Pellet (ScriptableObject)
This component allows you to set information about how your firework is launched in the Firework Cake component.
Variables
Caliber - the pellet caliber (in mm, for example 20, 30, 50)
Launch force - with how much force the firework is being launched at
Launch sound - what launch sound is being used for the pellet
Custom launch sound (override) - override the launch sound being used for the pellet, aka supply your own custom one
Pellet mesh shape - you can choose between what shape the pellet will be: spherical or cylindrical
Minimum delay before explosion - minimum time it takes before it explodes
Maximum delay before explosion - maximum time it takes before it explodes
Explosion: (beware that you can use either VFX or PS, not two at once)
VFX Explosion - the explosion particle (VFX Asset), Recommended
PS Explosion - the explosion particle (Particle System)
Sound - the explosion sound
Min pitch - minimum pitch of the explosion sound
Max pitch - maximum pitch of the explosion
Sound distance - maximum sound distance the explosion sound is hearable at
Preburner: (beware that you can use either VFX or PS, not two at once)
Min Preburner Delay - minimum time it takes before the preburner activates
Max Preburner Delay - maximum time it takes before the preburner activates
VFX Preburner - the preburner particle (VFX Asset), Recommended
PS Preburner - the preburner particle (Particle System)
Min Preburner Length - minimum time before the preburner stops emitting, counted after delay, not since the launch of the pellet
Max Preburner Length - maximum time before the preburner stops emitting, counted after delay, not since the launch of the pellet
Sound - preburner sound, played after the delay, leave empty if not used
Sound distance - preburner sound maximum hearable distance
Second Preburner - same as preburner, can be used to have a second preburner, for example a delayed tail
Particle group - can be used to create more complex effects, with a few particles layered on top of each other, leave empty if not used:
Position - position of the overlayed particle
Rotation - rotation of the overlayed particle
Particle - particle of the overlayed particle
Mine - particle that's played on the launch position immediately after the cake is launched:
VFX Mine - particle of the mine (VFX Asset)
Sound - sound of the mine
Is whirling? - applies whirl effect to the pellet, making it spin
Max whirl amount - the amount of whirl
Minimum whirl delay - minimum time before the whirl effect activates
Maximum whirl delay - maximum time before the whirl effect activates
Is whistle? - applies whistle effect to the pellet, making it go randomly in directions as it flies through
Minimum whistle delay - minimum time before the whistle effect activates
Maximum whistle delay - maximum time before the whistle effect activates
Use custom whistle force? - allows you set custom whistle force
Custom whistle force - custom whistle force, default is [500, 500, 500]
Don't launch - doesn't launch the pellet, literally, just ignores it
Emit preburner light? - emits light as the pellet rises
Preburner light color - gradient of the preburner light as it rises in the sky, you can add points in the gradient editor to make it change color as it rises
Angular drag - angular drag of the rigidbody
Use custom random force?
Custom random force - custom random force that is applied to the pellet as it gets launched, default is [25,25,25]
Use custom mass?
Custom mass - custom mass of the rigidbody in kilograms, default is 1
Use custom drag?
Custom drag - custom air drag of the rigidbody, default is 0
Recommendations
Launch force:
20mm - 1200
25mm - 1500
30mm - 2000
38mm - 2250
50mm - 2500
75mm - 4500
Explosion min, max pitch:
min - 0.8
max - 1.2
Sound distance - 9000
Preburner sound distance - 2500
Understanding what variables control
Caliber:
setting the size of the pellet
setting the size of the smoke when it explodes
radius required for massexplosions
max hearable distance of the launch sound
cake launch particle size
intensity and range of "emit light"
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