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

FieldTypeUnit / rangeWhat it does
base(x, y, z)mWhere the blade leaves the guard, in the object's own space.
tip(x, y, z)mThe blade's tip, in the object's own space.
colorcolour (r, g, b)—The light's colour (sRGB); the newest edge goes toward white.
glownumber0 … 100How bright it burns.
lifenumbers, 0.03 … 2Seconds a stretch of the trail lasts before it has faded.
min_speednumberm/s, 0 … 100The tip's speed above which it leaves a trail.
intensitynumber0 … 100 none ... 1 full ... more for a heavy blow (scripts raise it).
enabledtrue / false—On (off: no trail).
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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