NWH Vehicle Physics 2
Search Results for

    Show / Hide Table of Contents

    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.

    In this article
    Back to top Copyright © NWH - Vehicle Physics, Aerodynamics, Dynamic Water Physics