Trail Effect Settings
intermediate conceptsComplete reference for all TrailEffect Inspector properties. Properties are grouped by section as they appear in the Inspector.
General Settings
| Property | Description |
|---|---|
| Profile | Optional TrailEffectProfile asset with reusable settings. Click Create to generate a new profile from the current configuration. |
| Target | Override the target GameObject. If empty, trails are generated from the object this component is attached to. |
| Merge With Trail | Reference to a master TrailEffect on another part (e.g., the body). Renders this trail as part of the master trail. Useful for multi-part characters. |
| Execute In Edit Mode | Show trail effects in the Scene view without entering Play mode. |
Triggers
Triggers control when a snapshot is captured. A snapshot records the object's position, rotation, scale, and (for skinned meshes) vertex data.
| Property | Description |
|---|---|
| Active | Master toggle — when enabled, the object leaves trails. |
| Ignore First Frames | Skip trail generation for the specified number of frames after the component is enabled. Prevents initial burst artifacts. |
| Continuous | Capture a snapshot every frame, regardless of movement. |
| World Position Change | Capture a snapshot when the object moves a minimum distance in world space. |
| Screen Position Change | Capture a snapshot when the object moves a minimum number of pixels on screen. |
| Time Interval | Capture a snapshot at a fixed time interval (seconds). |
| Collisions | Capture a snapshot when the object collides with another object. |
Appearance
| Property | Description |
|---|---|
| Trail Effect | Visual style: Color, TextureStamp, Clone, Outline, SpaceDistortion, Dash, or Custom. |
| Color | Base trail color (used by the Color and other effects). |
| Color Sequence | How colors are picked: Fixed, Cycle, PingPong, Random, or FixedRandom. |
| Color Over Time | Gradient that tints the trail as it ages. Keep Color Sequence set to Fixed with white color to see the full gradient. |
| Fade Out | Gradually fade trail alpha over its lifetime. When disabled, the trail keeps its opacity for the full duration. |
| Duration | How long (in seconds) the trail remains visible. |
| Mask (R) | Single-channel texture (red only) that masks which parts of the object generate trails. Compared against the object texture UVs. |
| Max Steps Per Frame | Maximum snapshot interpolations per frame. Increase for fast-moving objects. |
| Steps Buffer Size | Circular buffer capacity for snapshots. Must be large enough to hold all snapshots generated during the Duration interval. |
| Draw Behind | Render the trail behind the character using the stencil buffer. |
| Cull Mode | Face culling mode for snapshot geometry rendering. |
| SubMesh Mask | Bitmask selecting which submeshes generate trails. For example, a value of 3 includes submeshes 1 and 2. |
| Position | Offset added to the snapshot position when captured. |
| Scale | Controls how the scale of snapshots changes along the trail. |
Color Ramp
The Color Ramp sub-section is available when using the Color trail style. It maps a gradient texture along an axis defined by two anchor points — ideal for sword or blade trails.
| Property | Description |
|---|---|
| Enable Color Ramp | Activate the color ramp feature. |
| Color Ramp Texture | Gradient texture mapped between the two anchor transforms. |
| Anchor 1 / Anchor 2 | Transforms defining the start and end of the gradient axis (e.g., blade base and tip). |
Sword trails: Create two empty child GameObjects on the sword — one at the blade base, one at the tip. Assign them as Anchor 1 and Anchor 2. Sample color ramp textures are included in the
SamplePresets folder.
Skinned Mesh Settings
These settings appear when the target has a SkinnedMeshRenderer.
| Property | Description |
|---|---|
| Use Last Animation | Force all snapshots in the trail to use the same vertex state (the last captured frame). Reduces GPU batches. |
| Max Batches | Maximum GPU batches for skinned trails. Each snapshot requires a separate batch unless Use Last Animation is enabled. |
| Interpolate | Interpolate vertices between snapshots in the shader for smoother results. Works best with Continuous triggering enabled. |
| Animation States | Comma-separated Animator state names. Supports time ranges: Attack(0.3-0.7), Jump. Trails only generate during matching states. |
| Animator | Reference to the Animator component driving the character. |
Stencil Settings
| Property | Description |
|---|---|
| Hierarchy Occluder | When using Draw Behind with multi-part characters, prevents trails from rendering over other body parts. |
| Clear Stencil | Reset the stencil buffer after rendering trails. Enable for correct overlapping trails from different objects; disable for fewer draw calls. |
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