Api Sandbox BeamEffect
class

BeamEffect

public sealed class BeamEffect : Component

The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect. Unlike LineRenderer these beams can change over time, spawn multiple instances, and have various properties like color, texture, and lifetime. This is a useful component for creating things like laser beams, energy effects and tracers.

Constructors

BeamEffect()

Properties

Name Type Description
Scale ParticleFloat Thickness of the beam in world units. Controls how wide the beam appears.
TargetPosition Vector3 World position the beam targets if no target object is set. Used as the endpoint for the beam.
TargetGameObject GameObject GameObject to target with the beam. If assigned, overrides TargetPosition and uses the object's world position as the endpoint.
TargetRandom Vector3 Random offset applied to the target position for visual variation. Adds randomness to the endpoint.
FollowPoints Boolean If true, the beam endpoints follow their source and target positions each frame, updating dynamically.
BeamsPerSecond Single Number of beams spawned per second. Controls the spawn rate for continuous effects.
MaxBeams Int32 Maximum number of beams that can exist at once. Limits the total active beams.
InitialBurst Int32 Number of beams spawned immediately when the effect is enabled.
BeamLifetime ParticleFloat Lifetime of each beam in seconds. Determines how long a beam remains before being removed or respawned.
Looped Boolean If true, beams respawn automatically when they expire, creating a looping effect.
Texture Texture Texture applied to the beam. Defines the visual appearance along the beam's length.
Material Material Material applied to the beam. Defines the visual appearance along the beam's length. The material should be based on the `line.shader`.
TextureOffset ParticleFloat Offset of the texture along the beam. Shifts the texture start position.
TextureScale ParticleFloat Scale of the texture along the beam. Controls how many world units each texture tile covers.
TextureScrollSpeed ParticleFloat Speed at which the texture scrolls along the beam. Positive values scroll in one direction, negative in the other.
TextureScroll ParticleFloat This is pretty much the same as TextureOffset - but it's seperate so you can use offset for offset, and scroll to scroll.
FilterMode FilterMode Controls texture filtering on this beam effect.
BeamColor ParticleGradient Color gradient of the beam over its lifetime. Defines how the color changes from birth to death.
Alpha ParticleFloat Alpha multiplier for the beam's color. Controls transparency over the beam's lifetime.
Brightness ParticleFloat Brightness multiplier for the beam's color. Adjusts intensity over the beam's lifetime.
Additive Boolean If true, the beam is rendered additively, making it appear to glow.
Shadows Boolean If true, the beam casts shadows in the scene.
Lighting Boolean If true, the beam is affected by scene lighting.
Opaque Boolean If true, the beam is rendered as opaque rather than transparent.
DepthFeather Single Amount of feathering applied to the beam's depth, softening its intersection with geometry.
TravelBetweenPoints Boolean If true, the beam visually travels from start to end, useful for tracer effects.
TravelLerp ParticleFloat Controls the interpolation of the beam's travel effect over its lifetime.

Methods

BeamInstance SpawnBeam()

Spawns a new beam and adds it to the effect.

Assembly: Sandbox.Engine Namespace: Sandbox Full Name: Sandbox.BeamEffect