Easy to use and customizable trail effect for the Defold game engine.
To draw a trail, Hyper Trails asset creates a buffer, sets the buffer to a mesh, updates the buffer on every frame update.
Feel free to ask questions: the topic about this asset is on the Defold forum.
You can use Hyper Trails in your own project by adding this project as a Defold library dependency. Open your game.project file and add the link to the Hyper Trails dependency to your project:
- https://github.com/indiesoftby/defold-hyper-trails/archive/master.zip (or point to the ZIP file of a specific release)
Important! Faststream dependency is also required:
Using it in your 2D game is simple:
- Add the components
/hyper_trails/trail_maker.scriptand/hyper_trails/models/trail_mesh.meshto your game object. - Run your game and move the game object. Enjoy!
- Look at the
demo/demo_main.collectionfor examples of how to use Hyper Trails.trails_from_factoryis a good example of how to use the asset from code using a single controller script.
See the demo game.project for examples of how to use Hyper Trails on its own.
🕹️ View the demo online 🕹️
Available options:
follow_object_idhash - ID of the game object to follow. If empty, uses the current object.absolute_positionbool - Default isfalse, i.e. we assume that the object with the trail has the same position as the followed object. If true, trail vertices in the mesh buffer are positioned relative to the last position of the object.use_world_positionbool - Default isfalse. If true, uses world position instead of local position for the followed object.trail_widthnumber - Width of the trail in pixels.trail_tint_colorvector4 - Color and alpha of the trail (RGBA).segment_length_maxnumber - Maximum length of a trail segment. If > 0, segments exceeding this length will be split.segment_length_minnumber - Minimum length of a trail segment. If > 0, segments shorter than this will be merged.points_countnumber - Total number of points in the trail.points_limitnumber - Maximum number of visible points (0 = all points visible). DEPRECATED.fade_tail_alphanumber - Number of points to fade at the tail (0 = no fading).shrink_tail_widthbool - If true, trail width decreases from head to tail.shrink_length_per_secnumber - Rate at which the trail length shrinks per second (0 = no shrinking).texture_tilingbool - If true, texture repeats along the trail; if false, texture stretches.trail_mesh_urlhash - URL to the mesh component used for rendering the trail.- (only for trail_maker.script)
auto_updatebool - Uncheck this and send theupdatemessage to the script instance to manually update the trail.
Change mesh's texture0 to draw custom texture on the trail.
Defold now has such the update order so a trail head position will always be lagging behind for:
- Physics-based objects (see the picture below).
- Objects animated using
go.animate().
Tip
You can disable the Auto Update property for the trail maker instance and check the demo/demo_physics.script how to manually send update message to the trail maker script.
Important
Vote for [https://github.com/defold/defold/issues/7277](the issue).
Artsiom Trubchyk (@aglitchman) is the current Hyper Trails owner within Indiesoft and is responsible for the open source repository.
- Dmitry Korolev (@KorolevSoftware) - rewrote the asset to use buffers and to create buffer resources dynamically in runtime.
- @vbif1 - various bug fixes.
MIT License.


