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        <title>NWH:VehiclePhysics2:Effects:EffectManager</title>
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        <description>Effect system makes use of VehicleComponents and therefore each Effect can be turned on or off, be enabled or disable or have LOD set.

	*  All Effects with manager in the name manage multiple instances of the effect, usually one for each wheel - e.g. skidmarks or surface particles.</description>
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        <description>Effects Manager

Controls all the vehicle effects.

Effect system makes use of VehicleComponents and therefore each Effect can be turned on or off, be enabled or disable or have LOD set.

	*  All Effects with manager in the name manage multiple instances of the effect, usually one for each wheel - e.g. skidmarks or surface particles.</description>
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        <description>Exhaust Flash

ExhaustFlash Effect is used to imitate flames shooting out of exhaust. The method to achieve this is identical to the one used for most muzzle flash in FPS games; that is a set of images gets enabled and disabled at rapid rate with different sprite and scale each time. This is a performant way to achieve the effect while avoiding particle effects.</description>
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        <description>Exhaust Smoke

ExhaustSmoke controls exhaust ParticleSystem color, size and emission speed. It interpolates between NormalColor and SootColor based on engine state.

Setup

	*  Position ParticleSystems at vehicle exhaust position. Prefab of pre-configured</description>
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        <description>LightsManager is tasked with turning VehicleLights on or off depending on user input.

Vehicle Light

VehicleLight is a collection of LightSources. When the light is turned on all LightSources are turned on and vice versa.</description>
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        <description>Light Source
LightMesh
One vehicle light source. Can be a Light or emissive Mesh.

	*  If Light is selected as Type any Unity Light can be assigned. It will be turned on and off according to user input.
	*  If Mesh is selected as Type any Mesh with Standard</description>
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        <description>Skidmark Manager

Skidmarks are generated when wheel skids / slips over a surface.

	*  Skidmarks are achieved by procedurally generating a mesh. One mark consists of two triangles and the number of triangles per one section can be calculated as Max Marks Per Section * 2</description>
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        <description>Surface Particle Manager

SurfaceParticleManager creates and manages particles based on current SurfacePreset settings.

	*  Particles are emitted on per-wheel basis. Total surface particle count is a sum of particle counts from all the wheels&#039; ParticleSystems</description>
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VehicleLight is a collection of LightSources. When the light is turned on all LightSources are turned on and vice versa.</description>
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