, 0 … 100 | The tip's speed above which it leaves a trail. |
intensity | number | 0 … 10 | 0 none ... 1 full ... more for a heavy blow (scripts raise it). |
enabled | true / false | — | On (off: no trail). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us