Trail Effect Settings

intermediate concepts

Trails FX · Core Concepts

Complete reference for all TrailEffect Inspector properties. Properties are grouped by section as they appear in the Inspector.

General Settings

PropertyDescription
ProfileOptional TrailEffectProfile asset with reusable settings. Click Create to generate a new profile from the current configuration.
TargetOverride the target GameObject. If empty, trails are generated from the object this component is attached to.
Merge With TrailReference 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 ModeShow 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.

PropertyDescription
ActiveMaster toggle — when enabled, the object leaves trails.
Ignore First FramesSkip trail generation for the specified number of frames after the component is enabled. Prevents initial burst artifacts.
ContinuousCapture a snapshot every frame, regardless of movement.
World Position ChangeCapture a snapshot when the object moves a minimum distance in world space.
Screen Position ChangeCapture a snapshot when the object moves a minimum number of pixels on screen.
Time IntervalCapture a snapshot at a fixed time interval (seconds).
CollisionsCapture a snapshot when the object collides with another object.

Appearance

PropertyDescription
Trail EffectVisual style: Color, TextureStamp, Clone, Outline, SpaceDistortion, Dash, or Custom.
ColorBase trail color (used by the Color and other effects).
Color SequenceHow colors are picked: Fixed, Cycle, PingPong, Random, or FixedRandom.
Color Over TimeGradient that tints the trail as it ages. Keep Color Sequence set to Fixed with white color to see the full gradient.
Fade OutGradually fade trail alpha over its lifetime. When disabled, the trail keeps its opacity for the full duration.
DurationHow 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 FrameMaximum snapshot interpolations per frame. Increase for fast-moving objects.
Steps Buffer SizeCircular buffer capacity for snapshots. Must be large enough to hold all snapshots generated during the Duration interval.
Draw BehindRender the trail behind the character using the stencil buffer.
Cull ModeFace culling mode for snapshot geometry rendering.
SubMesh MaskBitmask selecting which submeshes generate trails. For example, a value of 3 includes submeshes 1 and 2.
PositionOffset added to the snapshot position when captured.
ScaleControls 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.

PropertyDescription
Enable Color RampActivate the color ramp feature.
Color Ramp TextureGradient texture mapped between the two anchor transforms.
Anchor 1 / Anchor 2Transforms 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.

PropertyDescription
Use Last AnimationForce all snapshots in the trail to use the same vertex state (the last captured frame). Reduces GPU batches.
Max BatchesMaximum GPU batches for skinned trails. Each snapshot requires a separate batch unless Use Last Animation is enabled.
InterpolateInterpolate vertices between snapshots in the shader for smoother results. Works best with Continuous triggering enabled.
Animation StatesComma-separated Animator state names. Supports time ranges: Attack(0.3-0.7), Jump. Trails only generate during matching states.
AnimatorReference to the Animator component driving the character.

Stencil Settings

PropertyDescription
Hierarchy OccluderWhen using Draw Behind with multi-part characters, prevents trails from rendering over other body parts.
Clear StencilReset the stencil buffer after rendering trails. Enable for correct overlapping trails from different objects; disable for fewer draw calls.
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