Pyroworks Modding Tool Guide
  • Home
  • Other tutorials
  • 00. Documentation
    • 00.01 Introduction
    • 00.02 Frequently Asked Questions
    • Components
      • Essentials Map Middleware (Component)
      • Firework Mesh (Component)
    • Scriptable Objects
      • Steam Uploader (ScriptableObject)
      • Mod Exporter (ScriptableObject)
      • Spawn Menu Firework (ScriptableObject)
      • Pellet (ScriptableObject)
  • 01. Introduction
    • 01.01 Required Tools
    • 01.02 Learning Blender
  • 02. Making a basic prop
    • 02.01 Introduction
    • 02.02 Making the model
    • 02.03 Creating the prefab
    • 02.04 Adding components to the prefab
    • 02.05 Adding the ScriptableObject
    • 02.06 Exporting and uploading the mod
  • 03. Making other types of fireworks
    • 03.01 Creating a cake (WIP)
  • 04. Making good VFX
    • 04.01 Principles of good fireworks VFX
    • 04.02 Example VFX
      • Perfect peony
      • Chrysanthemum (imperfect peony)
      • Brocade crown (tail and explosion)
      • Nishiki kamuro (tail and explosion)
      • Silver (tail and explosion)
      • Strobe
      • Glittering (tail and explosion) (WIP)
      • Strobing tail (tail and explosion) (WIP)
      • Multicolor (WIP)
    • 04.03 Effect size guide
  • 05. Creating sounds
    • 05.01 Principles of good sounds (WIP)
    • 05.02 Using Audacity to edit audio (WIP)
  • 06. Creating labels (textures)
    • 06.01 Principles of good labels
    • 06.02 Choosing your software
  • 07. Creating models
    • 07.01 Principles of modelling (WIP)
    • 07.02 UV Unwrapping (WIP)
    • 07.03 Example models (WIP)
  • 08. Creating maps
    • 08.01 Creating a basic map
Powered by GitBook
On this page
  • Variables
  • Troubleshooting
  1. 00. Documentation
  2. Components

Firework Mesh (Component)

The firework knows how to spawn using this component.

Variables

  • Spawn Mesh Reference - requires a MeshRenderer - it takes the lowest point of the mesh and spawns the firework using that to make sure it doesnt spawn in ground. A little red sphere is visible with Gizmos on the bottom of the mesh, indicating the spawn point of the firework.

  • Mesh Bounds Position - adjusts the position of the spawn position, should be used for rockets to make sure it is on the stick for it to spawn properly in the rack. You can see it visually adjusted by the red sphere.

  • Rotation On Spawn - determines the rotation when the prefab gets spawned.

  • Material Type - can be Soft or Hard, determines the sound the object does when it gets hit or hits something else, causing a change in sound.

  • Object physics sound surface - takes Object Surface as the value. Determines all the sound when the object reacts using physics.

Troubleshooting

  • If the red sphere from Spawn Mesh Reference is not on the bottom or just not where you want it to be, you can add an Empty GameObject, add a Mesh Renderer component to it and set its position to where you want the spawn position to be. You can drag it into the Spawn Mesh Reference then.

PreviousEssentials Map Middleware (Component)NextScriptable Objects

Last updated 1 year ago