private void RW_CreateNewUtilityIndicator()
        {
            var obj = new GameObject().ClonePrefab("UtilityAim", false);

            obj.layer = LayerIndex.entityPrecise.intVal;

            var effComp = obj.AddComponent <EffectComponent>();

            effComp.positionAtReferencedTransform = false;
            effComp.parentToReferencedTransform   = false;
            effComp.applyScale = true;
            effComp.soundName  = "";

            EffectHelper.AddSound(obj, "Play_lemurianBruiser_m2_loop", "Stop_lemurianBruiser_m2_loop", 0.0f, 10.0f);


            var skin = obj.AddComponent <WispSkinnedEffect>();

            var vfxAtrib = obj.AddComponent <VFXAttributes>();

            vfxAtrib.vfxPriority  = VFXAttributes.VFXPriority.Always;
            vfxAtrib.vfxIntensity = VFXAttributes.VFXIntensity.Low;

            var destroyOnEnd = obj.AddComponent <DestroyOnEffectTimer>();

            destroyOnEnd.effectComp = effComp;

            EffectHelper.AddMeshIndicator(obj, skin, MaterialType.AreaIndicator, MeshIndex.Sphere, false);
            EffectHelper.AddMeshIndicator(obj, skin, MaterialType.AreaIndicator2, MeshIndex.Sphere, false);

            //var tornado = EffectHelper.AddFlameTornado( obj, skin, MaterialType.FlameTornado, 1f, 10f, 7.5f, 7.5f );
            //var tornadoMain = tornado.main;
            //tornadoMain.startSizeX = 7.5f;
            //tornadoMain.startSizeY = 7.5f;
            //var tornadoSOL = tornado.sizeOverLifetime;
            //tornadoSOL.enabled = true;
            //tornadoSOL.separateAxes = true;
            //tornadoSOL.x = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.Linear( 0f, 1f, 1f, 0f ) );
            //tornadoSOL.y = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.Linear( 0f, 1f, 1f, 0f ) );
            //tornadoSOL.z = new ParticleSystem.MinMaxCurve( 1f, AnimationCurve.EaseInOut( 0f, 0.9f, 1f, 1f ) );

            var fire     = EffectHelper.AddFire(obj, skin, MaterialType.Flames, 3f, 1.5f, 30f, 0f, -1f, true);
            var fireMain = fire.main;

            fireMain.scalingMode = ParticleSystemScalingMode.Local;

            //var col = obj.AddComponent<SphereCollider>();
            //col.isTrigger = true;
            //col.center = Vector3.zero;
            //col.radius = 0.5f;
            //col.material = null;

            //var slow = obj.AddComponent<SlowDownProjectiles>();
            //slow.maxVelocityMagnitude = 20f;
            //slow.antiGravity = 0f;


            utilityIndicator = obj;
            RegisterEffect(utilityIndicator);
        }