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Float Fx

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

Overview

float_fx defines two prefabs (float_fx_front and float_fx_back) that instantiate lightweight visual effect entities. These entities are used to render background or foreground floating graphics (e.g., atmospheric particles or decorative floating visuals) with no gameplay mechanics or physics. They are non-blocking (NOBLOCK), persistable-off (persists = false), and optimized for rendering only.

Usage example

-- Spawn a foreground floating effect
local front_fx = SpawnPrefab("float_fx_front")
front_fx.Transform:SetPosition(x, y, z)

-- Spawn a background floating effect
local back_fx = SpawnPrefab("float_fx_back")
back_fx.Transform:SetPosition(x, y, z)

Dependencies & tags

Components used: None
Tags: Adds NOBLOCK, FX, ignorewalkableplatforms

Properties

No public properties

Main functions

common_fn(is_front)

  • Description: Internal constructor function that builds and configures the effect entity. Sets up transform, animation, sound, tags, and animation states based on whether the effect is foreground or background.
  • Parameters: is_front (boolean) — determines whether the effect is foreground (true) or background (false).
  • Returns: inst (Entity) — the configured entity instance.
  • Error states: Returns nil on the client if TheWorld.ismastersim is false (though it still returns the unsent instance locally before that check). The master returns the fully built instance.

Events & listeners

None identified.