=====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.