ConstructorStrip
Constructor. Generates strip (ribbon/trail) geometry connecting consecutive particles.
Instead of rendering each particle as an independent quad, ConstructorStrip connects particles into a continuous ribbon. Each particle becomes a segment of the strip, with the texture mapped along its length.
Strips export to the JavaScript (v1.1) and C# (v1.2) runtimes and render in every engine integration, matching the editor preview.
Properties & inputs:
- Texture (property): Texture file for the strip surface.
- Free rotation (property): When enabled, allows per-particle 3D rotation of strip segments.
- Size (input | property): Width of the strip at each particle.
- Color (input | property): RGB color, multiplied with the texture.
- Alpha (input | property): Transparency of the strip. 0 = transparent, 1 = opaque.
- Tex. repeat dist. (input | property): Distance at which the texture repeats along the strip length.
Sorting
A strip emitter supports the None and Depth correct sorting modes. Depth correct lets a ribbon interleave properly with the rest of the effect — a trail passing behind and then in front of a cloud of particles, for example.
Age-based ordering (Older first / Younger first) is rejected for strip emitters: a ribbon's segments are already drawn oldest-to-newest by construction, so ordering them by age would change nothing.
Be careful: depth sorting is computed a few frames behind the simulation, so a ribbon that is still growing — or whose tail is dying off — is drawn a couple of segments short at its ends. A ribbon with a steady particle count is unaffected. If a trail's ends matter more to you than its depth ordering, leave sorting at None.