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pages/docs/effects/decals/decals-overview.md

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EZ provides different types of decals for various use cases:
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* **[Decals](decals.md)** - Standard projected decals
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* **[Decals](projected-decals.md)** - Standard projected decals
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* **[Mesh Decals](mesh-decals.md)** - Decals that use mesh geometry
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## See Also

pages/docs/effects/decals/mesh-decals.md

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![Mesh Decals](../media/mesh-decals.jpg)
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Unlike regular [decals](decals.md) which project a texture onto geometry, mesh decals:
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Unlike regular [decals](projected-decals.md) which project a texture onto geometry, mesh decals:
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* Follow the mesh geometry exactly without projection distortion
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* Support multiple decal textures per mesh (up to 8 slots)
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## See Also
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* [Decals](decals.md)
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* [Projected Decals](projected-decals.md)
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* [Meshes](../../graphics/meshes/meshes-overview.md)

pages/docs/effects/decals/decals.md renamed to pages/docs/effects/decals/projected-decals.md

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# Decals
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# Projected Decals
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![Decals](../media/decals-overview.jpg)
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**ApplyToDynamic:** By default, decals apply to *static geometry* but not to *dynamic geometry*. If it is desired for a decal to be projected onto a dynamic object, this property should be used to select exactly to which dynamic object the decal should be applied to. Note that decals can only be applied to a single dynamic game object. If the selected object turns out to be *static*, though, the decal will be invisible.
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## Mesh Decals
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In addition to projected decals, there are also [mesh decals](mesh-decals.md). Mesh decals map decal textures directly onto mesh geometry rather than projecting them. This is useful when decals need to follow the mesh topology precisely without projection distortion.
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## See Also
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* [Decals Overview](decals-overview.md)
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* [Mesh Decals](mesh-decals.md)
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* [Particle Effects](../particle-effects/particle-effects-overview.md)

pages/docs/effects/decals/toc.txt

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decals-overview.md
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projected-decals.md
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mesh-decals.md

pages/docs/effects/particle-effects/particle-effect-component.md

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**RandomSeed:** If set to zero, the effect will use random values and look slightly different every time. If set to any other value, the effect will look identical every time it is restarted.
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**SpawnDirection:** The direction along which the effect should be spawned (in local space). The default is 'positive Z' which means 'up', but to align this with other things, such as [decals](../decals/decals.md) or [lights](../../graphics/lighting/lighting-overview.md), it can be useful to use a different axis. Note that interactions with [surfaces](../../materials/surfaces.md) (e.g. an impact effect that is spawned when a bullet hits a wall) are always spawned such that the spawned prefab's positive X axis aligns with the surface interaction axis (e.g. it's normal). For such cases it therefore makes sense to spawn a particle effect along 'positive X'.
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**SpawnDirection:** The direction along which the effect should be spawned (in local space). The default is 'positive Z' which means 'up', but to align this with other things, such as [decals](../decals/projected-decals.md) or [lights](../../graphics/lighting/lighting-overview.md), it can be useful to use a different axis. Note that interactions with [surfaces](../../materials/surfaces.md) (e.g. an impact effect that is spawned when a bullet hits a wall) are always spawned such that the spawned prefab's positive X axis aligns with the surface interaction axis (e.g. it's normal). For such cases it therefore makes sense to spawn a particle effect along 'positive X'.
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**IgnoreOwnerRotation:** By default the *SpawnDirection* is local to the owning game object, meaning when the owning object is tipped over, the effect will also spawn sideways. For some effects it can be desireable to ignore the rotation of the owner, and always spawn in *global space*, though. For instance, when an effect has a strong directionality, such as debris flying away in a cone, it may look best when it is always spawned upwards.
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pages/docs/materials/surfaces.md

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### Spawning Prefabs
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All surface interactions ultimately spawn [prefabs](../prefabs/prefabs-overview.md). So if you want to have different footstep sounds when walking over stone, sand and mud, you need three prefabs, each playing a different sound. However, since they are prefabs, your creativity is not limited to playing a sound. Your "sand footstep effect" may contain spawning a small dust [particle effect](../effects/particle-effects/particle-effects-overview.md). And the "mud footstep effect" could additionally spawn a footprint [decal](../effects/decals/decals.md).
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All surface interactions ultimately spawn [prefabs](../prefabs/prefabs-overview.md). So if you want to have different footstep sounds when walking over stone, sand and mud, you need three prefabs, each playing a different sound. However, since they are prefabs, your creativity is not limited to playing a sound. Your "sand footstep effect" may contain spawning a small dust [particle effect](../effects/particle-effects/particle-effects-overview.md). And the "mud footstep effect" could additionally spawn a footprint [decal](../effects/decals/projected-decals.md).
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The following options allow you to adjust how prefabs are spawned:
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pages/docs/scenes/scene-editing.md

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## Next Steps
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Now that you are familiar with how to create, edit and test a basic scene, there are many other things to explore. [Decals](../effects/decals/decals.md) and [particle effects](../effects/particle-effects/particle-effects-overview.md) can make your scene more interesting. Proper [sounds](../sound/sound-overview.md) add a lot of atmosphere. And finally, by writing [custom code](../custom-code/custom-code-overview.md), either in C++ or through scripting, you will bring your own game idea to life.
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Now that you are familiar with how to create, edit and test a basic scene, there are many other things to explore. [Decals](../effects/decals/projected-decals.md) and [particle effects](../effects/particle-effects/particle-effects-overview.md) can make your scene more interesting. Proper [sounds](../sound/sound-overview.md) add a lot of atmosphere. And finally, by writing [custom code](../custom-code/custom-code-overview.md), either in C++ or through scripting, you will bring your own game idea to life.
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## See Also
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pages/docs/toc.md

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## [Cloth Sheet Component](effects/cloth-sheet-component.md)
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## Decals
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### [Decals Overview](effects/decals/decals-overview.md)
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### [Decals](effects/decals/decals.md)
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### [Projected Decals](effects/decals/projected-decals.md)
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### [Mesh Decals](effects/decals/mesh-decals.md)
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## [Fog](effects/fog.md)
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## [Lensflare Component](effects/lensflare-component.md)

pages/docs/toc.txt

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---
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debugging
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performance
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Shipping
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shipping
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tools
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---
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appendix

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