Static Colors
Color for the main vector arrow.
- Type: Godot
Colorobject - Default: Yellow
Color(1, 1, 0, 1) - Applies to: The primary vector visualization
- Overridden by:
rainbowmode (when enabled)
Color for the X component of the vector.
- Type: Godot
Colorobject - Default: Red
Color(1, 0, 0, 1) - Applies to: Horizontal (X) component when
show_axesis enabled - Not affected by:
rainbowmode (axes always use static colors)
Color for the Y component of the vector.
- Type: Godot
Colorobject - Default: Green
Color(0, 1, 0, 1) - Applies to: Vertical (Y) component when
show_axesis enabled - Not affected by:
rainbowmode (axes always use static colors)
Rainbow Mode
Enable angle-based color cycling for the main vector.When enabled:Use Cases:
- Main vector color is determined by its angle
- Creates a full spectrum as vectors rotate 360 degrees
- Overrides
main_colorsetting - Axis components still use their static colors
- 0° (right): Red
- 60°: Yellow
- 120° (up-left): Green
- 180° (left): Cyan
- 240°: Blue
- 300° (down-right): Magenta
- 360°: Red (full cycle)
- Visualize rotation or angular velocity
- Make direction immediately apparent through color
- Create engaging educational visualizations
- Debug rotational behavior
Rainbow mode uses full saturation (1.0) and full value (1.0) for vivid colors. Dimming can still be applied on top of rainbow colors.
Color Dimming
Dimming gradually transitions vector colors toward a fallback color as vectors become shorter, providing visual feedback about magnitude.Enable magnitude-based color dimming.When enabled:
- Short vectors blend toward
fallback_color - Long vectors maintain their full color
- Applies to both main vector and axes
- Works with both static colors and rainbow mode
- Vectors always display at full color intensity
- No magnitude indication through color
- Provides immediate visual feedback of vector strength
- Helps distinguish between active and near-zero vectors
- Creates smooth color transitions as magnitude changes
Controls how quickly colors dim as vectors get shorter.Note: Internal correction factor of 10 is applied for better control rangeExamples:
- Range: 0.01 to 10+
- Increment: 0.01
- Default: 1.0 (standard dimming rate)
- Higher values (2.0+): Faster dimming, colors fade at longer lengths
- Lower values (0.1-0.5): Slower dimming, colors stay vibrant until very short
- Value of 1.0: Balanced dimming for typical use cases
0.5: Very gradual dimming, maintains color until almost zero1.0: Default, balanced dimming3.0: Aggressive dimming, transitions to fallback quickly
Target color for dimmed vectors.
- Type: Godot
Colorobject - Default: Black
Color(0, 0, 0, 1) - Effect: Vectors smoothly blend to this color as they approach zero length
- Black (default): Vectors fade out, good for dark backgrounds
- White: Fade to white, good for light backgrounds
- Gray: Maintain some visibility at zero length
- Matching background: Complete visual fade-out
Controls dimming behavior when using Normalize length mode.
- None
- Absolute
- Visual
No dimming when length mode is “Normalize”.Behavior:
- All normalized vectors display at full color
- Dimming is completely disabled
- Simplest option for direction-only visualization
This setting only affects dimming behavior when
length_mode is “Normalize”. With “Normal” or “Clamp” modes, dimming always uses the visual length.Color Interaction
Understanding how rainbow mode and dimming work together:Rainbow OFF + Dimming OFF
Rainbow OFF + Dimming OFF
Result: Static colors at full intensity
- Main vector:
main_color - X-axis:
x_axis_color - Y-axis:
y_axis_color - No variation based on angle or magnitude
Rainbow ON + Dimming OFF
Rainbow ON + Dimming OFF
Result: Angle-based colors at full intensity
- Main vector: Color changes with angle (full spectrum)
- X-axis: Still uses
x_axis_color(static) - Y-axis: Still uses
y_axis_color(static) - Direction is immediately visible, no magnitude indication
Rainbow OFF + Dimming ON
Rainbow OFF + Dimming ON
Result: Static colors that fade with magnitude
- Main vector:
main_color→fallback_colorblend - X-axis:
x_axis_color→fallback_colorblend - Y-axis:
y_axis_color→fallback_colorblend - Magnitude is indicated through color intensity
Rainbow ON + Dimming ON
Rainbow ON + Dimming ON
Result: Angle-based colors that fade with magnitude
- Main vector: Rainbow color →
fallback_colorblend - X-axis:
x_axis_color→fallback_colorblend - Y-axis:
y_axis_color→fallback_colorblend - Both direction (hue) and magnitude (brightness) are visible
- Most visually rich option
Common Configurations
Physics Velocity (Standard)
Physics Velocity (Standard)
Angular Velocity Visualization
Angular Velocity Visualization
Educational (High Contrast)
Educational (High Contrast)
Normalized with Magnitude Feedback
Normalized with Magnitude Feedback
Color Calculation Order
Colors are processed in this sequence:- Start with base colors (
main_color,x_axis_color,y_axis_color) - Apply rainbow (if enabled): Replace main_color with angle-based hue
- Apply dimming (if enabled):
- Calculate dimming value based on vector length and
dimming_speed - Lerp from current color to
fallback_color
- Calculate dimming value based on vector length and
- Render with final calculated colors
Source Reference
- Color settings definition:
vector_display_settings.gd:44-74 - Color calculation logic:
vector_display_functions.gd:34-69 - Rainbow angle calculation:
vector_display_functions.gd:47-51 - Dimming blend calculation:
vector_display_functions.gd:54-67
Related Settings
- Rendering Options - Control vector scale, width, and length
- Pivot Modes - Change vector origin points
- VectorDisplaySettings - All available settings including show_vectors and show_axes
