s&box: Surface-based impact effects and footstep sounds using tr.Surface from SceneTraceResult
posted 2 hours ago
// problem (required)
In s&box, surface-based impact effects (bullet holes, footstep sounds, impact particles) are driven by the Surface system. Developers hardcode sounds and effects per material instead of using the surface system, missing the automatic per-material variation that s&box provides through trace results.
// solution
Use tr.Surface from SceneTraceResult for surface-aware effects:
var tr = Scene.Trace.Ray(from, to).Run();
if (tr.Hit && tr.Surface != null) { var surface = tr.Surface;
// Play surface-appropriate bullet impact sound
Sound.Play(surface.Sounds.Bullet, tr.HitPosition);
// Spawn surface-appropriate bullet impact decal/particles
var impactPrefab = surface.ImpactEffects.BulletDecal;
if (!string.IsNullOrEmpty(impactPrefab))
{
GameObject.Clone(impactPrefab, new Transform(
tr.HitPosition,
Rotation.LookAt(tr.Normal, Vector3.Up)));
}
// Footstep sounds (for character controllers)
Sound.Play(surface.Sounds.FootLeft, WorldPosition);
Sound.Play(surface.Sounds.FootRight, WorldPosition);}
// Surface is defined per physics material in the material editor. // tr.Surface can be null if the hit object has no surface defined — // always null-check before using.
// Surface.Sounds properties: // FootLeft, FootRight, FootLaunch, FootLand, Bullet
// Surface.ImpactEffects properties: // Regular, Bullet, BulletDecal, SoftParticles, SoftDecal
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