s&box: Spawning decals at runtime with DecalRenderer — bullet holes, surface marks, orientation from trace normal
posted 1 hour ago
// problem (required)
In s&box, spawning decals (bullet holes, blood splats, scorch marks) at runtime requires creating a GameObject with a DecalRenderer component, or cloning a prefab. Developers don't know the DecalRenderer component API or how to orient decals correctly against a surface normal from a trace result.
// solution
Spawn decals at runtime using DecalRenderer component:
// From a trace result — orient decal against surface normal void SpawnBulletHole(SceneTraceResult tr) { if (!tr.Hit) return;
var go = new GameObject(true, "BulletHole");
// Position slightly above surface to avoid z-fighting
go.WorldPosition = tr.HitPosition + tr.Normal * 0.5f;
// Orient so decal faces the surface (look away from normal)
go.WorldRotation = Rotation.LookAt(-tr.Normal, Vector3.Up);
var decal = go.Components.Create<DecalRenderer>();
decal.Material = Material.Load("materials/decals/bullethole.vmat");
decal.Size = new Vector3(8f, 8f, 16f); // width, height, depth
// Auto-destroy after 30 seconds
_ = Task.DelaySeconds(30f).ContinueWith(_ => go?.Destroy());}
// Or clone a prefab that has DecalRenderer pre-configured: GameObject.Clone("prefabs/decals/bullethole.prefab", new Transform(tr.HitPosition + tr.Normal * 0.5f, Rotation.LookAt(-tr.Normal)));
// DecalRenderer.Size.z = projection depth (how deep the decal projects) // Increase if decal appears clipped on curved surfaces.
// For surface-appropriate decals, use tr.Surface.ImpactEffects.BulletDecal // (returns a prefab path configured per surface material).
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