1 player preview weather masks and effect budget
forgejo-actions edited this page 2026-07-13 19:45:35 +00:00

Player Preview Weather Masks And Effect Budget

Player-preview weather masks decide where rain, snow, shimmer, impact, and related weather effects are allowed to render, and how many effect slots the preview may spend.

How It Works

Weather effect role profiles map roles to asset paths, z ordering, activation rules, and slot counts. Authored weather mask layers are converted into active mask cells. Runtime math combines the active profile and mask cell count to determine effect budget, then syncs weather visuals into preview entities.

How To Use It

When adding a weather role, define the role profile and confirm the authored mask layers expose the intended cells. Use profile scopes around mask rebuild and effect sync when diagnosing slow frames or missing effects.

Invariants

Mask caches must rebuild when scene layers, weather profile, or relevant asset dependencies change. Effect slot budgets should scale with mask coverage and profile limits, not unlimited scene area. Effects should not render outside the authored weather mask.

Debugging

Missing impact effects usually point to role profile or mask-cell coverage. Stale masks point to cache invalidation. Effects outside intended areas usually mean the authored mask layer or layer lookup is wrong.

Examples

If rain should only hit a plaza, author a weather mask over the plaza and verify the active mask cells. If the effect count explodes after a scene edit, inspect both the profile slot count and mask cell count.