---
title: "Trail Presets"
package: "@phaser-ae/vfx3d-trails"
tier: Pro
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Twelve ready-made 3D ribbon trails, from flame, neon and a light-cycle wall to frost, a comet tail, a sword slash, smoke and shadow."
url: https://phaser.io/packs/vfx3d-trails
site: Phaser - https://phaser.io
---

# Trail Presets

Twelve ribbon looks for 3D games: fire, neon, a light-cycle wall, plasma, frost, a rainbow, a comet, a sparkler, smoke,
shadow, a sword slash and toxic. Give one something to follow and it leaves evidence of where it went.

## What it does

The pack registers twelve presets with `trails-3d`, the shader-drawn ribbon renderer.
`game.trails.preset(name, { follow })` starts one: it records the path, draws a continuous ribbon behind the object, sheds sparks along the way
and ends by itself once the target is gone and its tail has run out.

The idea is that one ribbon, with its dials set differently, makes very different looks. `flame` and `neon` are the
same ribbon with fibre and erosion at opposite ends: flame shreds into wisps, neon is a hard flat-topped band.
`lightwall` stands the clean look up off the path as a wall; `plasma` and `sparkler` lean on crackle, so glints crawl
inside the ribbon; `smokewake` and `shadow` are not additive, because smoke and darkness hide light. A trail can also
be fed by hand with `point()` each step, the tip of a sword as it swings, and `jump()` moves the head for a teleport
without a streak across the world.

## Features

- **Fire and energy** — `flame`, a burning wake shedding rising embers, and `plasma`, electric blue with sparks
  spitting off it.
- **Clean light** — `neon`, a hard blue band for a racer, and `lightwall`, a wall of light standing on the path, the
  light-cycle trail.
- **Ice and space** — `frost`, an icy band breaking into shards, and `comet`, a white-hot head with a long dusty tail.
- **Celebration** — `rainbow`, the spectrum head to tail, and `sparkler`, a white-gold streak spraying golden sparks.
- **Dark trails** — `smokewake`, a grey wake for a damaged engine, and `shadow`, a violet-black wisp for a wraith.
- **Weapons and hazards** — `slash`, a pale arc gone in about a fifth of a second, and `toxic`, a green wake that
  drips.

## Good for

- **Spellcasting** — fireballs, ice bolts, plasma bolts and curses with a trail behind them.
- **Melee games** — a slash ribbon on every sword swing or claw swipe.
- **Racing and arena games** — neon behind racers and hover bikes, light-cycle walls behind bikes.
- **Space and flight** — comets, meteors, firework rockets and a smoke wake behind a crashing plane.

## Make it yours

`preset(name, overrides)` takes any trail spec key, so a game re-skins or re-sizes a preset without copying it: a red
light cycle is `lightwall` with new `colors`, a thinner frost for a small ice dart is `frost` with a smaller `width`
and a shorter `life`. An `offset` puts the trail at an exhaust point rather than the object's centre. For a look of
your own, copy a definition and register it with `registerTrail3d` from `trails-3d`.

## A quick look

A comet tail on an orb, a red light cycle and a sword slash fed by hand:

```ts
game.trails.preset('comet', { follow: orb });
game.trails.preset('lightwall', { follow: bike, colors: ['#ffc0b0', '#ff4020', '#a01000', '#300400'] });
const swing = game.trails.preset('slash');
game.step('blade', () => swing.point(tip.x, tip.y, tip.z));
swing.stop();
```

## Works with

- `trails-3d` and `particle-textures` — required: the ribbon renderer and the frame its sparks draw with.
- `post-bloom` — makes the additive trails glow.
- `particles-3d` — a trail of separate particles rather than a ribbon, such as dust behind a runner.
- `particles-2d` — the 2D counterpart, with an emitter that emits per distance travelled.

## Good to know

- The trails are tuned for objects moving a few world units a second: a much faster one wants a smaller `spacing`,
  a much slower one a shorter `life`.
- One ribbon per trail, with no branches or forks; a lightning tree is `vfx3d-lightning`'s job.
- `smokewake` and `shadow` draw dark over anything, so against a black sky `shadow` reads only by its violet head.
- `lightwall` ignores the camera by design, so from directly overhead it is a line; headless, nothing draws.

---

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