# Blink Controller

| **Property**                     | **Description**                                                                    |
| -------------------------------- | ---------------------------------------------------------------------------------- |
| **defaultSkinnedMesh**           | Primary skinned mesh renderer used for dissolve animations and baking clones.      |
| **additionalSkinnedMeshes**      | Extra skinned mesh renderers that also receive materials and dissolve changes.     |
| **dissolveProperty**             | Shader property name used to control the dissolve value via MaterialPropertyBlock. |
| **travelBlocksBlinkWhileActive** | When true, pressing R is blocked while a full blink sequence is active.            |
| **disappearMode**                | Disappear mode (Shader or ShaderAndVFX) controlling shader and optional VFX.       |
| **travelMode**                   | Travel mode (None, VFX, or Clone) that determines travel behavior.                 |
| **reappearMode**                 | Reappear mode (Shader or ShaderAndVFX) controlling shader and optional VFX.        |
| **disappearTime**                | Duration in seconds of the disappear stage.                                        |
| **travelTime**                   | Duration in seconds of the travel stage.                                           |
| **reappearTime**                 | Duration in seconds of the reappear stage.                                         |
| **disappearCurve**               | Animation curve used to interpolate dissolve during disappear.                     |
| **reappearCurve**                | Animation curve used to interpolate dissolve during reappear.                      |
| **disappearMaterials**           | Materials applied to configured renderers during the disappear stage.              |
| **reappearMaterials**            | Materials applied to configured renderers during the reappear stage.               |
| **vfxDisappear**                 | GameObject (prefab or scene) that contains the VisualEffect for disappear.         |
| **vfxTravel**                    | GameObject (prefab or scene) that contains the VisualEffect for travel.            |
| **vfxReappear**                  | GameObject (prefab or scene) that contains the VisualEffect for reappear.          |
| **vfxDisappearBoolParam**        | Boolean parameter name in the disappear VFX graph to toggle.                       |
| **vfxTravelBoolParam**           | Boolean parameter name in the travel VFX graph to toggle.                          |
| **vfxReappearBoolParam**         | Boolean parameter name in the reappear VFX graph to toggle.                        |
| **travelVfxStartDelay**          | Delay in seconds before travel VFX starts after pressing R (0 = immediate).        |
| **cloneSpawnMode**               | Clone spawn behavior: FixedCount or Continuous.                                    |
| **cloneInitialDelay**            | Delay in seconds before the first clone spawns (counts toward travelTime).         |
| **continuousInterval**           | Interval in seconds between clones when using continuous spawn.                    |
| **fixedCloneCount**              | Number of clones spawned in FixedCount mode.                                       |
| **cloneLifetime**                | Lifetime in seconds of each clone; controls clone dissolve animation.              |
| **cloneLifetimeCurve**           | Curve controlling clone dissolve progression over clone lifetime.                  |
| **cloneMaterials**               | Materials applied to spawned clones; fallback uses source materials.               |
| **spawnClonesFromAllMeshes**     | If true, each spawn step creates clones from every configured skinned mesh.        |
| **cloneBoundsExpand**            | Extra bounds expansion applied to baked clone meshes to reduce frustum culling.    |
| **clonePositionOffset**          | World‑space position offset applied to each spawned clone.                         |
| **cloneRotationOffset**          | Rotation offset (Euler degrees) applied to each spawned clone.                     |
| **cloneOffsetRandomness**        | Randomness factor for clone offsets (0 = fixed offset).                            |
| **TravelCooldownRemaining**      | Read‑only remaining cooldown time for the full sequence (seconds).                 |
