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asset⌬ componentcomponentprimary: init.luau·originates fromworld 0fc7535e-6…

RiftFlicker

RiftFlicker drives a Light's intensity so it breathes, flickers and surges with the arcane rift. It sits on an entity with a `Light` component and sets that light's `intensity` every frame. It is a local-only visual: its fields are `NoSync`, and every peer runs its own flicker.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

RiftFlicker

RiftFlicker drives a Light's intensity so it breathes, flickers and surges with the arcane rift. It sits on an entity with a Light component and sets that light's intensity every frame. It is a local-only visual: its fields are NoSync, and every peer runs its own flicker.

The fx_rift scene uses it on four lights. rift_heart_light runs the defaults. rift_rim_light_1, rift_rim_light_2 and rift_rim_light_3 run base = 9, breathe = 0.05, flicker = 0.3, flickerRate = 17, surge = 0.4 and surgeRate = 3.3, with phases 0.37, 0.74 and 1.11 so they pulse out of step.

It runs at executionOrder = 0.

Fields

FieldTypeDefaultDescription
basenumber18Intensity the light sits around, in the Light component's units.
breathenumber0.1Share of base the slow breathing swings by.
flickernumber0.15Share of base the fast noise flicker swings by.
flickerRatenumber11How fast the flicker noise changes, in cycles per second.
surgenumber0.45Share of base a surge adds at its peak.
surgeRatenumber2.1Angular rate of the surge cycle, in radians per second (matches the spark bursts).
phasenumber0Offset into the cycle, in seconds, so several lights do not pulse in lockstep.

How the intensity is computed

With t the component's own running clock plus phase:

s = max(0, sin(t * surgeRate))
k = 0.78 + breathe * sin(t * 1.7)
         + flicker * math.noise(t * flickerRate, phase * 3.1)
         + surge * s^12
intensity = base * max(k, 0.2)

Lifecycle

  • update(dt): advances the clock by dt and sets the light's intensity.
  • editorUpdate(dt): does the same while engine.paused is true, so edit-running ticks it once per frame.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

RiftFlicker: drives a Light's intensity so it breathes, flickers and surges with the arcane rift. Local-only visual (NoSync): every peer runs its own flicker, nothing replicates.

drive(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionDrives a Light's intensity so it breathes, flickers and surges with the arcane rift, locally on each peer.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · rift/RiftFlicker.component

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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