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Trail

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Trail

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The Trail object is used to create a trail like an effect between two points. As the points move through space a texture is drawn on the plane the points define. This is commonly used to create effects to help visualize movements like tracer trails behind projectiles, footprints, tire tracks, and many other similar effects.

A diagram explaining the Trail object.
An example usage of the Trail object.

When a Trail is active it will record the position of it’s Trail/Attachment0 every frame. It then connects these positions to where the attachments were in the previous frame, creating a polygon. That polygon is then filled in with the Trail’s Trail/Color and Trail/Texture (if that Texture exists). Each segment drawn in this way will eventually fade based on the TrailEffect’s Trail/Lifetime.

Creating Trails

In order for a Trail to work properly, it must be a descendant of the `Workspace` and its attachment properties (`Trail/Attachment0` and `Trail/Attachment1`) must be set to two unique Attachments. Once this has been done the effect will create a trail as soon as either of its attachments moves.

Basic Trail

It is common practice to either store the Trail in the BasePart containing the effect’s attachments, or as a child of a Folder in the Workspace with other effects objects.

Properties

Attachment

Attachment0

Determines where the Trail will start drawing its segments.

Attachment

Attachment1

Determines where the Trail will start drawing its segments.

ColorSequence

Color

The color of the trail segments throughout the lifetime of the trail.

bool

Enabled

Toggles whether a trail will be drawn or not.

bool

FaceCamera

If set to true, the trail textures will always face the camera.

float

Lifetime

Duration of the trail in seconds.

float

LightEmission

Sets how much the colors of the trail are blended with the colors behind them.

float

LightInfluence

Sets how much the Trail is influenced by the lighting around it. The property can be set to a value from 0 to 1, with 0 being the least influenced by light and 1 being the most influenced by light.

Unlike the Trail/LightEmission property, this does not cause the trail to emit light. Instead, in determines how the trail is influenced by the light surrounding it.

For instance, let’s consider what happens to the trail if we change lighting’s Lighting/Brightness from 1 to 0. If the trail’s light influence is 1, the trail would appear much dimmer when the brightness changes. However, if the trail’s light influence is 0, the trail’s appearance will not change at all, being the trail is not affected by lighting.

Note

  • Changing this property immediately affects all existing and future trail segments.

  • This property is not related to the dynamic lighting engine of Roblox. As suggested in the documentation for Trail/LightEmission, it is recommended to create parts with PointLights that follow the path of the trail if you need your trail to emit light.

float

MaxLength

Sets the maximum length of the trail.

float

MinLength

Minimum length of a trail’s segment in studs.

Content

Texture

The texture to display on the trail.

float

TextureLength

Sets length of texture if Trail/TextureMode is Wrap or Static. If mode is Stretch sets number of times texture will repeat.

TextureMode

TextureMode

Sets how the Texture will be drawn.

NumberSequence

Transparency

Sets the transparency of the Trail’s segments over the trail’s Trail/Lifetime.

NumberSequence

WidthScale

A DataType/NumberSequence that scales the width of the Trail over the course of its lifetime.

Functions

void

Clear ( )

Clears the segments of the trail.

Events