Skip to main content

Eyeflame

Based on game build 714014 | Last updated: 2026-03-05

Overview

eyeflame is a non-networked, FX-tagged prefab responsible for rendering a dynamic fire-like visual effect. It uses the VFXEffect component with two emitters: one for a rotating, semi-transparent smoke/core particle layer (FIRE) and another for a brighter, additive flame layer (FIRE2). The effect relies on pre-initialized color and scale envelopes, custom shaders, and per-frame particle emission logic. It is typically instantiated as a child entity of other prefabs (e.g., torches, fire pits) to provide localized visual feedback.

Usage example

-- Create an eyeflame entity and attach it to a parent
local flame = CreatePrefab("eyeflame")
flame.Transform:SetPosition(x, y, z)
parent.entity:AddChild(flame.entity)

Dependencies & tags

Components used: VFXEffect, Transform Tags: Adds FX; sets persists = false (non-persistent)

Properties

No public properties

Main functions

fn()

  • Description: The prefab constructor function. Initializes the entity, adds a Transform and VFXEffect components, configures two particle emitters with shaders, envelopes, and particle emission behavior, and returns the fully configured entity.
  • Parameters: None.
  • Returns: inst (Entity) — a fully initialized eyeflame prefab instance.
  • Error states: Returns nil if CreateEntity() fails.

Events & listeners

None identified.