Namespace NWH.VehiclePhysics2.Effects
Classes
Effect
Abstract base class for all vehicle visual effect components in NWH Vehicle Physics 2.
EffectManager
Manages vehicle visual effects: exhaust particles, lights, skidmarks, and surface dust/smoke.
ExhaustFlash
Controls exhaust flash effects that create brief, bright flame bursts from exhaust pipes during engine operation, gear shifts, and rev limiter engagement.
ExhaustSmoke
Controls particle emitters that represent exhaust smoke based on engine state.
LightSource
Vehicle light source, either a Unity Light component or an emissive mesh material. Used for headlights, brake lights, turn signals, and other vehicle illumination.
LightsManager
Manages all vehicle lights including headlights, brake lights, turn signals, and auxiliary lighting.
ParticleMaskFade
Fades out particles while they are inside a ParticleMaskVolume. Added at runtime by SurfaceParticleSystem, not intended for manual use.
ParticleMaskVolume
Trigger volume in which surface particles get faded out. Place over the cabin so dust does not show through the glass - glass writes no depth and can not occlude particles behind it. Picked up by SurfaceParticleSystem on vehicle initialization; vehicles without a volume are unaffected.
SkidmarkDestroy
Manages the lifecycle of skidmark GameObjects, destroying them when they exceed distance or time thresholds.
SkidmarkGenerator
Generates procedural skidmark meshes dynamically as wheels slip on surfaces.
SkidmarkManager
Manages per-wheel skidmark generation, appearance, and lifetime for the vehicle.
SurfaceParticleManager
Owns one SurfaceParticleSystem per wheel: smoke on slip, dust when rolling over loose surfaces.
SurfaceParticleSystem
Tire smoke, surface dust and debris chunks for one wheel.
VehicleLight
Represents a single vehicle light that can contain multiple LightSource implementations.
Structs
SkidmarkRect
One cross-section of a skidmark mesh: position, orientation and appearance at a sample point.
Enums
LightSource.LightType
Defines the implementation type for the light source.