=====Trace=====
====Summary====
This behaviour will trace an assets movement, causing it to leave a trail as it moves.
====Parameters====
===Axis===
//Type: [[Vector3]]
Default: **0,1,0**//
The axis from which to dispense a trail. Values must be entered as X, Y, Z respectively.
===Cut===
//Type: [[Float]]
Default: **0.5**//
The percentage portion of the assets mesh to cut off to use as a particle for the trail.
===Colour===
//Type: [[RGBA]]
Default: **0,0,0.8,0.5**//
The color of the trail. Values are entered as Red, Green, Blue and Alpha values respectively.
===Active===
//Type: [[Boolean]] Bindable
Default: **1**//
This parameter controls whether or not the trail is active and can be modified in real time to activate or deactivate as needed.
===UpdateRate===
//Type: [[Float]]
Default: **1**//
The rate for which to dispense trail particles. The amount entered will be the amount of time delay between each particle, higher values will cause a larger separation between each trail particle.
====Examples====
> The above code will add a trace to the asset that will have a **Red** color and have an Alpha transparency value of **0.5**. The UpdateRate is set to **0.2** which will cause it to release trail particles close together in a very tight manner.
> The above code will add a trace to the asset that will have a **Green** color and have an Alpha transparency of **1** making it completely opaque. The trail will have an active value of **0** meaning it will begin deactivated and is expected to be activated at a later time. With an UpdateRate of **2**, trail particles will be released further apart, more akin to a breadcrumb trail rather than in a consistent line.