Easy to use and customizable trail effect for the Defold game engine.
To draw a trail, Hyper Trails asset creates a buffer, sets the buffer to a mesh, updates the buffer on every frame update.
Feel free to ask questions: the topic about this asset is on the Defold forum.
You can use Hyper Trails in your own project by adding this project as a Defold library dependency. Open your game.project
file and add the links in the dependencies field under project:
- https://github.com/indiesoftby/defold-hyper-trails/archive/master.zip (or point to the ZIP file of a specific release)
- https://github.com/KorolevSoftware/defold-faststream/archive/main.zip
Using it in your 2D game is simple:
- Add the components
/hyper_trails/trail_maker.script
and/hyper_trails/models/trail_mesh.mesh
to your game object. - Run your game and move the game object. Enjoy!
- Look at the
demo/demo_main.collection
for examples of how to use Hyper Trails.trails_from_factory
is a good example of how to use the asset from code using a single controller script.
See the demo game.project for examples of how to use Hyper Trails on its own.
🕹️ View the demo online 🕹️
Available options:
follow_object_id
hash - ID of the game object to follow. If empty, uses the current object.absolute_position
bool - Default isfalse
, i.e. we assume that the object with the trail has the same position as the followed object. If true, trail vertices in the mesh buffer are positioned relative to the last position of the object.use_world_position
bool - Default isfalse
. If true, uses world position instead of local position for the followed object.trail_width
number - Width of the trail in pixels.trail_tint_color
vector4 - Color and alpha of the trail (RGBA).segment_length_max
number - Maximum length of a trail segment. If > 0, segments exceeding this length will be split.segment_length_min
number - Minimum length of a trail segment. If > 0, segments shorter than this will be merged.points_count
number - Total number of points in the trail.points_limit
number - Maximum number of visible points (0 = all points visible). DEPRECATED.fade_tail_alpha
number - Number of points to fade at the tail (0 = no fading).shrink_tail_width
bool - If true, trail width decreases from head to tail.shrink_length_per_sec
number - Rate at which the trail length shrinks per second (0 = no shrinking).texture_tiling
bool - If true, texture repeats along the trail; if false, texture stretches.trail_mesh_url
hash - URL to the mesh component used for rendering the trail.- (only for trail_maker.script)
auto_update
bool - Uncheck this and send theupdate
message to the script instance to manually update the trail.
Change mesh's texture0
to draw custom texture on the trail.
Defold now has such the update order so a trail head position will always be lagging behind for:
- Physics-based objects (see the picture below).
- Objects animated using
go.animate()
.
Tip
You can disable the Auto Update
property for the trail maker instance and check the demo/demo_physics.script
how to manually send update
message to the trail maker script.
Important
Vote for [https://github.com/defold/defold/issues/7277](the issue).
Artsiom Trubchyk (@aglitchman) is the current Hyper Trails owner within Indiesoft and is responsible for the open source repository.
- Dmitry Korolev (@KorolevSoftware) - rewrote the asset to use buffers and to create buffer resources dynamically in runtime.
- @vbif1 - various bug fixes.
MIT License.