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Entities in Orbis Galactic include visual effects, trails, model VFX, and movement configurations that define gameplay elements.

Entity System Overview

The entity system is organized into several categories:

Trails

Visual trails for weapons and movementServer/Entity/Trails/

Effects

Status effects and particle systemsServer/Entity/Effects/

Model VFX

3D model visual effectsServer/Entity/ModelVFX/

Movement Config

Entity movement and physicsServer/Entity/MovementConfig/

Trails

Trails create visual effects that follow weapon movements and actions. All trails use texture-based rendering with configurable properties. Location: Server/Entity/Trails/

Lightsaber Trails

File: Lightsaber_Trail_Blue.json
{
  "TexturePath": "Trails/White.png",
  "LifeSpan": 2,
  "Start": {
    "Width": 1,
    "Color": "#6beaff4f"
  },
  "End": {
    "Width": 0.0,
    "Color": "#6beaff4f"
  },
  "LightInfluence": 0.0,
  "Smooth": true,
  "RenderMode": "BlendAdd"
}
  • LifeSpan: 2 seconds fade
  • Color: Cyan blue (#6beaff)
  • Width: 1 → 0 (tapers to point)
  • Render Mode: Additive blending for glow effect
File: Darksaber_Trail.json
{
  "TexturePath": "Trails/White.png",
  "LifeSpan": 2,
  "Start": {
    "Width": 2.3,
    "Color": "#ffffffb4"
  },
  "End": {
    "Width": 0.3,
    "Color": "#00000037"
  },
  "LightInfluence": 0.792,
  "Smooth": true,
  "RenderMode": "BlendLinear"
}
  • Unique Feature: Black core with white edge
  • Width: 2.3 → 0.3 (wider than standard)
  • Light Influence: 0.792 (affected by lighting)
  • Render Mode: Linear blending

Available Trail Types

Trail IDColorFile Path
Lightsaber_Trail_BlueCyanLightsaber_Trail_Blue.json
Lightsaber_Trail_GreenGreenLightsaber_Trail_Green.json
Lightsaber_Trail_RedRedLightsaber_Trail_Red.json
Lightsaber_Trail_PurplePurpleLightsaber_Trail_Purple.json
Lightsaber_Trail_OrangeOrangeLightsaber_Trail_Orange.json
Lightsaber_Trail_GoldGoldLightsaber_Trail_Gold.json
Lightsaber_Trail_WhiteWhiteLightsaber_Trail_White.json
Darksaber_TrailBlack/WhiteDarksaber_Trail.json

Charged Trails

Smaller trails for charged attacks:
  • Trail_Small_Charged_Blue.json
  • Trail_Small_Charged_Gold.json
  • Trail_Small_Charged_Red.json

Trail Configuration Properties

TexturePath
string
required
Path to trail texture file (usually Trails/White.png)
LifeSpan
number
required
Duration in seconds the trail persists before fading (typically 2)
Start
object
required
Trail appearance at creation point
  • Width (number): Initial width in units
  • Color (string): Hex color with alpha (#RRGGBBAA)
End
object
required
Trail appearance at fade completion
  • Width (number): Final width (0 for taper to point)
  • Color (string): Final hex color with alpha
LightInfluence
number
default:"0.0"
How much scene lighting affects trail (0.0 = none, 1.0 = full)
Smooth
boolean
default:"true"
Enable smooth interpolation between trail points
RenderMode
string
required
Blending mode for rendering:
  • BlendAdd - Additive (glow effect)
  • BlendLinear - Standard alpha blending

Effects

Status effects and particle systems applied to entities. Location: Server/Entity/Effects/

Potion Effects

Morph: Jawa

File: Effects/Potion/Potion_Morph_Jawa.json
{
  "StatusEffectIcon": "Icons/ItemsGenerated/Potion_Purify.png",
  "OverlapBehavior": "Overwrite",
  "Duration": 180,
  "ModelChange": "Jawa_Model",
  "ApplicationEffects": {
    "Particles": [
      {
        "SystemId": "Potion_Morph_Burst"
      }
    ],
    "WorldSoundEventId": "Jawa_SFX_Conversation"
  }
}
Properties:
  • Duration: 180 seconds (3 minutes)
  • ModelChange: Transforms player into Jawa model
  • Particles: Morph burst effect on application
  • Sound: Jawa conversation sound on activation
  • OverlapBehavior: Overwrites existing morph effects

Effect Configuration Properties

StatusEffectIcon
string
UI icon path for status effect display
Duration
number
Effect duration in seconds
OverlapBehavior
string
How effect handles conflicts:
  • Overwrite - Replaces existing effect
  • Stack - Adds to existing effect
  • Ignore - Prevented if effect exists
ModelChange
string
Model ID to replace entity appearance
ApplicationEffects
object
Effects triggered when status applied:
  • Particles - Particle system IDs
  • WorldSoundEventId - Sound event to play

Model VFX

Visual effects attached to 3D models. Location: Server/Entity/ModelVFX/

Weapon VFX

Darksaber VFX

File: ModelVFX/Weapon/Lightsaber/ModelVFX_Darksaber.json
{
  "SwitchTo": "Transparency",
  "EffectDirection": "None",
  "LoopOption": "Loop"
}
Properties:
  • SwitchTo: Material shader switch to transparency
  • EffectDirection: No directional bias
  • LoopOption: Continuously looping effect

VFX Configuration Properties

SwitchTo
string
Material shader mode:
  • Transparency - Enable alpha transparency
  • Opaque - Solid rendering
  • Cutout - Alpha cutout
EffectDirection
string
Directional orientation:
  • None - No direction
  • Up, Down, Forward, etc.
LoopOption
string
Animation looping behavior:
  • Loop - Continuous loop
  • Once - Play once
  • PingPong - Forward and reverse

Movement Configuration

Defines entity physics and movement behavior. Location: Server/Entity/MovementConfig/

Mount: Speeder Bike

File: Mount_Speeder_Bike.json Key Properties:
  • BaseSpeed: 30 (very fast mount)
  • ForwardSprintSpeedMultiplier: 1.65 (sprint boost)
  • JumpForce: 12 (high jump capability)
  • AirSpeedMultiplier: 1.25 (enhanced air control)

Movement Property Categories

Core Movement

  • BaseSpeed - Base movement speed
  • Acceleration - Speed gain rate
  • VelocityResistance - Movement dampening

Directional Speed Multipliers

  • Forward/Backward/Strafe × Walk/Run/Crouch/Sprint
  • Example: ForwardSprintSpeedMultiplier: 1.65

Jump & Fall

  • JumpForce - Upward jump velocity
  • SwimJumpForce - Jump force in water
  • FallEffectDuration - Fall impact duration
  • FallMomentumLoss - Speed lost on landing

Air Control

  • AirSpeedMultiplier - Movement speed in air
  • AirDrag - Air resistance
  • AirFriction - Air friction

Climbing

  • ClimbSpeed - Vertical climb speed
  • ClimbSpeedLateral - Horizontal climb speed
  • ClimbUpSprintSpeed - Sprint climb up
  • ClimbDownSprintSpeed - Sprint climb down
See also:

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