#✨┃vfx-and-particles

1 messages · Page 38 of 1

rancid osprey
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how do i add a white outline to particles

zenith wagon
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anyone know/experience why this weird velocity adding happen when im on editor full screen
im trying to make my particle on world coordinate

wraith vapor
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Is there any node for limiting the distance of a vector3 in VFX graph? If not I'll just make my own.

clear spruce
safe helm
rotund sedge
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Hey, so I wanna make an effect. This will be of gingerbread men, basically how it will go is skaley summons a whole army of gingerbread men with muskets that shoot out rock hard gumdrops at high velocity, I can do most of everything easy peasy. But, I'm having trouble figuring out how to make the gingerbread men. I know I'd most likely have to take a model and make it, but like. Can I use a texture sheet animation for this? Or maybe some kind of particle. Or if anyone knows some kind of 3d texture sheet animation method. My main goal is i have particles be the gingerbread men and they just walk and aim then fire. But idk how to do all that.......if anything I'll just have to make it a static model which isnt fun.......anyone have ideas on how i can go about summoning a whole board of gingerbread men and make them look cool and full of life?

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Btw I cant use scripts since this will be for vrchat

minor glen
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how do i make a vfx graph control a point light like a particle system?

rugged willow
fluid lagoon
minor glen
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Yea lmao "under consideration"

minor glen
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Oh wait

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I can just use a particle system

minor glen
small dock
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Can a gif animation be used as a particle graphic? If not, can an animation be played?

surreal elk
vapid wagon
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Hi everyone, is there a way to see the number of particles emitted with the visual effect graph ?

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what I mean is like the particle system, in it you can see the number of particles that are in the scene and is there a way to do the same thing with visual effect graph ?

modest bison
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Hi, how to destroy particle FX on collision ? I have rain and when my rain go the ground then the rain go under the scene instead of be destroyed.

fluid lagoon
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There's a whole collision module - play with the settings there

modest bison
fluid lagoon
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It works

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give it a high enough lifetime loss to kill it

modest bison
fluid lagoon
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is that enough to kill it?

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how long is the lifetime?

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note you also covered most of the module with some popup in your screenshot so I can't see.

modest bison
modest bison
safe helm
vapid wagon
vapid wagon
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Thank you 👍

urban lagoon
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Hiya people, could someone lend me a hand on figuring out if it's possible to export the frame by frame texture generated by the shader? And how one could do it? Appreciate it, cheers!

warm torrent
zenith wagon
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can i make Start() and Stop() function work in constant spawn rate (vfx graph)

small dock
true obsidian
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is it possible to make particles in a 2d environment sort by position rather than only by their sorting layer? I have a fire effect and I need the smoke to render behind the fire(and I need the additive particles to always render on top), but I don't want all the smoke to render behind all the fires but rather to have some sort of depth to its layering. You can see in my screenshot it looks pretty bad. I also have the issue of not being able to have the player render in front of the fire when standing in front and behind it when standing behind

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but if I change them all to the same sorting layer it kind of screws up the layering of the particles relative to their own game object

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where I would like it more like this:

vestal urchin
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I needed to switch from the Universal Render Pipeline back to the default renderer, but when i did all my particle system textures turned to pink, how do i fix this? Unity 2D

warm torrent
lone elbow
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  • I use sprite sheet to animate my system, yet particles i see on the image and those in system are different. Legacy particles additive shader on the material. White sprites is what i see, grey ones is what should be here
warm torrent
lone elbow
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  • That's what tutorial told me to use. What should it be instead?
warm torrent
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Whatever render pipeline you're using should have particle shaders which support various blending modes

small dock
warm torrent
true obsidian
warm torrent
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Particle systems as a whole also have order in layer / order in layer, which take precedence over distance from camera

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If you want to draw particles over other objects by depth, they need to have the same sort layer and order in layer

true obsidian
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interesting, thank you I will have to play around with it!

small dock
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Ok, I can't talk about my particle effect progress ever. I haven't posted in a week. I think I posted 5 videos ever here total on discord on my progress.

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I feel like you guys just don't like me.

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We have a forum dedicated to building up indie devs, but when indie devs share their stuff and collaberate, why would they get backlash? I'm out.

dapper gulch
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My VFX graph particles are rendering behind a object even though the particles are in front of it physically? The particles then render correctly if my camera plane is clipping through any object? Any thoughts lol?

delicate elbow
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Hi ✋🏻 How can i move vfx particles to an object
Which nodes should i use and how 🙂

I think i need distance for this but... Idk how for now.

*Alright, its done :)

safe helm
opaque sluice
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when my particles overlap with my ocean, they disappear

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anyone know why this happens?

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particles use URP unlit shader and the ocean is a custom shader

warm torrent
opaque sluice
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Even when I'm closer to the particle emitter, it still happens.

warm torrent
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There are several other ways transparents use for depth sorting besides that

opaque sluice
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It appears that it's doing it with the windows on my buildings as well.

prime cipher
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Hey, do you guys know any tutorial for wind particles? I want something similar to the wind that comes when a bird moves its wings

true obsidian
# warm torrent That's a different sorting layer from what I'm talking about "Sort mode" lets yo...

So this problem was not as simple to solve as it had seemed. I had to go into my URP 2d settings and add a custom axis sort(0,1,0), then make sure all my objects were on the same drawing layer by default. Then, I had to also add a sorting group to the parent object that contained all of my particle emitters for the fire. After that I had to reorganize my children emitters in the hierarchy to sort out their proper sorting(having the smoke behind the fire, the additive colors in front)

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so thanks for your help 👍

wind cloud
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Hey 👋
Does anyone know whether it's possible to pass meshIndex through EmitParams without using meshes? I am just trying to send a simple float through to the shader. But it seems that the meshIndex is not sent even if specified in the emit params

wise mortar
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Hey, how do I make that particles are at start rotated as a parent but they will keep trajectory and won't rotate as parent after that hm ?

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Because now when i rotate car, all of the particles rotate with it

wind cloud
wise mortar
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it is world

wise mortar
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and it is like this

merry snow
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I could just be dumb, but how do you actually use the flipbook player for the VFX Graph?

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Like, where do I even put my texture sheet animation?

tropic forge
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this pop up window keep asks me over and over

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even I've choose one of them

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I might think if this is an anomaly

surreal elk
hollow jolt
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Hi, is there a way to completely unparent particles from the emitter?

I'm in VR and using particles for a spraycan.
Setting the simulation space to "world" helps as it should, but when I move my hand particles are still being influenced by my hand movements.

Maybe there's another/better way to do this?

hollow jolt
stoic ore
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How do i get the Collide with AABox node to show bounds when resizing the size throuigh the scene window?

surreal elk
stoic ore
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Hold up, I can see it in the scene view now, thanks

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I have another question; should a rain particle system be static or should it follow the player around?

fickle iron
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Hello, how to save the rate? When I put it at 4000 it comes back to 100

ripe cave
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is it possible to put multiple sprites in a particle ?

left tide
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Does anyone know of a way to have multiple particle strips at once using the VFX graph?

left tide
warm torrent
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Raindrops become visually indistinct and turn to fog over a distance anyway

left tide
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It's more for the performance benefit of only simulating rain around the player

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I'm not sure of the performance issues of having one huge particle system but I think it'd probably be better to simulate the rain around the player. If you do it over a big enough area, it should look exactly the same as doing it across the entire scene

warm sequoia
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Does anyone have any idea how these pulsar jets could work

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I assume it's mesh effects

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but it looks.. perfect

glacial badge
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Hey, I'm trying to make a laser using line renderer but I keep having this weird lag:

clear spruce
glacial badge
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ok

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i was using updaate

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it is parented

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OMGAH

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thank you

clear spruce
# glacial badge late update?

Its called after every Update is executed. That means if you rotate the gun in update, the laser will use the new gun position instead of (possibly, depends on script execution order in which order Updates are called) old one

glacial badge
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i dod not use it because i thought it makes it a frame later

clear spruce
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No it doesnt. Its called in the end of the frame (still before rendering is started etc.)

glacial badge
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okkk

clear spruce
clear spruce
hollow jolt
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Hi, is there a way to render a particle system over everything on the screen of a 3d scene?

fluid lagoon
hollow jolt
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Do you know if this would work in VR? Forgot to mention it.

fluid lagoon
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why not

hollow jolt
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I just found only URP related stuff that had some issues (I'm using built-in pipeline), but will try this, thank you!

hollow jolt
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The overlay aspect seems to work but now the original VR cam is upside down

pastel obsidian
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I don't quite get the particle system, how do I make it so that when the object moves it leaves a trail? The particles just move with the object instantly

clear depot
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Set the particleSystem's simulationSpace to "World"

pastel obsidian
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Oh thx

lofty pebble
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I am having problems with particle system. I added custom image through particles/additive and now the picture literally looks like this as a particle. How can I get rid of the whiteness

wanton geyser
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Open the picture in a photo editing software and cut the background out

full olive
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trying to change alpha on particles in HDRP/lit shader. doesn't work. any workaround? googling took me nowhere thus far

EDIT (solved): used visual effect graph instead. brackey saved me again. legend.

lofty pebble
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is there a way to change bounds on the particle. Because my particle has huge bounds but is very small and it bounces in mid air from the ground

warm torrent
lofty pebble
uneven ridge
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I have a Problem with VFX Graph. I can't see the particles in the scene whether in Edit nor in Play mode. I created a new graph an dragged it into the scene. I have searched for it but nothing seams to work. Does anyone have an idea what could cause this problem ?

prime dome
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How do i make my Trail look pixel-ish? It kinda works with the pixel perfect camera but i really dislike the pixel perfect camera so i wonder if there are different ways to pull it off or if i should just write my own trail renderer kinda thing?

vast yacht
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how can i make a grass looking particle.

dull obsidian
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custom HLSL block moved to officially "planned" status on VFX roadmap sunglas

hard spade
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when using unitys particle system and emitting in the shape of a mesh renderer the color of the particles is a result of the meshrenderes color and the particles color. Is there a way to emit in the shape of the mesh renderer without adding on the color of the mesh renderer to the particles?

tepid violet
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Hi im trying to create a particle using albedo but my material is pink, i installed render pipe line, how can i fix this please

prime dome
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Why is my VFX Shader graph not animating the texture of the particles? it just stays still

inner topaz
digital valve
dark kestrel
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How would I achieve a delay per particle in VFX graph. For example I spawn 3 particles, particle 0 = 0 sec delay, particle 1 = 0.1 sec delay, particle 2 = 0.2 sec delay etc

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thought this would do it

safe helm
full olive
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where's the prewarm option for vfx? not in inspector..?

stoic ore
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Hello. I have a rain particle made with vfx graph. I've set the gameobject that's contains the particles to my player so that the rain follows the player position. But the issue with that is that the particles also "follows" the player as well if you know what I mean. Does anyone know of a way to offset particles?

clear spruce
stoic ore
opal star
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I need a little bit of help. I"m trying to spawn particles following a path defined from a Multi Position binder. I followed a thread on the forums to begin with but I want to sequentially spawn the particles. This is the forum thread where I started from https://forum.unity.com/threads/particles-along-polyline-assign-point-cache-asset-using-c.883462/#post-6122468

rotund sedge
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hey im using final ik raycasting and for some reason im having an issue with it where i have it at a wand tip, and sometimes it just doesnt aim the right direction, sometime sits aiming towards the place i want, but then most of the time it goes 180 and goes out of the back of the wand and im not sure why its doing a 180

surreal elk
opal star
plucky path
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Yup he's definitely a scammer or smth

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Maybe a bot.

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banned 👍

short shoal
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Hi everybody I was just hoping someone here could tell me if VFX graph is okay to use now on URP for mobile? Sorry to bother the documentation's a bit hard to find and a tad contradictory on the forums.

clear spruce
tropic lichen
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are there any other options to enable to make VFX play in scene view/edit mode

unique copper
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Hello! I’m an absolute beginner and would like to learn to utilize Unity’s particle system. Are there any recommended tutorials?

desert saffron
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do I call OnParticleCollision() on the game object that was hit or do I call it on the game object with the particle component?

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the documentation is confusing

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I want to get physics info

warm torrent
still sierra
unique copper
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I see, thanks!

fickle wyvern
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I can't put my shader graph in. What can I do to fix this?

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Oh ok, I had to enable this

formal acorn
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my particles arent showing when i reload a scene any known fix

stuck trench
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What gravity value is the same as RigidBody's default gravity?

fluid lagoon
stuck trench
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Okay

tropic lichen
prime dome
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how to make particles go up a little and fall down

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using vfx graph

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this doesnt work

safe helm
astral niche
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Hi there, i'm using VFX graph.

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my alpha is set to zero but i can still see my particles. Why is this?

clear spruce
astral niche
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@clear spruce it says alpha = 0 ?

clear spruce
astral niche
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white tab

clear spruce
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for me this gives fully transparent so maybe its a bug?

astral niche
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oh i think i had two tabs here that were overlapping by the slightest amount

clear spruce
astral niche
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i want to multiply the output color of my gradient, can i do this?

brisk nexus
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Hi there, I'm making a 2D game with Unity using spritesheets for all graphics and was wondering if I could take an existing VFX effect like this one: https://youtu.be/FvZNVQuLDjI?t=576 and turn it into a .png (no background) spritesheet of around 40 frames

Make amazing particle effects with the new Visual Effect Graph in Unity!

This video is sponsored by Unity.

More on VFX Graph: https://ole.unity.com/vfxgraph

● Go check out Line of Code: https://lineofcode.io

● Discord: http://discord.gg/brackeys

♥ Support Brackeys on Patreon: http://patreon.com/brackeys/

··································...

▶ Play video
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That way it ends up having this png spritesheet structure

neon adder
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Heyo, quick question, I'm really really bad with particles, I'm just looking to do something simple in 2D, a ring of particles that start from the center and expands in a circular shape, just one row of them but I wouldn't mind having multiple as long as it doesn't get visually confusing

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Something like this but the center should be hollow and particles not randomized

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Is it hard to make ? Or is there some hidden setting I didn't see ?

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Heck I honestly even accept any kind of tip to achieve this, I have no idea what I'm doing LUL

astral niche
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VFX graph: how do I make my particles move along the shape of the cone that i've provided?

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documentation states that the cone shape will set the direction attribute but i haven't been able to successfully use this attribute

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the direction attribute simply appears to be zero

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for what it's worth i really have no idea what any of this attributes are reading and i don't know how to check it.

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that's a lot of zeros. if the attribute was nonzero i'd expect to see some kind of deviation, anything

opal star
astral niche
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oh! you're right, i didn't know that order was meaningful here

opal star
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It is. The graph is evaluated left to right for operations and top to bottom for the context nodes

astral niche
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ok so im a little confused with some behaviour here

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100% colour components = distortion

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zero alpha component = no distortion

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exposed property value of 0 = distortion ?

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why is this happening?

jolly heath
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hey guys, trying to learn vfx graph, how do I see the bounds preview in my scene viewport? Cannot see anything when I select it
EDIT: closing and re-opening Unity fixed the bug...

buoyant meadow
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Hey I just want to double check before I try, is it possible to make a particle system but only write particles to it through code. I want to be able to ray cast a bunchand spawn a particle where they land.

atomic magnet
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Hey so I'm trying to make a very specific effect in 2D with a particle system

I want 4 particles to spawn on a burst, from a single point, fly in four directions, then return to the center.... I could do this very easily with tweens if they were game objects, but trying to do it with the particle system interface is turning out to be such a headache... is there an easy way to do this? or should I just make them game objects instead of trying to do it with particles

elder latch
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Does anybody know what would be the best way to rotate a whole batch of particles around the center via parameter?

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E.g. spawning particles in a sequential circle and then rotating the whole circle of particles?

jolly heath
elder latch
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But I actually found a solution. I just needed to rotate a direction vector and put it into the up parameter of the circle sequence component

granite cairn
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I'm running into an issue where in editor, my VFX graph works exactly as intended. When built to the Oculus quest 2, the particles are only visible when I get the player very very close to the particles. From my testing, the bounding box is seemingly not the issue, so I'm not sure what is?

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the particles appear to "fade in" as the player gets closer, rather than simply appear or not appear

delicate elbow
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Hi! How can i change my particle effect's startColor to my gradient with script?
When i use main.startColor it only shows the first color of the my gradient.

jolly heath
delicate elbow
stoic ore
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Trying to find a word for this thing; in Deus Ex (the old PC game) what do you call that animated box thing that shows up when you look at an object?

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for context: https://youtu.be/owJCi4ge5-Q?t=4027
that white box outline when the player is looking at an interactable object

Title: Deus Ex
Developer: Ion Storm
Publisher: Eidos Interactive
Release Date: 26 June 2000
Platform: PC
System specs: IBM ThinkPAD A31 (P-IV 1,8 GHz, 512 MB RAM, Mobility Radeon 7500 32 MB)
OS: Windows XP Service Pack 3

Deus Ex is a cyberpunk-themed action-role playing video game — combining first-person shooter, stealth and role-playing eleme...

▶ Play video
zinc goblet
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or ah. squarey highlight

ember gate
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camera shake could use a lil tweaking

royal maple
desert saffron
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how are particles on hit usually done?
does every enemy have a particle system component
or is there an object pool for particle systems an object pulls from?

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whenever an enemy gets hit

fluid lagoon
desert saffron
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what if there's multiple hits on multiple objects

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would that still work?

fluid lagoon
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You call Emit once for each hit

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yes

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A simple way is basically make a ParticleManager singleton, and have the code that handles enemies getting hit call a method on that which calls Emit on the single shared ParticleSystem

desert saffron
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cool

fluid lagoon
desert saffron
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        ParticleSystem.EmitParams emit = new ParticleSystem.EmitParams();
        emit.position = transform.position;
        emit.velocity = ((Vector2)transform.position - pos) * 3;
        particles.Emit(emit, 1);```
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ah i had to make simulation space to world

rancid osprey
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I made a sleeping particle effect that makes z go up in a line, but i want to be able to disable it but still let the particles fade out

cloud crane
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im getting this error after downloading VFX:

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whatever it is, its making my particles not show up:

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after restarting unity, i now get this error:

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"Shader error in 'Hidden/VFX/CannonParticles/System/Output Particle Quad': Couldn't open include file 'Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl'. at line 2395"

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this was fixed by changing project settings > player > other settings > color space to LINEAR

cloud crane
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does the "Add velocity over life" node not work? if got the right side of this curve set to 300 but it still doesnt effect the particles at all

cloud crane
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what could be doing that? the only changes ive made from the default particle list is changing the spawn mode to burst, adding a set angular velocity, and then the add velocity over lifetime

surreal elk
lost dagger
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https://youtu.be/7tazneZxmHU is this same motion blur still supported in newer versions of unity pro or is there anywhere else to find it (figured it probably goes here)

In this tutorial I show you how to create a dizzy or drunk effect in Unity, a very basic and easy way of editing the image effect when you need it! This tutorial is written in javascript!

Patreon: https://www.patreon.com/SpeedTutor
Join the Community Discord: https://discord.gg/vnhWy6R

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tough nexus
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Hopefully I hit the right channel for this. I have some problem with the Linerenderer and I do think I might not fully understand it.

I have a Point class which holds some information such as a Vector3, color, and other data that I need elsewhere. I will have a list of up to 1.2k points per frame. the points are also already sorted.

Now what I want to do is to draw a line from point to point. The line should have a color gradiant such as: startcolor = point1, endcolor = point2

I have tried several ways to draw this line but all with weird problems.

renderer.positionCount = points.Length;
for(int i = 0; i < points.Length; i++) {
  int nextIndex = i < points.Length - 1? i + 1 : 0;
  renderer.material = mat;
  renderer.SetPosition(i, point[i].position);
  renderer.startColor = point[i].Color;
  renderer.endColor = point[nextIndex].Color;
}

What this does is it actually draws my line but there is no gradient between 2 points. Instead the color for the whole Line will switch

Does anyone know how to fix this?

rigid mesa
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@tough nexus you don't have anwser and i never try this .. if you try with hardcoded value thats work ?

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Question here i need to understand something beetween particle effect and shader ..
when i had an shader like a diffuse or a standart one i cannot interact beetween particle effect menu (like color ) and shader .. but of course shader mobile work
i don't find any information on this how i configure my shader to interact with particle effect

  BindChannels {
                Bind "Color", color
                Bind "Vertex", vertex
                Bind "TexCoord", texcoord
            }
lost hill
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Hi all, I'm working on a HDRP project and I'm using shadergraph and vfx graph to make some simple FX.
We're looking at using HDRP volumetric fog, however I've found that when I'm using a shader on a vfx graph effect that has something plugged into the alpha channel, it renders black when the camera is far away in fog.
Its hard to tell it from the picture but on the right I've got the same particle but without anything going into the alpha channel in its shader and it reacts as expected to fog.

Is there any way I can get a vfx graph shader to react to fog as you'd expect: disappearing when the camera is far away and re-appearing when closer?

rigid mesa
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you can create fog only with volumetric rendering .. and use raymarching to create your shader .

lost hill
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Yeah I've added a fog volume, that picture is with a world fog volume enabled and set to an attenuation of 1.. its just the particle FX I've created render black when the camera is far away from them

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I'd expect them to disappear into the fog when I move the camera away?

lost hill
rigid mesa
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I don't know about your solution but I have seen perfect effects with this technique ..

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if it's on pc and not webgl or mobile i think ... in webgl you can have surprises (bad) @lost hill

lost hill
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Its only for a windows build; I'll look into raymarching to see if that helps. It's just weird that if I take any alpha texture away from the shader then it works as I'd expect.. :/

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Thanks for your help @rigid mesa

rigid mesa
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thats not an easy topic

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good luck

fringe perch
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How do i do a simple particle that just spawn one sphere

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i tried to change texture

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but it went invisible

brazen grove
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How do I access burst settings through script?

fringe perch
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why its white sometiems

tiny pelican
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hi guys, for some reason the particle effects i used for my vr project worked well in the editor, but when I build it and tried them on the headset, they became broken(like they were twisted). I think its either because of the cameras not setting correctly or it's because i didnt have render pipeline not installed. Any help would be appreciated.

split hornet
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hi, does anyone have any resources / tips for creating localized darkness? I want to have sort of a black shroud that follows a creature and darkens realtime light around it. would this only be achievable with a shader?

opal star
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Does anyone know if its possible to exclude a bunch of operators from being computet in a vfx graph with a bool? I dont think the branch node does this exactly since it will simply supply a 0 and all the math will still be done .

clear spruce
split hornet
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i’m thinking about using some sort of volumetric fog on top of a shader

brazen grove
#

Is it not possible to access the particle system emission burst probability parameter through script?

cloud crane
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for some reason, my particles dont work when Project settings > player > color space is set to gamme, and i need the color space to be gamma to export to WebGL

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and by dont work, i mean they just dont show up

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ok, testing, now they dont work on iether color space

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hitting play just does nothing

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To clarify, test is a newly created default VFX

native perch
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Hi ! When i make my dust particle spawn when i walk, they look streched with a blur around it. How can I fix that?

fluid lagoon
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or an obejct that has a parent that is scaled

native perch
fluid lagoon
#

fix your hierarchy so there's no scaling

cloud crane
#

ok, so i switching my build from WebGl to windows, and now the VFX graphs work? Does VFX not work for WebGl?

slate raft
#

How can I use ParticleSystem.Simulate to simulate a case where particle system stops emitting for a period of time while keeping previously emitted particles alive? At runtime, it's trivial to do via Play (withChildren) and Stop (withChildren, ParticleSystemStopBehavior.StopEmitting), but I don't see a way to replay such a scenario via Simulate - simulation doesn't have a concept of emission being on or off. A simple example would be a looping particle system emitting dust when wheels of a vehicle contact the road, triggering Play on start of a contact and Stop on end of a contact. How do I replay that dust, including breaks in its emission, via Simulate?

native perch
# fluid lagoon fix your hierarchy so there's no scaling

After multiple tests i can confirm all my object in my Hierarchy have no scaling, Its weird, when i play, sometime its does the stretching, sometimes it doesnt. If you have any other idea of what could cause this, it would be appreciated, thank you for the help provided so far !

strange sail
timid spindle
#

what time measurement is start lifetime in?

#

i put 15 but it doesnt stay for 15 seconds

strange sail
#

Your particle system duration has to be long enough too, not just the particle lifetime.

timid spindle
#

but it stays for longer than 15 seconds, not less, i tested it an apparently its two times a second for some reason

heavy bane
#

Hello, any idea why my particle system which is child of another object would emit from the wrong position? The particle Gameobject is at local position zero, however the particle emitted is starting way off to the side.

fluid lagoon
heavy bane
#

If I set it to local the origin will be good but particles will be affected by the parent of the particle system once they were fired and this doesnt look good

heavy bane
#

Here is an example:

round oyster
#

anyone know why my particles would be spawning from a weird angle in world space?

#

@heavy bane did you ever figure it out

heavy bane
round oyster
heavy bane
#

I can spawn particles in the world, with no parent, then to make them follow the origin they need to be following I use a script that just follows the position and rotation of a target

#

either that or a fixed joint should work

#

this way your particles can live in the world using world space simulation and still be attached to whatever origin you need

warm torrent
heavy bane
warm torrent
heavy bane
#

When you say parent constraint are you referring to move the particle as a child of a parent gameobject?

warm torrent
#

When I say parent constraint I mean the component by that name

heavy bane
warm torrent
verbal junco
#

Ok, so this is frankly awful. I'm trying to create a 2D game using a VFX graph, following a tutorial, but it seems the VFX graph doesn't work in 2D?! Even after installing the latest version of Unity with a 2D Render Pipeline, the particles still don't show up, which sucks cuz this is kind of central to what I'm working on.

Can't really switch to 3D either as I need other 2D stuff. Does anyone have any ideas here?

safe helm
verbal junco
#

Yeah, I have 2021.2 with a 2D Renderer pipeline but it still doesn't do the thing. 😕

plucky path
lusty tinsel
#

hello
I'm trying to do a (2D URP) flamethrower particle system in which each particle has a custom color based on the direction to use it as a direction map to multiply the distortion map so it no only shows heat distortion but also direction
I have already sorted out the color by angle part, though every particle's color updates unanimously as I shoot and I want to keep each particle's initial color individually, anyone knows how I could do it?

warm torrent
#

This way you can use the each individual particle's streams as the direction map, and use particle colors for colors as normal

lusty tinsel
#

oh I see thank you a lot

#

however what if I want each particle as a game object (for collisions for example)

#

and damage dealing and all of that

warm torrent
lusty tinsel
#

ooh I didnt know that thank you

#

ill test it then thx a lot

dark kestrel
#

In VFX graph, how would I spawn a single burst of say 32 particles but with each particle on a slightly random delay?

#

this seems to make them all delay together

safe helm
limpid orbit
#

Hey, I have a question. So I have this enemy I've made who is completely covered in particles as part of its design. The issue is that the particle system I've made is pretty extreme and emits a LOT of particles in order to fully encompass the enemy in a way that also fits around it's mesh very tightly and updates quickly with the enemy's animations. Because of this, the game lags sometimes and in some cases the particles on the enemy just disappear before reappearing later (I'm guessing because Unity exceeds its particle limit as this happens consistently when my player gets near any other particle system). Several particle systems are a part of this enemy and only one is immune to the disappearing effect, and it's the only one that isn't bound to a custom mesh. I'm wondering if there's any way to change the settings of the particle system in such a way that the design isn't altered to a noticeable extent while reducing the strain of the particle generation. And if there's a way to somehow convert the particle system into something else like an animation if that's even possible? Since the actual particle system itself is only really there to cover the "skeleton" of the enemy, I don't find the need to generate each particle individually necessary at all, if that makes any sense. Any help would be appreciated. I'll provide some screenshots showing the enemy and the particle system settings.

#

(sorry accidently sent that instead of pressing shift+enter)

  • The first image above is what the enemy looks like when everything is working
  • The second image (below) is what it looks like when the particles disappear (except for the one particle system selected that doesn't disappear)
  • 3rd, 4th, and 5th images are the settings for the main body particles (the ones that disappear and lag the game sometimes)
#

there are also particles for each individual tentacle thingy and they have very similar settings to the main body particles (it's hard to see them in the screenshots but their effect in game is very different)

warm torrent
#

@limpid orbit how many particles do you have active exactly?

#

...probably the maximum 4000, considering you're spawning 400 per second and they live for 75-100 seconds

#

If you want the effect to be stable you shouldn't be keeping more than the limit of live particles

#

With a lifetime of 10 you would always be at stable 4000

#

If you need more than a couple of thousand particles, the VFX graph works much more efficiently and effectively
Usually in these type of situations you wouldn't rely on just particles to cover a character, but you would also modify the mesh and use a shader to make the surface seem nonsolid and ephemeral

opal star
#

With the vfx graph you can absolutly cover a mesh with particles

#

50k to a 100k would be ok on new hardware

#

Shuriken was defo not made for this

limpid orbit
#

Ahh ok. I don't think I've used a VFX graph before since I'm still kind of new to some things in Unity. I'll go look up some tutorials. Thank you so much!

opal star
#

@weak wraith again the vfx graph is really great for this. If the camera is outside the systems bounds it gets occluded, its easy to set up a world space sim too and you can have dense particle sims

opal star
#

You dont get a global volume for weather. What we do is move a rather tiny volume with the player

native steppe
#

Can someone explain to me how to get particles to propel themselves from a point outward in a random direction (spherical) very quickly in the first moments of their lifetime and then kinda stall/collect near the edge? I tried using a sphere mesh for the shape and then setting velocity over time curves so that the velocity was at 1 for a short time before plummeting to 0 but it's not having the result I expected. I think I have some fundamental misunderstandings about how these different properties work.

limpid orbit
#

this might be a bit of a silly question, but is it possible to "convert" a shuriken particle system into a vfx graph, and if so how do I do that?

limpid orbit
#

I kinda don't have much experience with vfx graphs at the moment so I'm not sure what you mean... Do you mean I have to remake the particle system in vfx graph from scratch?

rigid harbor
#

Hello,

I would like for my trail renderer to change material if my statement is true, everything works except for contacting the trail renderer, material1 is assigned.

but i dont know how to write the code to contact the material list of the trail renderer, for him to tell him "hey change the material to material1"

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Red : MonoBehaviour
{
    SpriteRenderer renderer;
    GameObject playerSetTag;
    TrailRenderer t_renderer;
    public Material material1;



    void Update()
    {
      playerSetTag = GameObject.Find("Player");
      renderer = GameObject.Find("Player").GetComponent<SpriteRenderer>();
      t_renderer = GameObject.Find("Player").GetComponent<TrailRenderer>();
    }

    void OnTriggerEnter2D (Collider2D redCollider)
     {
       if(redCollider.gameObject.name == "Player")
       {
         playerSetTag.tag = "Red";
         renderer.material = material1;
         t_renderer.materials[0] = material1;
         
       }
     }
}

thank you

ionic wagon
#

guys i wanna make clouds for a pretty large map

#

any specific way to do it ?

#

so ican follow it

clear spruce
ionic wagon
prime dome
#

im getting this issue and i guess that is why vfx is not being visible

autumn lagoon
#

I have a particle system running a trail that follows the mouse when you click

if I release the mouse button to stop the trail, and start the trail somewhere else, it connects itself to the end point of the last trail

rotund sedge
#

so i wanna make a beam like this

#

but im trying to figure out what i can do to make a beam leave behin the golden burn as you see it put on top of the stuff that gets blastes

#

like its melting or leaving a trail behind, im struggling to figure out how to amke it

autumn lagoon
#

Have you tried spawning "burn" prefabs in the places the beam hits at?

low cedar
#

hello, how do i implement a trail of dust when walking in a top down game?

twin remnant
#

Hey, I need help with particles forward decals node,
vfx system is generating mesh for it on a plane, but it renders nothing

twin remnant
#

now i have something like this, im really confused

twin remnant
#

thats the whole vfx graph

knotty cedar
#

made this vfx and need it to kick the player aside when he moves through the smoke

#

is there a mesh collider using vfx like with the part icle system?

#

or do i need make a second gameobject which kicks the player to the side?

twin remnant
warm torrent
twin remnant
#

Im making bullet decals using vfx graph
Is there a way to still spawn decals after reaching max capacity without setting it to absurd numbers?

#

Like is there any option to delete the oldest particle to make space for new one

loud tartan
#

Can anyone think of a reason why when I scale down the parent gameobject of a particle system, the number of particles that a sub emitter emits is reduced? None of the other particle system attributes were changed

fluid lagoon
inner topaz
loud tartan
elfin oyster
#

Hey, I am learning VFX, I am using this flipbook but why does it look weird? THe box surrounding the image

#

Oops nvm

grim jasper
#

Can anyone help me, I'm new to unity and I'm trying to cover an object in fire but don't know how to do it

latent rampart
latent rampart
main viper
#

How can I access the collided Particle in OnParticleCollision/ Get the Index?
I'm able to get the ParticleCollisionEvent but I'm trying to get the actual Particle

#

and searchin it using the position sounds terribly in efficient

warm torrent
main viper
#

I'm trying to make particles stick to vehicles but i guess i could just spawn a Particle in a local particle system(on the vehicle) at the intersection point

#

Thats just not as clean as I would've hoped

main viper
warm torrent
#

Might not even need scripts

main viper
warm torrent
#

You could instantiate the stick particles at hit position from collision event and parent them to the collided object

main viper
#

would that still be a good idea with multiple vehicles?

#

I dont know how performant particle systems are

warm torrent
main viper
#

ok

#

Thanks!

silver oak
#

Hey, I'm following the tutorial from Brackeys about fire and smoke: https://www.youtube.com/watch?v=R6D1b7zZHHA
He uses a flipbook in a shader, but his download texture is not available, so I downloaded one from https://blog.unity.com/technology/free-vfx-image-sequences-flipbooks
But my flipbook does not have the black parts clipped like they should. I tried to mess with the Alpha Source, and force the format to RGBA, changed to other flipbooks but it keeps doing it. Output Particle Quad is also not documented by Unity so... Anyone has an idea what I'm doing wrong?

warm torrent
#

@silver oak Most of those textures do have alpha
The ones that don't have alpha are probably meant to be used with additive blending
That specific texture is called the temperature map so it's probably not meant to be used as the base texture of the effect, but to determine intensity

#

In a pinch you can set "alpha source: convert from greyscale" in import settings over there

#

So you can use this one with alpha

silver oak
warm torrent
#

There is no alpha

silver oak
#

Even if I force that one to RGBA 32 bit, because for me its weird that its RGB BC6H

warm torrent
#

you can change this to get alpha in a pinch

silver oak
plush crypt
#

Is there a way to lock VFX particles rotation on a single axis? I've got a bunch of particles spawning along the surface of a sphere, and want them to all face the center of the sphere without twisting whenever the camera moves. Not sure if there's away to do this while still having something similar to a billboard effect, but couldn't find anything online about it.

plush crypt
# silver oak Look at position camera?

That's what I've got currently. I've tried all the settings in the list actually, but they all seem to still rotate (I think on their Z axis) whenever I move the camera

#

Have tried both local and world space as well just for giggles

silver oak
plush crypt
#

Dunno if I should be using a Rotation 3D node somewhere? Still learning VFX Graph so I may be missing something obvious

#

This is what it does currently if it helps

#

Face Camera Plane, Face Camera Position, Look At Position, etc. all seem to result in the same behavior

#

I assumed Advanced, but that only works on 2 axis

#

Unless that's just me been a noob

silver oak
#

Well I am also just beginning. Have you tried Fixed Axis?

#

That's the only one I am getting that is not responding to the camera rotating

plush crypt
#

Yeah. Unfortunately while it locks rotation, it locks all 3 axis so it doesn't display correctly

#

I think it's just the Z axis I need to lock but am not positive

silver oak
#

How about No orient at all? 😛

plush crypt
#

Ha, good idea but then everything is just on one axis. Would be great if I could have them look at world position on initialize but then not update after that... Maybe there's a simple way to do that and I just need to play around with it more

silver oak
#

The docs say Look At Position should work...

plush crypt
#

Yeah that's what I thought... Not sure why it's still having that effect

#

Though I've fought against all kinds of inconsistent or otherwise confusing behavior with Unity. Just seems to come with the territory.

#

Not unheard of that this could be a glitch

silver oak
#

Yeah had the same problem 2 hours ago when my materials where not updating until I reloaded the scene

#

Well I honestly have no idea how to fix it. Maybe someone else can help you.

plush crypt
#

No worries, I appreciate your suggestions

#

It's the last piece I need to work out before I can finish it and move on lol

plush crypt
#

In case anyone else sees the issue above, here's an opaque quad version for easier debugging

barren trout
#

What software should i use to make vfx

clear spruce
silver nova
#

so i wanted to ask a question

#

ive been searching for but couldnt find the good answer

#

how to trigger a particle system using OnTriggerEnter

fleet hill
#

guys how to make the particle goes to left

#

i mean direction to left

#

landscape

midnight grove
#

Rotate the particle system

fleet hill
#

hey

#

can anyone teach me make particle fire rocket system

#

wait

#

@midnight grove

#

how to make the particel fading ?

#

like after it spawn 1 sec after it fading

#

sorry ping you

#

ahh man its hard to make particle system

midnight grove
#

I'm not here to help you make a particle system. Use the Color over Lifetime setting and change the alpha of it to fade out. If this makes no sense, then you should look up how to use the particle system in general before trying to make something yourself.

barren trout
clear spruce
clear spruce
barren trout
barren trout
warm torrent
#

Some effects made in Houdini and alembic files from various programs can be imported
But that's not really something you need to worry about unless you're already pushing the limits of VFX graph

knotty cedar
#

Does someone have an idea why my vfx effect doesnt render in my game-build?
All VFXs are working except for one of them D:

round oyster
#

How could I make a lens-flare type particle

fleet hill
#

can anyone help me make particle system?

tall grove
# fleet hill can anyone help me make particle system?

be more specific with your problem, so that if atleast someone knows whats your issue, they will attempt to help

but right now, your question is either something very simple or very complicated, and that demotivates anyone from helping you

fleet hill
#

okay

#

how could i can make fire effect that i can put on my rocket

tall grove
# fleet hill how could i can make fire effect that i can put on my rocket

In this video, we’re taking a closer look at Visual Effect Graph in Unity 2019.3 and exploring some of the fundamental ideas and concepts to help you get started designing Visual Effects inside of Unity.

Learn more about VFX Graph here:
https://on.unity.com/3hX58C1

Download the Spaceship Demo here:
https://on.unity.com/2YRfLP1

Watch our Video...

▶ Play video
fleet hill
#

2d?

visual cove
#

Could anyone point me in the right direction for using random meshes in VFX Graph. Tutorials suggest it should be an option in the inspector but I'm not seeing it in 2021.2.7f1 has it moved?

visual cove
#

If anyone else encounters not being able to see this option in the inspector, I was able to work around this issue by going into debug mode in the inspector and setting the value there, then forcing a recompile of the graph. That got them to show up in the output node.
The feature seems to work fine so I'm assuming this is a bug.

visual cove
#

Or just turn on experimental settings 🤦‍♂️

shell garden
#

k

opaque plank
#

does anyone know how to make sub emitters take the normal of the collider surface they hit and rotate it accordingly?

VV i want these to be flat on the wall

warm torrent
#

Though consider that the illusion of the effect will break if the splashes can be spawned on curved surfaces or near edges so that a part of them can be seen floating

round oyster
#

Is there any way to make a particle trail circular, without changing the material?

graceful creek
#

Hi guys. I have 0 expierence with VFX graphs, so for my current project I decided and buy a VXF graph pack.. Now, I'm using 1 simple effect in a scene, and the tris count went up from 1.6 million to a Whopping 25.6 million

#

its a simple portal type effect that loops.

#

What could be That impactful? What am I looking for?

#

I'm assuming that it could be some sort of lighting thing, but unsure. If someone could point me in the right direction it would be much appreciated

#

I'd rather try and learn and understand then just ask the developer of the pack

opal star
#

Check how many particles the effect is using. Each particle is a quad. Quads have two triangles. Do the math

warm torrent
tender seal
#

anyone have an idea, or what i do wrong to create a particle Material?
I change the color but is looks in that color

warm torrent
tender seal
#

@warm torrent ya, i missed that i rerendere the URP shader, now it works 😄

manic scroll
#

Hi! I Bought a udemy course from 2018 and the interface is a little different and i cant solve this. He draw a texture in photoshop and created a cylinder in blender. I did the same after that he made a particle system then from renderer he chosed mesh as a mesh he picked the cylinder and as a material he created a material and assigned that texture and its look like this

#

mine doesnt show the drawed texture

#

any idea what i did wrong ?

strong birch
#

Can you make a better readable screenshot of the inspector?

manic scroll
#

mine or udemy courses ?

strong birch
#

both

manic scroll
#

this is his

#

this is mine

#

i feel like i made something wrong with shader graph but i followed excatly

#

there is color on the top left

strong birch
#

He has another render mode: horizontal billboard

#

Does that make any difference?

manic scroll
#

no when i do that effect lose the cylinder shape

#

did I fail to give texture to material ?

#

when he give the drawed texture to material his material its look like this

warm torrent
#

@manic scroll Your "Texture 2D Asset" node refers to a specific texture asset on the file system, your MainTexture property is not used at all

#

You would drag MainTexture property into the node board and connect that to Sample Texture 2D input instead

warm torrent
manic scroll
#

well i start learning yesterday so i have no idea what is what 😄

warm torrent
#

Good luck either way!

manic scroll
#

Thanks!

keen dagger
#

So I added a particle system, is there any way for me to change the angle it scatters the particles at?

silver oak
#

There are also a ton of velocity parameters you can set.

silver oak
twin token
#

Hey everyone! Running into an interesting VFX graph issue when updating Unity to 2021. In my project, I need to use OpenGLCore as a graphics API, and my VFX graph works in 2020.3.25, but when upgrading to a 2021 version of Unity, none of my VFX particles render out unless I use DirectX as the graphics API. Tried the default VFX graph, but no luck with OpenGLCore.

After searching around forums and docs I couldn't find any specific reason why this is happening, so I'm kinda at a loss.

Thanks for any help!

fathom flint
#

can someone inform me why my particles seem to still go through the floor despite having collision on world mode

#

a couple of them go on the floor but they dont spread out or anything and most of them just go straight through the ground

#

the ground in question is a flat plane

violet sundial
#

Hi, I want to ask, I used the particle system for shooting effects, but why is the particle system always active?

#

Can you help me?

warm torrent
#

@violet sundial settings called "looping" and "play on awake" are probably what you're looking for

violet sundial
#

Thanks, you saved me

#

But, why when the game starts and I press left click, the particle is destroyed and an error appears

warm torrent
violet sundial
#

I don't know but after I changed the particle system, the problem was resolved

velvet seal
#

Unity 2020.3.5f1 -> having this weird issue where any extra systems I add into this VFX are either appearing as an alpha clipped black circle at (0,0,0) or not appearing at all regardless of node setup. This is the current setup...

#

The system on the right is that black particle

#

It does not seem to adhere to position or colour at all

#

If I replace the GPUEvent with Spawn(Constant), it works fine

#

Also this warning keeps coming up despite me not having any of this component...

violet sundial
#

hello

velvet seal
#

Update: It has magically started working again. jfc

broken quest
#

There was one question. How the unit caches, for example, particles. Let's say I have a prefab with cloud particles. I deliberately play them on the initial scene literally for 1 frame. However, on other scenes I do not use a prefab, but I made Unpack this particle and also lose. Will Unity cache these particles in this case?

#

Here are my particles:

#

on the splash stage I play them

#

there is still a lag on the first play

summer turret
#

why my particle system looking different with tutorial video?
i cant follow tutorial

warm torrent
summer turret
#

Ah thank you so much

pure basalt
#

hi :>

#

does anyone know how to make particles prone to lights (2d)

#

as in they are less visible when not near a light source

warm torrent
pure basalt
#

2d lights

half aurora
#

Is there a way to call a function when a particle dies, similar to the OnDeath function with sub emitters?

prime dome
#

I feel like I am going crazy, it seems like there is no clean legitimate way to properly do particles on a UI canvas in HDRP

#

The only way I can think of is by having another camera do a Render Texture and then using a Raw Image with that render texture on the canvas, but I can't comprehend how you would properly line up stuff.

#

Does anyone have any experience with this? I've been beating my head for the past hour trying to think of how this is do-able.

#

It's so simple in URP too...

fluid lagoon
prime dome
#

How does that work if the screen space canvas doesnt align with the camera?

fluid lagoon
#

screen space camera canvases always alight with the camera

prime dome
#

Oh screen space camera, not overlay

fluid lagoon
#

yes

prime dome
#

Now what if I want the particles rendered over the UI?

#

Would that just be the rendering layer?

#

Oh wow I feel like an idiot

#

I think I can work with this

pine hinge
#

hey dudes if i make an explosion effect with built-in Blender smokes or fires and export it to Unity will it still work the right way?

pine hinge
prime dome
#

If you do screen space camera canvases they get affected by post processing

#

So bloom, color grading, etc. all mess with your UI

prime dome
#

Okay so I think I have it all figured out

#

I created an Amplify Shader and for the rendering pass I set it to "After post-process". I set my image material to this new shader and the issue is seemingly gone

manic scroll
#

Hi! i drawed a textured and put it on a mesh but i only see the side that are looking at me. how can i fix that

viscid kindle
#

I think it should be the shader on the material you've selected, if you're using the standard unity shaders i think it's got an option for double sided or render face or something
Edit: @manic scroll

manic scroll
#

yes that was it i though double sided option would be in particles options

broken quest
#

what is the difference between IsAlive and IsPLaying in particle systems, I want to track when the particle system ends playing with the help of a coroutine

past owl
normal needle
#

Anyone know how to make like a skull on fire using particles in unity? I been trying to for some time but never looks right. Anyone can give some pointers?

fair shoal
#

Curious what you have so far @normal needle

normal needle
#

Like I want to have the flames coming out his neck and coming out of his head

#

Not around it

plucky path
#

Hey, I have a particle system though all the particles are outlined orange. How do I disable the outline, whilst still playing it?

fair shoal
#

@plucky path in the object hierarchy, click an empty space

plucky path
#

Then it doesn't play

plucky path
#

I want them to keep moving

fair shoal
plucky path
#

That first link shows a unity forum post with no answer

#

the rest of the search results don't give anything useful

fair shoal
plucky path
#

That one did not show up for me

fair shoal
#

No worries

plucky path
#

Thanks

plucky path
#

I have a rain particle system, though when I look forward it doesn't look like there's a lot of rain (because the particle system is only above the player). How can I make it look like it's raining a lot, whilst not killing the player's pc

#

why do they make this map soooooo big? Can't they just zoom in the rooms bcs now I have no idea in which room Im in

#

can't they just only show this?

mystic mason
#

why do my particles only play once even though its looping?

warm torrent
plucky path
#

hmm Ill have a look next time, thanks

normal needle
raw osprey
#

You want sth like this ghost rider iirc

normal needle
normal needle
raw osprey
normal needle
#

can you show me an example?

raw osprey
#

yes i can give me 10 mins to try it

normal needle
#

ok

raw osprey
# normal needle ok

Just got to my pc anyway in the ps inspector Shape then youy can assign the skull mesh you want to use as the emitter shape and choose from what to emit vertecies or triangles or edges ig in this triangles will be better

raw osprey
normal needle
raw osprey
normal needle
raw osprey
#

one moment

#

well i found this but its for the vfx graph since you said you are new you can follow this guy and implement this one in the vfx graph its node based and kinda easier
https://www.youtube.com/watch?v=yW1uXjnq14Q&t=82s

In this Unity tutorial let's add effects to any animated object that uses a Skinned Mesh Renderer, for example, like a character!

Free Smoke Flipbook Texture (attached): https://www.patreon.com/posts/unity-vfx-graph-67137793
VFX Graph - Character Effects (Previous Method): https://youtu.be/ePbeaYuMNK4

We are developing an Indie Game, check it...

▶ Play video
lyric kindle
#

Hey quick question

I have a nice shader with mask, but it's pretty expensive in terms of resources (I can barely process 100 of it in the same scene, theoretically).

Does the game/unity render objects that aren't in the field of view ?

let's say there are 100 of this shader object in the same scene but i'm only looking at 1 , the other 99 are behind the camera, would the device be rendering the entire 100 (clones) of it or just the ones in the field of view ?

fluid lagoon
stable panther
#

I made a vfx graph that spawn particle trails, but when it move fast the result became something like this

outer storm
outer storm
outer storm
lyric kindle
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I dont know much about VFX and shaders.

sullen trench
limpid orbit
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How do I use VFX graph with the default render pipeline? Or is there a way I can create a render pipeline that is able to use the VFX graph without changing anything else in my project at all? I tried upgrading to the universal render pipeline but even after upgrading and converting everything so that it could accommodate the change, all of my materials get messed up and result in the game screen being completely black when played. Luckily I created a backup of the project before making the change. I still need to use the VFX graph though, so how do I do that without breaking my game again?

fringe forge
pliant zenith
#

is anyone available to help with a gun shell ejection particle transform issue - in a nut shell i've positioned a shell ejection sub emitter particle to spawn at the time a gun fires as it would in reality, however when I turn my character around the shell ejection continues to happen at the same direction as it was initially and ends up spawning on the opposite side of the gun. This is all built without any scripts and there cannot be any used in the project. Any help is greatly appreciated!

outer storm
# limpid orbit How do I use VFX graph with the default render pipeline? Or is there a way I can...

I think there are "ways" to make it work. But Unity's official line is that it's not supported in built-in. Perhaps look on the forums eg https://forum.unity.com/threads/visual-effects-graph-in-built-in-render-pipline.1121155/

safe valley
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(I make artwork with Unity)

clear spruce
near niche
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has anyone got a clue on how to change the length of particles based on distance to the player?
Trying to have a lightning effect go from the cursor to a target, and the way I see is somehow with colliders + start speed

I just don't know how if it'll be costly or anything 😓

zenith bay
#

Hi guys! Do you know how to sort the rendering order of a visual effect that uses a flipbook?

granite hinge
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How do I use this module in the Particle System Component

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my particles are rendered as Meshes

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These meshes have their own material which they use, which is basically just a material with flat white color

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It seems like the material of the mesh is being used and the module has no effect in my case

#

how would I go about making it so that the particles "fade out" over time or loose transparency

warm torrent
granite hinge
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I read something similar on some forumn, but im having a hard time figuring out how to go about doing that

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.<

warm torrent
granite hinge
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URP

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Tried doing this but doesn't seem to be working

warm torrent
# granite hinge URP

There's particle shaders in Universal Render Pipeline/Particles/ category if you can do with just lit, simple lit and unlit

#

Your shader graph implementation looks okay but the shader needs to be set to type transparent in graph settings to be able to use transparency

granite hinge
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hmm lemme see

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okay it... kind of works..?

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It does fade out

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but occassionaly

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You can see here, the water sort of "cuts off" or hides some of the particles

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its a bit hard to see

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Here you can see

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I think I have an rough idea of what is happenign

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so the water is basically just the same prefab instantiated in a grid

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to make it look big

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And it looks like at some of the edges of each water plane mesh, the render order gets a bit iffy????

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im not sure

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This problem only occurs with transparency enabled

warm torrent
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That's a separate problem from particles not fading though, take it one at a time

granite hinge
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ill try to find out how to adjust the render queueu

fading goblet
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I was just wondering, Is there away I can make a player see through a particle and make the particle still effect the surrounding in the same time?

shadow scarab
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so when i try to use collision module for particles, it's alright but when i add a mesh to the planes transform list, instead of working normally the particles just go under the plane(like the spawn point goes under the plane, not the gameobject). what can this be?

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here's a sc

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collision modules settings

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it works with another flat plane i created, though

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nvm i just needed to set it to world mode instead

warm torrent
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(actually I'm not sure about the size part, but should be quick enough to figure out)

maiden apex
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heres my chara
I want a trail behind him whenever he moves
is that possible in unity

tawny lichen
nimble grove
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I'm making a particle with a Sub Emitter but I want to make the sub emitter particle to stay on the surface it is places on. For example, for a blood particle, I want the blood puddle to stay on the ground. Thanks.

past moon
#

Hi!
I have this sheet for axe slash trace.
And I try to do this effect. When I test me effect in edit mode - it ok. But in game mod this texture paint all.

warm torrent
past moon
graceful imp
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Hello I am learning Unity from the official Unity web page i take the Junior programmer pathway and I am at the lesson 3.4 which is about particles and I am at the point where when you collide with the obstacle there should be particle animation played but it doesent work and I have no idea why

shadow scarab
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you need to write:

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Collision other

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2 Collision's will return an error

graceful imp
shadow scarab
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ok

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did you add the tags?

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like you might have created the tags and forgot to select in the gameobject inspector

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also it is in fact case sensitive

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you can omit the oncollisionenter private btw, by default it's private if u dont write anything

shadow scarab
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also i find it weird that there are 3 "." before explosionParticle.Play()

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error indication in ide?

graceful imp
shadow scarab
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or are you not getting any errors?

graceful imp
shadow scarab
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i suppose you know for oncollisionenter to trigger, either body MUST have a rigidbody component?

#

it is ideal if the rigidbody component is on the "moving" body

#

make sure your objects are not set to static (top right in inspector)

#

again, please double check tag spelling, case sensitivity and tag assignment

graceful imp
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Thanks

shadow scarab
#

where was the issue?

shy fractal
#

So I have this particle system that emits over distance but something is causing it to emit in bursts, any ideas on whats causing this?

half shadow
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Hello is there anyone who would be willing to help me make some particle effects for weapons, like a flaming sword, but done in SRP?

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everything i see on the asset store all use the VFX graph, and doesnt work in my project 😦

half shadow
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yeah.

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myc amera is a top down style.

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im having trouble getting the particles to face the camera properly.

#

hmm

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i hve a seperate issue. (i began working on something else when i didnt get a quick reply for my question)

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i have a particle system attached to a gameobject

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and the gameobject i turn it off and on via code.

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but when i turn the game object setactive true

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the particle system doesnt play.

#

i guess i have to manually force it to play via code as well?

outer storm
proper raptor
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How do I give objects/materials different blending modes? (Multiply)

atomic magnet
frigid matrix
atomic magnet
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no thats not it, thats easy to check, and I did double check

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they are on seperate layers and not having any conflicts

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ooh that did help me fix it though!

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its cause this is actually 3 particles systems layered on top of eachother

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and they are all on the same layer, which didnt matter before post processing

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but the sorting bungling is whats causing the flashing

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thanks~

frigid matrix
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awesome! glad you got it figured out! Pretty cool effect ya got goin on there.

prime dome
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I'm looking at a tutorial for making simple explosion graphics, and the guy said to use emissive materials to generate the fireball effect of the explosion. However, I can't figure out how he got it to look like this:

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Currently, mine looks like this:

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Please advise?

proper raptor
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@prime dome I hope this helps

proper raptor
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Replace the default particle texture with this

prime dome
prime dome
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Thank you, I will try it out. 😄

proper raptor
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You're welcome!

prime dome
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lol

rigid linden
#

Hey there ! Do you know if its possible to use a custom pass (with signed distance fields) in the vfx graph ? Like, to move particles in real time to in these distance fields ?

harsh bridge
#

Does anyone know if it's possible with the normal particle renderer UI to create a series of particles in a line but in order? I was trying to make a lightning bolt using ribbon with randomly displaced particles along an edge but they aren't arranged in any logical order, so it just makes a mess instead of a nice zigzag. I know this is really trivial to do using scripting (that is what I ended up doing) but I'm curious if there's a method to do it with the GUI, seems like a pretty normal thing to want to do

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I tried using pingpong mode and making them scan across the object really fast but it still looks like the lightning bolt is progressing rather than just appearing all at once.

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I dont have a screenshot right now but this is what I mean, left is what it produces, right is what I was trying to do:

prime dome
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I've even disabled the post processing on the camera by switching to a different layer.

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Same drop.

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Please advise?

sweet tendon
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Without scripting, Is it possible to add a delay to particles emissions after lifetime has ended. E.g emit 1 particle, lifetime ends, wait 1 second, emit 1 particle

native nacelle
#

How do I stop a Trail Renderer from mirroring itself on my x axis? my graph looks like this:
but the actual trail in the scene looks like this >

proper raptor
sweet tendon
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Can you only have bursts?

harsh bridge
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Do bursts, set cycles to some large amount and interval to a small value

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It should be pretty much identical to how it looks when you do rate over time

#

Oh and 1 particle at a time

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for the burst

sweet tendon
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Yeah 😂

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Ok I'll try

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I wasn't really able to achieve it with burst but it was probably me

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I'll try again

harsh bridge
#

I believe it normally only spawns 1 particle at a time anyways - it should be pretty close. You might have to do some math to figure out the correct amount/interval for your period

prime dome
prime dome
dreamy pelican
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maybe someone here knows how to do that properly. i have a particle system (for the shooting arrows) using mesh rendering and a sub system (for the stuck arrows) that gets activated if the main one dies on collision. my problem is that the arrows of the sub system dont have the same direction/rotation of the main systems arrows. i tried playing with inherited attributes and different render alignments but i cant seem to get it to work.

proper raptor
rotund sedge
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hey so i have this swarm particle and im wondering what i can do to get a better effect but making it more optimized?

clear spruce
rotund sedge
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i use this in vrc so that wouldnt be available to me x.x

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since (and i think this is the right lingo) vrc uses a set render pipeline so vfx graph doesnt work for it and it has to be a fixed set shader

topaz juniper
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I am attempting to use the Ribbon feature in a Particle System to create an effect. I want the scale to shrink over time and for some reason I am getting the jagged look in the image before. Does anyone have any idea what might be causing this or how I can solve it?

Edit: I am using a shader/material rather than a texture.

#

Seems like a vertices issue, I don't see a way to increase the number of vertices in unity, though.

warm torrent
topaz juniper
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That's unfortunate, thank you.

outer storm
# harsh bridge Does anyone know if it's possible with the normal particle renderer UI to create...

The only way I can think of, is to make a Mesh, and emit from the vertices of the mesh (You can do this in order by setting the Mode under the Type: Vertex option. You'd probably still need to make the Mesh via script though, to guarantee the mesh vertices were in the order you wanted. You could also use Randomize Position a bit to make sure you didn't get the exact same lightning shape each time, if you wanted.

outer storm
reef plover
#

im trying to make a smoke effect using a texture set to the additive/soft shader, but whenever I make the color more gray instead of white, it makes it more transparent and doesnt change the color

#

anyone know why this is?

warm torrent
harsh bridge
cosmic oyster
#

Hello, the 'Graph Inspector' is missing from my VFX graph and I am not sure why, does anyone know why this might be the case? (2019.3.11f1)

outer storm
# harsh bridge That makes a lot of sense actually. I didn't know that meshes preserved vertex o...

It's a semi-recent addition. If you make a mesh using lines/line strip, you can also emit along the edges over time. That's no good for your instant lightning effect though, as you want it to happen over 0 time, from the sounds of it. So vertices + ribbons seems like a good idea (although, thinking about it some more, we connect the ribbons based on particle age, so i'm not sure if the ribbon connection system will get confused by all the particles with the same emission time.) A different idea would be to revert back to the time-based approach you had, but, to get the "instant" effect, call ParticleSystem.Simulate from script with the time it takes for the emission to happen over the length of the lightning bolt. Just rememberthat calling simulate pauses the effect after it completes, so call Play() again after Simulate() to make it carry on playing normally.

harsh bridge
#

Hmm

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Must test

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I didn't think it was by particle age! That's odd

frank crown
#

has anybody ever had that issue with the position (skinned mesh) node where particles spawn on the skinned mesh, but offset vertically by about 1m? Can't figure out what's causing it

civic bolt
#

So I recently found out about ParticleSystem.GetPlaybackState() which sounds useful for me as I want to potentially save the state of a ParticleSystem as part of my game's overall save state: https://docs.unity3d.com/ScriptReference/ParticleSystem.GetPlaybackState.html

However, I cannot make use of it in this way (saving it to disk to be restored later upon load) because the struct isn't marked as Serializable, despite only consisting of primitives or structs of primitives. Why would Unity not mark this as Serializable? Is there a way I can work around this?

outer storm
# civic bolt So I recently found out about ParticleSystem.GetPlaybackState() which sounds use...

The use case we initially covered with this was for users to save "keyframes" of their particle system state, in order to be able to restore a particle system to a previous state. Useful for fast rewind features, for example. However we only thought about users doing this in game, and not about a case like you have, where you want to save this snapshot to disk. To get a full snapshot, you also need GetParticles, but the Particle struct doesn't look like it's marked as Serializable either. And also GetTrails(), if you want to save trail state. All in all, it seems like we could make these Serializable quite easily, but, getting that change to whatever version you use would of course take a long time. I don't know if there are other workarounds..

civic bolt
# outer storm The use case we initially covered with this was for users to save "keyframes" of...

It would be nice if they were marked as Serializable (this goes for any trivially serializable object in Unity source, I've had to make custom Serializable wrappers for stuff like Quaternions and Colors to work w/ my save system), but in the meantime I've found a workaround that's simpler and seems to work fine: just saving the random seed and time of the ParticleSystem and restoring state using the ParticleSystem.Simulate(time) method.

I appreciate the response though, please consider it for the future!

outer fern
#

anyone know of a good fire asset for hdrp?

hidden narwhal
#

Where can I find one of those libraries with a bunch of particle sprites?

#

By “particle sprites” I mean black and white shapes / brushes / whatever they’re called

prime ginkgo
#

uh i put mesh as render type and i put in my mesh I made but all I see is a green plus sign as the actual particle

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there is no mesh there

proper raptor
#

Anyone knows how can I make far away particles not show until I get closer to them? Like a render distance thing