#✨┃vfx-and-particles
1 messages · Page 1 of 1 (latest)
Velocity over Lifetime > Orbital can make particles move in a circle
Not sure what "follow the line only" means
I think they mean what orbital does
as opposed to moving around inside a circular area
How do I get particles to both be in world space, but spawn at the origin of the gameobject rather than the world>
What's the intended way of changing the start colour of a particlesystem?
ParticleSystem PS = deathParticle.GetComponent<ParticleSystem>();
var main = PS.main;
main.startColor = new ParticleSystem.MinMaxGradient(helper.GetColor());
doesn't work - yells at me to Do not create your own module instances, get them from a ParticleSystem instance
Setting PS.startColor directly is depricated.
In addition, how do I get a particle to lie flat against the ground instead of facing the camera? like a puddle.
Not sure what's wrong with doing it that way, but this works without a flaw
https://docs.unity3d.com/ScriptReference/ParticleSystem.MainModule-startColor.html
For the flat puddle particles you can use Render Mode: Horizontal Billboard
Good day, can you help me. When I change "intensity" of a colour in my VFX graph, in editor scene everything looks cool and beautiful. But when I test a game during run time, glow effect just disappear.
Does your camera have post processing enbaled?
No, now its working. Thanks man!!!
When I set the whole thing to use World coordinates it spawns at the world origin. Is there a way to get the transform of the host vfx component?
Hi,
I made a smoke particle system (VFX Graph) using a custom Mesh (a plane with custom vertex normals).
The Particles orient to Face Camera Plane however they are weirdly shaded if the camera is at a specific angle to the particle system.
I dont thing its a vfx graph issue more likely me being new to vfx meshes.
Does anyone know a fix or what this is called so I could google it?
As the vertex normals point up, they will face away from the light when you look at it from that specific angle, thus shadowing the particles
Ohhh okay I see. Rotating my light changes things
Thanks now I at least know what is causing this!
If the normals were to point forward like on an ordinary quad, that issue wouldn't happen
But the smoke would look less translucent when viewed against the light
Yes I used to have that but liked the normals pointing up better, makes it look so fluffy! ^^
So I'll just have to find a workaround
Thanks again because now I at least know what I am up against and what I have to fix! ^^
this is applying a material to the game object's mesh renderer instead of the particle system's renderer
what am I doing wrong
nvm I was supposed to get ParticleSystemRenderer
I'm trying to create a particle system at runtime but editing the particle system values in script sucks
is there a way to show modules in the inspector or use a scriptable object to pass those values to the particle system created at runtime
I posted this in the general talk channel before I noticed this channel specifically for this kind of stuff so please forgive the pseudo-spam: I'm trying to make a visual effects graph particle thingy that will only emit particles from a masked area (see attached mask). The mask matches a colored area of my mesh and I just want the particles to come out of that. Is that possible and, if so, can you point me to a demonstration, article or what have you because my Google-Fu is weak today?
anyone know how i can remove the blue background in my render textures
Does your RT camera have its background set to a blue color?
How can I save these values and apply them to a newly created particle system at runtime?
Sounds tedious, why not use this one directly?
because I'm creating new particle systems at runtime
for new objects
and they all need to use their own mesh as shape data
If you use shape: mesh renderer it uses the mesh renderer component from that gameobject
By at runtime do you mean create entirely new assets into database or simply instantiate them with some changes?
instantiating a new game object and adding a new particle system
I guess I don't fully grasp what the new particle system needs to do
make particles based on the new game objects mesh shape
I'm doing a dissolve effect
Would it work to have the particle system as a prefab, when you instantiate it you also parent it and assign the mesh renderer reference with GetComponent from the hierarchy of the target
ShapeModule has a meshRenderer / skinnedMeshRenderer variable which you can set to anything
that sounds kinda hacky
I guess it's just unity things
Hacky? As far as I understand in unity GameObjects hold the properties of their components, so you can't simply toss them over to another GameObject
https://stackoverflow.com/questions/62553142/how-to-copy-values-of-a-component-from-object-a-to-the-same-component-on-object
There's a way to copy the fields one by one but that seems way hackier and doesn't work perfectly for all components
maybe I should pool the particle objects
Using the particles system, I want to achieve this effect which emits every 2 or 3 seconds and not to stay there forever looping but to emit only after a few seconds and disappears again on loop
Ignore the trashy animation but this is what I wanna achieve
That's what the emission module is for: https://docs.unity3d.com/Manual/PartSysEmissionModule.html
Does anyone know how to pass a value (say C# variable or global shader variable) to a VFX graph from outside the graph?
For example, I have a VFX graph I created for the god rays in my game. I have a bool that I can tick for either using a manual god ray direction or a scene wide light direction. The manual one would be set as a property per instance but if I use the scene settings I'd like the graph to be able to pick up a global shader vector 4.
Would be super handy if you could pick up a global shader var in VFX Graph just as you can in Shader Graph
hey guys, Im making a 2d rain particle system, I want to make a splash when a rain particle collides with the ground, I checked the collision and the sub emitters and it just doesnt work
NOTE: the sub emitters works on birth but doesn't work on collision!
what's the best way to change a particle's color at runtime gradually over time? not the "color over lifetime" but making the entire system's color gradually change
without using any kind of actual animation using an animator
Using an animator or not with animation?
https://docs.unity3d.com/ScriptReference/ParticleSystem.MainModule-startColor.html
Either way, you can change this variable with a script, and control the script with an animator too if needed
im trying to accomplish this solely with a script, i was also wondering if you could use a shader graph
Yes, you can also use shader graph for it by modifying the color in the graph according to a property you control with a script
Though it's not as practical in most cases; when changing a shader property it creates a new instance of the material, unless it's a global property or if you use material property blocks which don't work with SRP batching
I'd just use the startColor since that already does what's needed for no extra hassle
Excellent, thanks
hey, is it possible to alight trail effect in 3d view ??
does anyone knows how to fix the alignment of the trail to match the object ??
Hello guys, girls & etc !
Do you know a way to spread a particle system Inside a volume with gravity ?
I'm trying to reproduce mist/most effect that you can see when you inject it inside a bottle/jar.
This could help:
https://docs.unity3d.com/Manual/PartSysCollisionModule.html
@latent rampart
Thx for the documentation. I' ve some homeworks to do.
I've some difficulties with transparency on particles and refractive material (see through) on hdrp pipeline :/
How do I get the current emission rate of a particle system? particleSys.emissionRate says it's obsolete, and particleSys.emission.rateOverTime doesn't work
hey, I've been asking for this for 2 days now, is not possible to align this trail perfectly with the sword??
No need to crosspost
sure, I just didnt know which chat room would fit this problem, I posted this issue 1 day ago and no one responded so I posted it again in a different room
Hey I seem to be having some trouble with making these mesh's follow the bezier path
Is there any way I can upright it while its following?
I tried rotation constraint but it doesnt seem to work and its not very consistent on what its even doing
all the paths normals are facing up
hey, when I right click and go to create GameObject .. i cant find Visual Effect Graphs although its installed, has they have it's name changed into "Visual Effect" only ?? or is that a different thing ? ... because it looks different
im on 2021.3.5f1
i added visual Effect gameobject but it doesnt seem to be working ....
do I need to add something or enable something for it to work? ... is it the same as "Visual effect graphs" ?
why the "Visual effect graphs" is invisable for me ??? ... i cant see it with cam, on game mode, playmode or even the scene!
Best to follow a tutorial instead of randomly clicking on things 🙂
You created a Visual Effect, but not a Visual Effect Graph.
Create a folder in your projects called VFX or something. In there, right-click and Create > Visual Effects > Visual Effects Graph. Then drag that new asset to your scene. It will display then.
Hey I made this flamethrower effect and the thrower itself I believe looks alright, but I'm not so sure about the collision flames. Is there anyway you think it could look nicer and cooler? Mind you I cant use vfx since thisll be intended for vrchat. https://twitter.com/SkaleySeto/status/1552942514528813059?t=0w3zUVjZ10gZnjnXWd0Kjg&s=19
Hey, I was just messing around wanting to make a decent flamethrower due to how many people use them and I've been wondering how to make one. Does this look good enough to upload to the booth? if not what else should I add to it?
I hope this goes here but my trail renderer won't go to the assigned color. I set the material to the default line but now it's just white it doesn't change to the colors
The sprayed flames and the burning on the ground seem to be of a different color and style which creates a bit of a mismatch, and they sort weirdly so that the ground flames are rendered in front of the smoke
The sprayed flames seem very static and inanimate which is especially visible when their velocty decreases
Whichever shader used by the material of your trail needs to support vertex colors
Can I give a trail to the particle in Unity ?
Yes
okey i find thnx
Gotcha, I'll look into fixing it
For the fire static a simple scrolling on the x axis should do a fair bit, along with the ground fire, that thing is a set color, should I try looking for a new sprite sheet?
Colors are easy to change in an image editor, but if the blending modes are different they will appear differnt (such as transparent/fade vs. additive)
The blending modes I use are alpha normally so they dont have a faded look for floor stuff
And the problem is I'm not good with editors so turning the fire into a different shade or color is gonna be really hard for me. Especially since I normally use a shader that uses ramps to change colors automatically
Why, why isn't my VFX working ??? its always like that !
I'm new to the vfx, it looks so different than any tutorial I saw online, I dont know what is wrong!
I've created it by : Right click >>> Create >>> Visual Effect >>> Visual effect graph
every tutorial I saw online, they usually have those small default particles flying or something like that , in my case, there was nothing!
my current global volume settings
and I do have a cam in the scene with postprocessing on.
I'm on unity 2021.3.5f1 and VEG version is
I even tried the samples that came with the package, they didnt work
is any of that normal ??
Seems a bit strange. You’re definitely using URP/HDRP? Try changing swapping to a different graphics pipeline in the Graphics settings to see if that does anything.
I've just tried that, it gave me a warrning that i might take a while to convert, but after it finished, the same thing happened, the particles didnt emit at all
I've even tried version 2019.3.4f1 and it did the same thing.
i used URP in both times.
every tutorial I found over the internet has those gizmo shaped emitted from the gameobject... I dont know why mine is different
wait I've also noticed something wierd let me record it
right clicking then making VFX is different than making it from the VFX tab ..., the right click method doesnt allow me to edit it right away, I have to press on edit on the inspector... that is different than what i saw on the tutorials
i feel like there is some sort of parallel or miss-connection setup in my VFX.
unity is full of bugs 😦
I just created a new URP 2021.3.2f1 project, installed the Visual Effect Graph package, and created a new effect right away. So I'm not sure why yours isn't working:
could you give me a simple VEG to test out ?
i almost gave up on VEG and used particle system instead and it worked... but I still dont get it why I cant get VEG to work?
have you tried to switch to URP ? .
my whole project is in URP .. all my projects are.
I know VEG supports it but it doesnt really work.
if it possible could you send me a simple scene with a working VEG in it to try and compare it with my settings?
Yep, give me to me two minutes 🙂
i cant be the only one in the world with this problem
thx 🙂
Try this. Hopefully it works, it's only 8kb!
@lyric kindle Also, do you have VFX enabled in the view:
it didnt work :S
waiittt
that worked 😄
Ahh, haaa 👍
I dont know what made it work... it kinda fixed itself
i thought it was because gizmo was turned off, when I turned it on it worked
but then when I turned it back off , it still working ... I dont know what was the case, I will send another video
this is the moment when it start working
no lesson learned here ... it just works sometimes and sometimes it doesnt 😄
i wasnt able to break it back again ...
maybe they could look into it in the next unity update
Are you double clicking or single-clicking the graph asset to open it?
You said you were using Android
Note that to use VFX graphs, the target device must support compute shader and SSBO, which apparently most mobile devices don't
that would have been helpful 3 hours ago lol
I guess particle system is more likely to work even on android devices , am I right ?
also it should work on the editor none the less
Particle System should be universal, nothing special about it
I Put standard vertex Color on a shader but it still doesn't work...
Isn't there a way to have each particle that a PS emits, also have sub effects? Like the PS emits orbs, and each orb has sparks flying out of it.
there is a sub emitter component in the ps
why does the ps position change when i change the renderer alignement ?
i want to spawn the lightning strike on top of a specific object or position but using diffrent aligmet fucks up the position in case of facing but he particle is rendererd right and in case of world the positions is right but the render is not how can i fix this
Yeah but that doesn’t allow you to have each particle contain a particle system.
It does let you assign a ps and trigger it
Otherwise u can script whatever you want by accessing each particle individually through code
Hello!
I’m kinda news with VFX texture on photoshop, does anyone have an exact idea of which filter are use for each step here?
Thank’s a lot!
I think this texture is made by 1MaFX on youtube
he makes his textures in Substance Designer
Hi! I’m relatively new to the VFX scene in Unity, and I had some questions about FX. In the picture below, the fire fully encompasses the character’s hand. When I use a 2D textbook, it just goes through (since it’s 2D in a 3D space). Is there any way to make the fire fully engulf a hand in 3D, while also keeping its shape? Thank you!
Is there any way to exclude VFX from DLSS? I have some floating dust vfx in my scene and I can see ghosting when I turn on DLSS.
hey i want to make particle (from VFX graph) invisible, is there any solution, does particle even have mesh renderer? usually for GameObj i turn mesh Render off and on when collide, i want to make it exactly like this, so first the particle invisible then turn it to visible when the particle collide with GameObj
As of now, VFX graph can't interact much with the Physics system. For fx's that interact with physics objects, you need to use the old Shuriken Particle System, which can interact with physics, but has the side cost of running on the cpu instead of the gpu, which is why vfx graph is most commonly used.
ah, i see, guess i need to search other methode, thanks man
hi guys, i want to achieve this effect but i cant get it working, using a fixed axis node wont work because i have several particles and i want all my particles to have this effect individually
this is how my vfx looks now
Hello everyone. How to make analogue spawn rate like this on screenshot ( with Animation curve) in VFX graph?
Hmm. I think i found it by myself. Kinda like this
Can someone explain to me in simple terms what i could use particles in my game for, and what type of vfx unity has? It is like filters or color grading?
Thank you
No, particles are particles. As in a lot of small things used to create effects.
I m still a newbie in Unity but overall VFX are visual effects so for example if, in ur game, u have a guy blasting someone's head off with a shotgun u are gonna need some blood splatter, maybe a small muzzle flash or smokey particles coming out of the shotgun's barrels
and so on
"Filters", such as colour grading, bloom, etc., is Post Processing, which is somethin completely different.
Ahhhh ok thank you
I’m also a total newbie, only have made one game so far
I’m trying to figure out what everything is so I can use it
we all start somewhere 😄
Because my current game is a horro game and I want to figure out color grading and vfx so I can add some cool tonal and mood stuff
If I wanted to have steam coming from a vent, would that be a particle system, then I’d fudge around with it until it had the right look?
yea, u would do that with the particle system
Ok thank you
Anyone know why my emitted particles are moving with the emitter? I have Simulation Space set to World but it's still happening 😦
do you have a set position in your graph?
if so set it to world space
how would I put blood splatter on a wall without changing the texture itself?
can I have a blood overlay?
or can I get a blood stain transparent background image, put that as a texture, would it be transparent?
Decals, you nees decals
hi guys, im trying to make this vfx graph spawn particles on my characters surface, the chape of the particles are correct even when moving the bones but everything is placed in the wrong place. why? i will send the graph and inspector in a moment...
this has nothing to do with vfx graph or the particle system, but if you using a scriptable render pipeline, spawn a decal projector and give it a blood decal matirial. if you are using the urp you have to add it as a render future
this is the graph:
You are setting a new position after setting the position from the skinned mesh
and this is the inspector
ok thank you!
if i remove those nodes the particle positions wont get set
im following this tut https://www.youtube.com/watch?v=yW1uXjnq14Q&t=84s
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...
heallppp meeeee pleeassee anyone
ive been struggling at this for hours
this is the bone im setting the transform to:
sorry but what is "graph" ?
oh nvm i thought u were using the vfx graph xD
ah haha nope, just boring particle systems 😄
yea i just realized it when i saw "Simulation Space"
at least somebody wrote back 😛 better than being ignored. thanks for trying! 🙂
Transform is not in World space
These blocks are all in world space, but video has them in local space.
Changing the simulation spaces dosnt help at all
Setting them all to W,L, mixed order and ect
Hey, There!
Why doesn't this colour show in this particle effect?
Yo so I have particles that collide with the ground but how do I make it so they dont slide across it? I know there is a dampen setting which does eliminate the sliding but it also deletes the particles before I want them to be delete
What might cause a particle system to look different during Play mode?
This is how it looks in the prefab...
...but during Play mode it looks like this...
Having some issues with the trail renderer. When i switch the alignment from view to transform z, it becomes just a line instead of the trail i want. How can i fix this?
(Please ping with your response, i probably won't see it otherwise)
hi all, pretty basic question - I'm trying to set up a texture for my particle system's mat in URP but the black areas of my texture are still being rendered as a faint blue when I don't want it to be shown. Are the settings on the material correct?
Is it possible to add multiple sprites to a particle system and make it use a few random ones instead of the same sprite every time? Or do I need multiple particle systems to do that?
fiddle around with texture sheet animation option in particle system
there is an option there that should help you out
np
I should go ask my own question now
does anyone have some resources/tutorials that focus on pixelated particle systems?
I found this "best practice" insight
the particles in there are amazing throughout all samples but I wish it would be more like a tutorial instead of tips

https://www.youtube.com/watch?v=m-6QjaDfigs here, its what i used anyway, hope it helps
In this Unity Tutorial we will learn how to use URP, 2D Lights and Particle Effects to create beautiful levels. This video aims to show different uses of those Unity tools to create variety of elements - environment lights, stars, ambient lights, glow and so on. I hope you enjoy it :)
#URP #2dLights #ParticleEffects
00:00 Intro
00:09 Install...
Here's an official one https://youtu.be/2qeNu2QApAM
To get pixel art particles all you really need to do is use pixel perfect rendering with "upscale render texture"
That pixelates the particles so you can focus on just making them look nice
Note that there are separate pixel perfect camera components for built-in render pipeline and universal render pipeline (and cinemachine, iirc)
The official tutorial is for URP + cinemachine specifically
thanks both of you, I will check it out 🙂
So, I'm brand new to VFX and am trying to make a tracer. I somehow managed to get this into the game, but its just a line right now. How would I make it an actual tracer-like shape
Hello! Does anyone know of any tricks to fade out textures based on particles hitting an area of an object? Currently thinking a blast of air blowing away dust from an object and only wanting to hide the area hit by the blast of particles.
What size and file format does a texture image have to be in
All of that information can be found here https://docs.unity3d.com/Manual/ImportingTextures.html
Trying to think of how I could solve this issue or how other games do this. I have a flamethrower that emits flames from the end when the player uses it. This works just fine, however when the player moves forward, these flames are "pushed" towards the player, since they are initialized and then the player runs into them. I'm trying to achieve a visual where the flamethrower maintains a constant stream, that doesn't change depending on the movement of the player. I've attached pictures to help
player standing still
player moving forward
maybe changing the speed of the particles based on distance moved? no idea
and its white object for texture black background right?
Im pretty sure if it is a local instead of world that may fix it but not sure
Thanks, I’ll try that. I ended up just increasing the side and speed of the particles so just the effect itself was bigger so when you moved there wasn’t much that was effected
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
public int maxHealth = 100;
int currentHealth;
public static bool dead;
public ParticleSystem blood;
void Start()
{
currentHealth = maxHealth;
}
public void TakeDamage(int damage)
{
currentHealth -= damage;
//animator.SetTrigger("Hurt");
if (currentHealth <= 0)
{
CreateParticles();
Die();
}
}
void Die()
{
Debug.Log("Enemy died!");
var dur = blood.main.duration;
//animator.SetBool("isDead", true);
GetComponent<Collider2D>().enabled = false;
this.enabled = false;
Invoke(nameof(DestroyObj), dur);
dead = true;
}
void CreateParticles(){
blood.Play();
Debug.Log("YO, SUP!");
}
void DestroyObj(){
Destroy (gameObject);
}
}
Why isn't this activating the blood particles?
the Debug shows that the CreateParticles() function is being entered
nvm its working, particles were just placed unkowingly far in the Z axis
spent 2 days on this crap
is there a way to make particles the source of another particle system?
ie. emit particles from particles?
thank you
Hey so I was wondering if it's possible to make an object move but on a grid plane, even just locking it to x and z because I'd like to make a minecraft avatar in vrchat but where building actually works, but I dont know how to line the blocks up perfectly on a grid? I cant use scripts btw, so idk what to do to lock them all.
whats the easiest way to render a particle system over a mesh?
what does this have to do with particles/vfx?
How can I make something dissipate over its lifetime? Right now I'm just doing an alpha over life, but not getting the effect I'm looking for.
you'll have to be more specific about what you mean by "dissipate"
I'm trying to get a "pop" type effect. I want a circle to grow to a size, then pop. I thought maybe having it dissolve quickly near the end might do that
Are there any other popular/large particle packs with transparent particles? Something like this https://www.kenney.nl/assets/particle-pack
my mesh particle wont rotate in the X direction
its set to world and velocity
and I want it to go the way its rotated before activated
like its on a sword so when the sword is facing a certain way it should be faced rotated that way too but it wont rotate in the X axis for some reason only in Y and Z
I'm looking for a cheap way to simulate the paint flow coming out of a spray can
I had a cone shaped mesh with noise being offset in the flow's direction, noise was alpha clipped and colored the paint's color so it felt like a flow. Worked nicely until the objects moved. Now it just looks like its particles simulated in local space and that doesn't work out.
I'm looking for a particle system approach, any idea? Simply generating tons of particles to fill the flow is orders of magnitude too expensive for what I need.
use VFX graph
In VFX graph how do we spawn particles in world space?
So that the particles don't follow the transform after spawning?
Switch all your stages to world space
https://www.youtube.com/watch?v=tnUPngBEnQ8
im trying to follow this guide at 1:25 but position skinned mesh does not appear in my Initialise Particle results like his does
would anybody happen to know why?
ah awesome thanks
how do i make particle system play on a animation
How do you make particle not slide on the ground
Using VFX Effect, I'd like when I disable the GameObject to disable the rendering but when the gameobject is re-enabled, to start rendering where the effect left off.
I've tried disabling resetSeedOnPlay & initialEventName along with setting .pause on Disable/Enable but to no avail. Simulating forward also doesn't produce correct results. Perhaps some "reset" of the effect that automatically happens OnDisable that we can prevent or some way to store the vfx state and restore it?
How do you make particle not slide on the ground
I don't see why not
That's handled by the shader
particle system fades vertex color alpha and you can use that in whatever way in the shader
I do if it's something I have a vested interest in ^^
Oh btw did you not need to use the remap node? For some reason it seems that Dither treats 1 as half-transparent and 2 fully opaque, but what confuses me is that I don't think it was always this way
how do i make a thing that shoots a single burst of particles then is over?
my 2d particle effect always plays one additional particle effect about a second after the effect is finished
anyone know a fix?
So in the scene view the lightsaber actually looks like a lightsaber, but in game it looks like an ugly red stick, how do i fix this (i have post processing on)
looks like post processing isn't working for your game camera
ok, thanks for pointing me in the right direction
hi guys, small problem: i have a steam particlesystem on my gameobject and i want it to spray out steam from inside this pipe right here. i placed it inside but it doesn't even look like it originates from the inside. what can i do?
im attempting to use visual effects graph
and my particles are not showing up like they are being emitted but they are invisible im using urp
anyone know a fix?
Guys i using vfx property binder to make the effect shape as the character but as u can see the position is correct but the rotation is not correct
never mind i figure it out
why is there a random line of particles
how the hell does one Debug VFX graph?
for some reason i cant change the colour and alpha of my particle
Can't say I've had a problem with this. As long as you remember to save/compile the VFX changes, you should see the update in Edit view.
For some reason velocity by direction and speed is not in my vfx graph
Hi, is there anyway to make particles "pixel perfect" when using the pixel perfect camera without enabling the upscale renderer texture?
Yes, but it's much trickier
You'd have to render them in another pass or render target texture and upscale the image yourself
I have no idea how to not lose depth sorting doing it that way though
Oh ok, how could you do that?
I don't have any exact instructions
it varies by pipeline anyhow
ok, thank you anyways!
In scene view the particles come from the back of the slide, but in game view they come from the front
What renderpipline do you use?`
in HDRP you can do a shader graph with depth offset Enabeld and set to a negative value to move it in front of other geomery
are you using this shader?
The shader is a small program that defines what the GPU has to render
it takes the mesh , texture, color data and spits out a image to your screen at the end
do you have this option in your shader / Material?
What unity version are you on?
wired it should look like this
no that from the documentation page for the build in particle shaders
https://docs.unity3d.com/Manual/shader-StandardParticleShaders.html
oh the page seems to be out of date
2017–10–16 Page published
currently out of good idears
have not used the build pipline for some years now
a shader without depth test should do the trick
Setting "ZTest" in the shader to "Always"
should force it to ignore other objects depth
and setting the Queue to Overlay makes sure its the last object renderd
find the file that the Standard Unlit particle shader you were using before is in. Copy its contents into a new file in your assets folder, change the name of the shader to something other than Standard Unlit, and change the ZTest value in it to Always. ZTest should be near the top of a Pass { } section. If there's no ZTest in the file, you can add one.
https://docs.unity3d.com/Manual/SL-ZTest.html
Need a bit of help. So I've got a Player ship and enemy ships. When either one is destroyed, I instantiate a particle effect explosion. I added Audio Sources to these particles to make an explosion SFX audio clip play on instantiation. The enemy explosion particle SFX works flawlessly, but the Player's explosion particle SFX keeps playing on Awake when the game runs, instead of when the particle the audio clip is a component of is instantiated. How the heck?
To my knowledge, I did the identical process to both the Player and Enemy ships, so I'm a little unsure why this issue's happening.
Your explosion vfx is in the scene and its enabled. Ofc its going to play when the scene runs
Hello guys, I'm trying to create a disintegration effect in URP
The mesh we are using for the project has to stay opaque so I can't use anything that has to do with the alpha
Does anyone have any leads? This is turning out harder than I expected..
wondering if there is any inbuilt method to create particles using what i believe to be an array of vector3 positions?
Elaborate
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What are the main benefits over unitys particle system and vfx graph? So far i have seen random mess of moving colored textures that suddenly appears and disappears. Is it easy (easier than with unitys systems) to make something like lets say fire with some smoke and sparkles with this system? Sure, theres some decent looking effects on that video but is this system useful in real game application? Can you control the effect somehow or is it all random?
So far I havent seen anything thats more valuable (let alone worth hundrets of dollars) than vfx graph which is also free (and built-in). All of those effects seems to be very easy to make with particle system and vfx graph too
Oh, we've been here before:
#497872469911404564 message
Is it possible to make it so when a particle collidies with something it’s gravity scale changes?
I feel like not possible with default particles,, VFX graph or whatever it’s called maybe?
hello, do you know why my canvas and it's content are not visible in the scene when I press play ? The canvas is set to world but it's position seems correct.
Even if I move in the scene (so not using the camera) the canvas showing the lifebar is empty, and the values are correctly set. ANy idea what could be wrong ?
Hi guys, I am currently following Gabriel Aguiar's tutorial for beginners,
I am suppose to create my own default-particle shader in photoshop, however after exporting as a PNG and applying it, the particles just appear as squares whereas if i continue to use the default-particle texture by unity, it appears and circles which is what i am trying to achieve. Am I missing something here?
The photoshop settings are RGB and 8-bit.
You probably want an alpha layer and save it as RGBA. Then in Unity, click on the texture and tick the 'Alpha is transparency' checkbox.
tried to tick the Alpha is transparency and the small icon manage to show what is intended but the particles appearing are still square
Helloo
Quick question
I have two exposed parameters one from a shadergraph and another from a VFX graph
I would like to link them? Is that possible?
Hey guys, upon executing Instantiate(obj : GameObject, position: Vector3, rotation: Quaternion) rotation is not being utilized (does not care about rotation). Gameobject that I am using has Particle System component attached. Simulation space is Local, therefore it should care about its rotation?
{
Instantiate(ExplosionVFX, transform.position,ExplosionRotation);
CheckCollision();
}```
Short snippet of the code, this script is Explosion.cs, which is triggered in another script. `ExplosionVFX` is Gameobject with Particle System component. I calculate the the Explosion rotation prior to first instantiating `Instantiate(Explosion, ..., ...)` (triggers Explosion game object which has Explosion.cs script attached) and then second instantiating happens here in the Start funciton (example above)
I'm a very small indie developer, why is it your opinion that I deserve no right to announce how to get my 400 hours worth of work for free? This is merely one announcement.
@small dock If I thought you had "no right" to announce your asset, I would have deleted your message. Please don't play victim.
I think Osteel personally has a grudge against me
Please stop harassing me
What rule did I break?
I was responding to someone asking a question of you, with a link to the same question I had asked.
I spent 400 hours on an asset for the particle effect community
Yes, we are aware, you've shown it multiple times.
I even know it by name at this point.
No
I have never given it for free
This was my ONE announcement
That it was for free
Unity Asset Store denied it
I'm referring to your particle asset you were working on.
I never gave it away for free
I'm aware
I wanted to sell it on the Unity Asset Store which I was unfairly denied the ability to sell on
And now you are, which you announced, which nobody is getting upset about.
I announced this merely one time that is for free
You dove in like a hawk
To remove it and respond to all my cases
You have something personal against me
I didn't remove anything.
Which message did I delete?
Your announcement is still there.
You said you deleted my message.
Please read before bantering. To reiterate what I said, I told you if I thought you had "no right", I would have deleted it. I did not delete it, because you do have the right to announce it, which is why it was left untouched.
Which was in a direct response to you thinking I thought you deserved "no right". We can move on from this.
That is Sufficient then, I was curious about the "Been here before comment", but I'm satisfied that I know the score.
I'm just a small indie dev
And I want to help the community
It was simply a link to the same question about how one would create really nice looking fire particles with your system, which seemingly is just a random collection of particles.
My asset got denied from the Unity Asset Store, and now I give it for free. I'm thinking there's a reason Unity did not let me post on the Unity Asset store, but I don't know the inner workings of your company and who talks to who. Thank you for at least letting me post an announcement for free.
You hit play and every other particle is good, every 10th is great and every 100th or so is mindblowing. A majority of particle effects made are superior to paid particle effects you can buy. I've bought em before.
I don't feel good will in this place, but hey at least it ain't overtly negative. I'm going to go code more.
Also, to be clear, I don't work for Unity.
Could you perhaps share the exact reason the Asset Store rejected your submission?
I'm also curious to know why. If you modified it to correct whatever reason, maybe you could still get it on?
Im not saying the effects looks bad, we are just questioning whether those effects are useful in real game application, as I said all the effects seems to be very easy to do with the tools unity provides. When you are making a game, you usually dont want random effect that looks cool but rather the exact effect that fits in the situation like fire, smoke or sparkles. Its almost impossible to get any of those effects exactly as you want by chance
Hello, I'm having an issue in Unity 2019 with some particles I'm using for a custom content for a VR game (Synth Riders).
I have a particle system coming at the player, using Mesh Render and 3D objects they look fine in 3D but when the player moves their head around to the sides up or behind them then the whole particle system disappears.
Can't figure out what's causing it.
I have the render alignment set to world so the particles are aligned with world axes. I tried changing to local for the heck of it and the particles face the player view but then then all the particles still disappear if you still rotate your view too far.
I posted on the Synth Riders discord for help but also posting for help here as well since it's Unity-related.
I recorded a video of the issue (apologies my voice was a little loud when I recorded it yesterday) https://streamable.com/b8717d
aha, thank you so much!
For the particles disappearing, try setting Culling Mode to Always Simulate
Thanks. The only other theory I thought was causing it, Is it because the particle emitter is so far away and then when player looks away from the emitter then the whole system disappears?
I'll check the culling mode settings later after work. if it doesn't fix do you have any other suggestions to try?
@rugged mural Yeah I think it's that setting since I had a similar problem with a fireworks effect. I used a particle system to shoot up a rocket and waited for the explosion (which is a sub-emitter), and it never exploded because I looked too far up 😛
OK I'll report back if changing that setting works 🙂
Is there a simple way to make VFX particles follow terrain
@ember cosmos What are you making? I made a mini tutorial earlier today on making particle based insects follow terrain without coding: https://twitter.com/Archanor/status/1562428465017933825
Here's a quick way to make some crawly boys 🪲 that align to the ground from a couple of particle systems ✨
#unity3d #gamedev #indiedev #vfx #assetstore #unitytips
Im using vfx graph, I want the particles to follow the terrain height
The Culling Mode set to always simulate didn't fix the issue T_T
Maybe it's a camera clipping issue? Otherwise is it possible for you to try changing the particle system simulation space from local to world?
Yeah I just found this too by googling https://answers.unity.com/questions/305032/particles-disappear-when-emitter-shuriken-is-off-s.html and I see one fix was changing local to world. Shall I change the culling back to automatic too or will that matter?
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Looks like changing the particle system space from local to world seemed to fixed it, I just have to tweak it more.
[VFXGraph]
what is the difference between the Initialize block and the Update block?
can I use them both for the same things?
My First Ever effect graph I did without tutorials, How can I improve this to make it look more like a fireball?
Is it possible to vfx.SetTexture without the name?
my script will create a texture after play and I am trying to assign that texture to vfx
texDepth2D = new Texture2D(texDepth.width, texDepth.height, TextureFormat.ARGB32, false);
vfx.SetTexture("", texDepth2D);
What? How should the game engine be able to know which property you mean if you give no name?
Yea.. thats why I am trying around..
Im using VFX Graph with Kinect. I am trying to get the texture to auto assign to VFX properties..
I have no clue what kinect is but why dont you just give the name of the property there? (Id imagine vfx uses the reference name too)
Can I send you a PM?
@shut cliff any thoughts on my issue?
Nope
Ok
hey is this the channel would id come to for making bullet effects and muzzle flash?
I don't use vfx graph enough to give you advice on this, sorry.
Does anyone know if there's a way to something similar with particles how the 'texture sheet animation' works for sprites, but with 3d meshes?
I want to be able to have the particles change mesh instead of textures on a mesh. I googled didn't find anything.
Whenever my particles first play, the game lags a bit but why? is there a solution?
You mean something like flipbooking through different meshes? Maybe a simple script would be the solution here
Yes, but unfortunately we can't use any Unity scripts on these Synth Riders stages, it will get ignored by their exporter.
Ok, how many meshes are you thinking of cycling between? Is it a specific order or just a random mesh you'll be flipping through?
You can set a random mesh at spawn which I believe you've done already(?). You could alternately disable the renderer on your current particle system, then add a sub-emitter that randomly emits the shapes at its current position
Unity particle system
If you're instantiating it at runtime, it could be heavy to load because of big textures or some other reason. Try spawning it in earlier, disable 'Play on Awake' and instead make it play when you need it
It would be between cycling between 2-3 meshes in a specific order. All different FBX files using the same base texture. The video I posted had 3 separate particle systems copied each other and emitting a different mesh. Not sure what you mean about a sub emitter shape thing. Do you have a tutorial/example?
I'm doing this in my project right now but with a MeshRenderer.. I'm not sure it's possible in the particle system 🤔
Its definetly possible in the vfx graph
By slighlty abusing the mesh LOD system
Not sure about shuriken with no code
Can anyone point me in the direction of how to get VFX graph particles to move towards a gameobject transform? Some combination of force node and passing in a transform?
@rugged mural Made this which might be similar to what you're looking for, except it's a random mesh. I guess you could use 3 different sub-emitter particle systems that has timings that kinda lines it up
This one plays the shapes in order
Hello,
I wanted to add a particle effect on my screen space overlay canvas. I can't change this canvas to a screen space camera canvas since I already did a ton of menus in that canvas and I don't want to have to change everything... (or is there a way to convert it without having to change anything?)
I tried looking on Internet and tried doing things with 2 cameras but nothing works. Also I'm on Unity 2019 and I noticed some things are different compared to some tutorials I saw.
So is there a simple and clear explanation somewhere to do what I want?
Never mind, I found.
Just made a world space canvas with the size of my screen 😅
I wonder why no one says that on Internet.
2 hours of useless Google search even though there is a 1 minute solution...
Oh that's cool
How does it work?
It's a little hacky, it uses 3 sub emitters with different Start Delays: 0, 0.33, 0.66 and their lifetimes are 0.33 so when one dies the next one spawns
I need help
when i click the particle in the editor window it doesnt auto play and the box that shows up in peoples tutorials wont show up.
Sure you're clicking it in scene window, not game window?
yes, im using scene window
Thanks I'll try to mess with it more see if I can get the emitter timing to line up, else I'll just go the sprite texture sheet animation thing and keep it 2D.
the box that has the controls like play, pause and restart isn't there, and it doesn't autoplay when I click it
So you said
I don't have any more guesses
Does it seem that other UI elements are missing?
no, im new though, so I wouldn't know
You can compare to the tutorial videos or show a screenshot of the issue in question here
I see, you're using the "debug inspector" which doesn't show that particular window for some reason
It helps to start with a screenshot of any problem ^^
ok thanks
hello I'm trying to get a bullet affect working in unity I'm using unity 2019.4.31f1 Personal.
so my problem I'm having is I have a bullet mesh its 1 fbx with 2 serpent mesh and there not showing up I tried making a bigger mesh in blender but still a no show i tested it on some other mesh seems to work for some but not others.
my plan is to use one mesh as the bullet and the other as the shell eject for now I'm just trying to get the bullet to work then the shell eject.
idk if this helps the big bullet is not the partial its just there to show u the size of the mesh of the bullet
nvm i got it i needed to just the start size
bump, halp
you can add a texture
Anyone who can tell me how to make falling ash particles in unity?
trying to use SetParticles() for fluid rendering, but it appears these require an array of unity particles, is there any good way of converting a c style array of vector4 (first 3 are pos, 4th 1 is just inverse mass which can be ignored) into unity particles?
Im having an issue where my vfx graph object is jitttering all over the place as it tries to place itself at the average position of all its particles, is there a way to turn it off?
I think the issue might be the vector flow field influencing particles that are not even touching it? whats up with that?
Ok it appears I have no option available for "Closed Field" in the vector flow field box? although its in the documenation?
@ember cosmos No off-topic images, please.
i can almost certainly turn into a regular array, so all i should need to do in theory is convert the array of positions into an array of particles somehow
that only changes the color of it
think ive almost got it working, only trouble is that i cant seem to set the max number of particles from a script, due to maxParticles being only get, and not set, is there any method to setting maxParticles in a script, or is it currently editor only? (update: managed to get it working, but my question still stands on whether it is possible to change maxParticles via a script, although it appears that is not possible)
sadly you cannot alter this via script
it is get only, no set
i know it says you can alter it, but you cant
atleast i cant seem to get it working lol
oh well it doesnt matter too much lol
so im attempting the unity particle system for the first time, i want that when my player collides with a particle it will add a force.
my first attempt:
on my player:
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Right"))
{
rb.AddForce(transform.right * 500);
Debug.Log("hit detected");
}
}
what i dont understand is why it doesnt work
perfect
any resources to learn Vector Field ?
https://www.youtube.com/watch?v=2c34PTmDhxA i found one but its hard to understand
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Hey ! I was wondering if anyone had any clues how I could achieve the effect I want !
I have a shader that pixelate my quad texture. It will be for collectibles on a game. When the player collect the collectible, it animates the pixelation factor, going from not pixelated at all to the effect we see in the screenshot I provide.
At this point, I'd like to randomly make some of these big pixels disappear, until the image is 100% transparent. Any pointers for such an effect?
An alternative I thought was to have a particle effect system attach to it, made of square that recreate this texture, and have it "explode" when it gets collected. Is there a way to create a particle system that copies the texture pixels? All the pixelated square would be 1 square particle of the corresponding color.
Any help appreciated, thank you !
Is it possible to destroy a particle when it collides with a certain layer? (I want to to collide with other layers too)
Or do I need to use VFX?
You could make a custom dissolve shader with a noise/cloud texture that fades out the pixels. Alternatively I think the last idea is simplest- you can use a particle system with the Mesh Renderer shape, and if you use a white square texture for the particle it'll use the mesh colors if you leave that option enabled
Id definitely make that a shader, i dont see why you would need particles to achieve that
Is there an easy way with the 2d particle system to only allow particles to travel a certain distance from the particle system center?
Does anyone know what is the best size and compression for particles on mobile?
How can I stop the particles from going very high?
@haughty coral Try using Limit Velocity
what should i change
you could try setting Linear Y to 0
Maybe Gravity in the main module
this?
That'll make it go up, yeah
Could also be the Start Speed that drives the particles up
@shut cliff Oh wow that is definitively interesting ! I actually came up with something, mixing shader and particles, but I will definitely keep the mesh shape in mind. Thank you !
@clear spruce I was able to make the dissolve I wanted, but I still need these block of pixels to move away from the quad when the dissolve is done. First, I was not able to "detach" these block of pixels with a shader. Secondly, to make them move as much as I want, I'd have to resort to tesselation and complex vertex displacement, no ? Seems to be easier to mix a dissolve shader and a particle system.
From your first comment i understood that you just wanted the pixelated image to gradually disappear and not move the disappearing pixels in any way. If you want to move them, vfx graph/particle system could be a better solution (of course the pixelation effect is worth making with shaders)
In VFX Graph, Initialize runs once when a particle is born. Update runs every frame that the particle is alive.
You could do something via scripting but you'd have to write the logic yourself. Get/SetParticles contains a meshIndex property, which can specify the mesh each particle uses. You're still limited to 4 meshes in total though for the whole system.
You can set maxParticles, but not while the system is playing. probably thats the issue youre hitting. you'd be getting an error in the console.
We have built-in support for particles adding forces to physics objects, with no scripting required. See "Collider Force" here: https://docs.unity3d.com/Manual/PartSysCollisionModule.html There are some related options to control the amount of force to apply.
If it's a lot of collectibles like this at the same resolution (lets say 16x16 px), I would model a plane and divide the surface up like this in a 3d software, detach them from eachother and use vertex displacement to move them around and probably dissolve them at the end. I haven't tried this myself, but it seems similar to tutorials I've checked out.
oh thanks a ton!
Thanks. Unfortunately this is for a Synth Riders custom stage and unfortunately can't use any scripting.
I need some help
why this
Does not look like this
I'm in a different Version and I don't know how to define the shader graph on the output particle mesh
I recall there was an extra checkbox in preferences to enable the shader graph input at least in some versions
Might've been an earlier step in the tutorial to enable it
It's an experimental feature in some unity versions, and those have to be manually enabled, look in the project settings or preferences for Visual Effect Graph settings, there should be one to enable experimental features
Like Start() and Update()?
That's cool, Thanks!!
do you know software Sequence to flipbook converters?
Additional tools for Visual Effect Artists. Contribute to Unity-Technologies/VFXToolbox development by creating an account on GitHub.
Newby question:
Since VFX graph runs on the GPU, will VFX Graph effects always be faster than the same effect using the built in particle system? (when not using things that aren't present in VFX Graph like collision, so like fire and sparks and stuff)
Or will the old system still be faster when using little particles
(if it helps my target platform usually is Android with the Meta Quest 2 and Pico Neo 3 Link. VFX Graph is supported since I use vulkan)
Not always
A VFX Graph has more overhead than a Particle System, not counting particles, so simple or rapidly spawned effects may perform better with a Particle System
It also depends on the device's GPU capabilities how well the VFX effect will run by comparison
https://forum.unity.com/threads/is-vfx-graph-always-better-than-the-particle-system.1004299/
Thanks! Will keep this in mind for future decisions!
you'll also want to consider that if your game is otherwise GPU bound (aka your GPU is sweating and your CPU is sitting idle) it might be better to push more processing to the CPU side.
this is of course highly hardware dependent.
how do i change this via code?
Exposed properties can be controlled via code
https://docs.unity3d.com/ScriptReference/VFX.VisualEffect.html
by "SetFloat" for example
You can plug to property wherever inside the vfx graph
https://www.youtube.com/watch?v=EgNV0PWVaS8
Hey guys, wondering if this is still useable in the latest Unity?
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...
Yes
hey, is it possible to emit dynamic text, in my case damage text, using the particle system?
the idea is to feed the emitter with a textmeshpro value. it's similar to this method, however id like to find a way that doesn't use a camera, cus that would probably not work for what i need.
https://answers.unity.com/questions/1320381/is-it-possible-to-create-text-string-particles.html
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Thanks
And so I have two of these, which API would allow me to choose between the two?
Hi
Can anyone try this 8x8 pixel position map if it works?
I just opened an old project, upgraded unity version of it, and this thing just doesn't apply the position at all
i cant see my visual effect through the camera
i see it through the scene but not on camera
plz help
@white aurora Can you take a screenshot of your scene setup? Highlight the camera and effect
no.
Hello! I have particle system with a texture sheet animation. Whenever the PS plays, the sprites get a weird grey/white outline where there should not be any color (like on the picture). I also attached a picture of the texture sheet animation of the PS. Does anyone know how to fix this?
Do textures have "alpha is transparency" in import settings?
Yes
Oh it's fixed now! Thanks for that!
is it possible to not kill particles when collide with a game object?
I'm trying to do a simple 3D particle effect with exploding cubes, I'm using mesh renderer and I pick 3 separate cube objects, but I'm not seeing an option to apply different color materials to each of the cubes? I created 3 separate Unlit/Color Materials but it looks like it's only allowing me to apply the one material to all the meshes. Is there another way around that?
@rugged mural The material needs to support vertex color to receive colors through the particle system, so you should use the standard particle shaders
You can set the Start Color to Random Color, then in the gradient set the Mode to Fixed and change the gradient colors
If the cube models are different but each should only have a specific color/texture, I think you'd have to use only one texture but UV map them differently to that texture, hope it makes sense
OK thank you I will check those options!
anyone know why im having my particles "blurred" its looking normal in prefab
Hi, does anyone know why the particles become smaller the closer to the camera they are?
@worldly bobcat Try adjusting this value up
It worked! Thanks a lot.
The max size on screen parameter exists to prevent excessive overdraw, so be careful adjusting it if you spawn many particles that end up close to screen.
Is it possible to make particles interact with each other using the visual effects graph?
for instance to trigger another effect when particles get close to each other, and parameterize it based on the distance
If I was just using a hand rolled compute shader I'd just store particle information in a buffer and use the invocation ID to access them, but I can't figure out how to mimic that in the vfx graph
Ok, I will be careful 🙂
Hello all. Would anyone know why a 2D VFX with a particle system would not render on a WebGL build hosted on itch.io when viewed on mobile Chrome- but would render on mobile Firefox and desktop browsers?
2D VFX on WebGL Build Not Rendered on Chrome Mobile Browser
How do you make a single particle stay active for indefinite, and not reseed? I turned reseed off but it keeps moving spawn position after lifetime is up
@royal tulip You can type in 'inf' in the Start Lifetime if you want a particle to last forever
how do i make particles spawn in a random position based on the main camera's bounds? right now i'm just "hard-coding" the size of the bounds and initializing its position between (-) and (+) bounds so it feels kinda inelegant https://i.imgur.com/YyzUqwb.png
how do i run code when a particle enters a trigger?
i tried OnParticleTrigger() but it just seems to run constantly when a particle system is active
Hi there, I set up a VFX effect, and it works when I first run it, but if I move the target & kill point at runtime, then the particle correctly dies, but the on death trigger either doesn't occur, or only triggers about 3 of the 200 intended particles.
I assume this is due to something being culled before the full sequence of commands is issued? But I don't know if there's something like a coroutine that I should be including in the graph, or something else. Any suggestion?
Why not just use set position, bind a vector with Change Space(Position), and then use code to modify the vector? That way you can do everything in C#.
i'm just trying to familiarize myself vfx graph a bit more 
plus it's just some small effect for the main menu screen so i didn't want to make a script for it
okay... then use Change Space and instead of a vector input, use a random number input, and bind to each of the 3 coordinates.
then limit the integers within the desired space, and you should be good to go?
like that
limit the integers within the desired space
what i'm wondering is if there's a way to find out the "desired space" (i.e. the camera bounds in my case) without hard-coding numbers in
The main menu screen doesn't have static bounds?
it does, but in case i ever change the orthographic size or aspect ratio in the future, i don't want to recalculate it in the graph
Sorry, I'm new to this. It would only be 4 or so lines of code in C#, but no idea how to call it in the graph.
You wouldn't happen to know the answer to my question about how to kill particles and still activate their on Die action by any chance?
no i'm noob 
kk, best of luck
Hey guys, do you all know where I can get the smoke texture used in this video? The link he posted is no longer working
https://youtu.be/R6D1b7zZHHA?t=254
Let's learn how to make realistic fire and smoke with VFX Graph!
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hello everyone, I'm trying to make an avalanche effect with the old particle system(can't use new since I'm working with WebGL) and I'm having trouble making it look good. I tried putting 2 or 3 particle systems where the first is a particle system with big white particles that gives the general white cloud look, then add some smaller particles inside the look like the packed snow and rocks of the avalanche. I also added some noise to the y-axis of these to look a little better, but all in all the result is pretty meh. Does anyone have a tip? I'm very new to using the particle system so don't hesitate to point out something obvious I might be missing 🙂 Thanks!
I believe you can find it here https://blog.unity.com/technology/free-vfx-image-sequences-flipbooks (Wispysmoke01 .. scroll to the bottom)
hey guys i cnat seem to get my particles to show up in my 2D game, they are on the correct layer and sorting but i can only see them in scene view and not in game view or the build version
@ripe crypt Do you have Soft Particles enabled on the particle materials?
Is it standard or urp project?
standard
i havent tried build yet
ok
confirmed it works in both now
apparently having it as a child under something is bad?
Not normally
But consider that child gameobjects inherit transforms from their parents, so objects may appear incorrectly if parents have been scaled in a weird way
what would be a good way to setup a fog in a 2D platformer game?
There are so many ways to do this, I'd start by picking an example of a style or effect that you like and fits your game.
I just want something simple and not blinding like this one https://gyazo.com/930139d43a0a48b942d32e4479d8b8a9 like barely there but still noticable and adds a nice effect
is there any way to get the depth image of my particles, or should i try get it myself using geometry and compute shaders in some way?
What problem are you trying to solve by doing that?
i need it for doing fluid rendering, my thoughts are that if there is a built in method, it is probably better than whatever nonsense i can do
anyway, aside from that im wondering how best i can optimize the particle system, considering how all i need it to do is render i should just need to disable everything else right?
further optimization: turning particle physics from rigidbody to transform seems to have sped it up a lot, although it would be nice to disable physics entirely, cause i only need the rendering, but i am uncertain on how to do this currently
help making a particle system similar to this? i want it to pop up when i hit an enemy and just fall towards the ground
by "this" i mean the red and white triangles not the yellow sparks
or just anything that looks like blood but for a 2d envirornment
further optimizations and tests show that the main bottle neck is the fact that im using spheres as the mesh, choosing things like cubes massively speed it up, also using unlit shaders instead of simple lit shaders has a similar effect
trying to use shaders to render cubes as sphere imposters also appears to be a hopeless endeavor, lags even more than using spheres as a mesh
how do i make my particle system not randomised
im trying to make a muzzleflash
but the flash is in all different places of my gun
not the barrel
Sounds like you're using the gun mesh in the Shape module, that would be unnecessary
Or the shape is set to something too big
in my script i clone particles and they play once cuz they dont loop
just wondering if alot of empty particles would cause performance issues?
Beginner here. I have a black hole with a distortion effect that distortions everything around it, like the little green ship.
Is there any way for this distortion to affect the thruster particles (little flames)? They're rendering over the distortion so they're not in line with the ship.
Is there any way the distortion can affect the particles? Thanks in advance
Hi! I have the easiest problem with particle systems. I just want to rotate the particle system each tick so that it follows the associated projectile's transform's rotation.
But it seems like particle systems' rotations aren't based on their parent transform's rotation.
So I've tried setting ParticleSystem.main.startRotation3D and ParticleSystem.main.startRotationX/Y/Z but it only works when a new particle is created.
So... How do I do this? Thanks a lot!
Alright turns out I can just set the renderer's alignment to local and it automatically takes the rotation of the transform. Thanks 🙂
I take it spawning meshes via VFX-Graph also does Occlusion Culling on said meshes by default yes?
hey I need some help with the particle system I have a a bunch of white particles flying upwards i want to change their color to red when they are in a certain collision volume and revert them back to white when they exist I'm gonna attach an image to what I want to do
Any ideas why VFX wont show up on Unity 2022.1.12? Neither example VFX are showed either in scene mode (effect layer is checked) neither in game mode. URP pipe line
just got this and nothing else. This is example Flames from the VFX examples
In other project it works without problem. Is there some very specific options somewhere in URP pipe line for this to work?
Yes it's called every frame for the system. You have to call additional methods to find out which particles in the system interacted with the triggers. There is a full example here: https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnParticleTrigger.html
VFX Graph does not work on webgl right? as webgl still dont suppoert compute shaders? or that is old info?
Nope, vfx graph requires compute shader support
uffffff.
After updating my shader graphs to use the new "Support VFX Graph" option instead of the Visual Effect target my VFX seems to render only one particle at a time:
From the shadows you can see there are a lot more particles which is also visible in scene view but game view only renders 1 particle
Is this a bug or am I missing anything here? Maybe the instancing is broken?
Oh forgot to mention that it only happens in VR. Now I get why no one encountered this bug yet 🙄
how can i increase particle speed?
By increasing it? 🤔
standard unlit makes the particles too transparent, any fix for that?
When using Particle System is there a way to change probability of emission at certain position based on distance from the Particle System's position (centre)?
I want water splashes to spawn mostly at the point of impact.
increase particle alpha eg Start Color setting?
A couple of ways: 1 - create a mesh with most vertices around the center, and set that in the Shape module as the emitter source. Particles will pick a vertex to spawn on, so more vertices near the center will bias the distribution. Or 2 - do it all in script with ParticleSystem.Emit, then you can do the probability logic yourself.
doesnt work :/
Guys, my imported fbx file does not match the one inside Blender/3D viewer, the chair front is hollow.
it is filled in 3d viewers
however it IS filled from behind.
it is fine for LOD2 variant, however for LOD2, it is NOT filled from behind instead!
what might be the issue?
I can't see anything clearly on the photos, but it sounds like a normals issue https://help.vertx.xyz/graphics/models/inverted-normals
Also, #🔀┃art-asset-workflow is the correct channel for this
sorry, didn't have discord in work laptop.
oh, was hunting for the correct sub channel sorry
thanks it fixed it
hi guys, im working on a lil project for myself atm as i start to learn abit of unity and wanted to know how to make my game look 16 bit when i load in
If I wanted to make a similar effect like this in Unity with particles as a start would it be best to use 3d mesh of the logo as the shape emitter? https://www.youtube.com/watch?v=Mkf1YY9pDgo
In this tutorial we will be re-creating the logo animation shown at the Far Out Apple event! We will have some fun with the particle system and crating an optical illusion with your logo.
My Logo File - https://nathanduck.gumroad.com/l/ekdhu
Gabriel Valente Ferrão - https://twitter.com/gabevf
Patreon - https://www.patreon.com/user?u=9011118
...
Hey guys, just wanted to ask a question. Ive recently seen somethings about visual effect graph and am honestly impressed with how nice somethings look but am curious to know if it can be coded? When I say coded, i meant to like activate the paticles uppon button click or what ever. I know that this can be done with the common particle system and am not sure if they work the same. Might be a stupid question but Im curious to know. Thanks guys
VFXGraph can be Coded/scripted.
In the end it's a regular component that you can interact with.
You can take a look at the Visual Effect Component API.
here:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@14.0/manual/ComponentAPI.html
There's a few ways you can do this, but I just create a prefab gameObject with a visual effect component, and use Instantiate() as you would with any other prefab. I use this for non-looping effects like sparks and explosions etc.
The VisualEffect class also has a public Play() method you can use. So it's pretty simple.
oh sick, thanks. I dont know why but I didnt think to go to the docs first. Thankd msyr
Nice, thanks for that. Sounds easy enough
Anyone ever seen this kinda shit? This is a smooth line texture in a particle strip.
The particle's shape appears to be smooth, but the white part is jagged.
It only happens when the particle strip is changing size
It's evident that each segment is alternating being offset up/down in terms of... something? UVs look okay when output directly to the colour
The UVs are ribbed if you look closely??
The fuck
No ribbing when they're constant size
why doesnt the default visual effect graph doesnt show anything?
like the default particle system
It should create some clock particles.
i guessed but it doesnt let me check again
This is a fundamental limitation of UV mapping in most if not all realtime renderers
Taper the trail texture instead of the trail shape
I've never seen this before, and I've used VFX graph a fair bit. How odd
Surely this is not just an innate limitation. It happens to a noticeable degree even in Unity's samples (on the version I have access to) and I've never noticed that before
It happens in every situation where you skew polygons with textures on them
Not just a Unity thing
I was gonna test if later unity versions had integrated any form of work around (which would explain why I don't recall seeing it) but it turns out the package manager doesn't work on Linux in Unity 2022 so I'll never know I guess
Ah well, at least I'm not going fully mad. Thanks Spazi
hi guys idk if this is shader specific, but how would one go about making a filling bar similar to diablo's HP glass sphere that moves up or down with HP changes?
i got the glass and background images but idk how to make the "liquid", even faking it is good for me
UI masks, basically
Circular mask hides the liquid texture outside of the globe, which moves up/down or is masked by another image acting as the surface
Diablo 3 has some fancy shaders in addition to that but the idea is the same
I want to make an effect where the ground gets distorted like a shockwave, its seen a lot in this UE5 game Black Myth: Wukong. Does anyone know how an effect like this might be accomplished and how one should go about distorting the screen to get this effect?
It seems to just stretch out the neighboring pixels up the "wave," but im not really sure how to go about doing that
im wondering what is the fastest method of rendering a sphere on the particle system, im happy to do almost anything. I'm aiming to try get atleast 30 fps with 70 thousand particles, although this does seem an unlikely goal.
Hello there! Does anybody know why VFX Graph could be not working in my project? URP 12.1.7, Unity 2021.3.9f1 LTS (Also tried on Unity 2021.2.17f1 and 2022.1.16f1). Any VFX effect, even the default one just don't emit and don't show anything at all. I've tried to change versions, reinstall package, import effects from another projects where they were working, set the URP and Quality settings equal to that projects... Nothing worked. Any ideas?
Make sure URP is configured for your project, not merely installed
It is. I'm working with it for more than year, but have just installed VFX Graph and it's not working
ok with some tweaking ive managed to get up to 25 thousand sphere-ish things, at around 30 fps, so far so good!
Do you have any errors in the console?
No
Can you try this? I'm wondering if your scene is just not refreshing it.
Also, I wonder if the bounds are somehow 0?
How do I stop my particles from rotating with my player?
Im trying to make snow particles, but its really distracting that the particles follow me when I turn
I've tried changing the simulation space to world but then there's a very noticeable lack of particles for a few seconds while new particles spawn
This is something I have been looking into, and sorry if it is fairly obvious. Can I write a shader for particles? and if so, how can I pass a time parameter for animation?
Yeah you can write shaders for particles
How would i go about passsing different per-instance parameters to them?
say for animating some component of them
No idea, sorry, I don't work with shaders at all unless its a shader graph
You can pass individual particle information through vertex streams
https://docs.unity3d.com/Manual/PartSysVertexStreams.html
Or completely custom variables via Custom Data
https://youtu.be/1vZKVlQnwio
Using simulation space: world is the correct solution, but this "lack of particles" sounds like its own separate issue
@warm torrent thank you! I'll give it a look
It's set as in the picture. No changes. Bounds are also proper. It doesn't show even the default unchanged VFX
Hey Usually for this kind of Environmental VFX that needs to cover a lot of Ground, Attaching the VFX to the Player is the way to go.
As you notice , You need to turn your Simulation to WorldSpace. If not the Particles will be "Glued" to the player and following the Rotation.
In worldSpace the Idea is to create an Aquarium around the player.
Regarding the lack of particles, Tiling/wrapping the Particles is usually the method use.
Take a look at this VFXGraph Block which is design for this kinda of Rain/snow VFX.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@14.0/manual/Block-TileWarpPositions.html
We had a conversation recently about the same kinda of VFX on the Unity-fx channel of the "Realtime VFX" discord if you want to take a look.
@stiff topaz , @lofty vigil is having some odd behavior. Can you help them out?
From what I'm gathering they just stopped working. No more emission.
URP, they've reinstalled vfxgraph, closed editor and reopened, and new visual effect assets don't play either. Bounds are good. Always refresh didn't help... also, they have the correct rendering asset.
@lofty vigil ,
-Could you give some informations about what URP package and VFXGraph package you're using?
-When you create a New VFX graph from scratch > Right Click > Create> Visual Effect > Visual Effect Graph > does it show something in the scene view (after dragging it into the sciene view)
- Can you open a new VFXGraph and Send a ScreenShot
Are you sure you don't have any infos/warnign/Erros in the console ?
If we don't manage to solve your issue, it might be best to open a Thread in the VFXgraph https://forum.unity.com/forums/visual-effect-graph.428/
It's a current limitation that we are planning to address in the future, sorry! 😦
@outer storm Looking forward to it 😄
Anyone knows where i can get examples on githubfor vfxgraph other than the official Unity examples?
That might be exactly what I needed to know
Would I be able to implement this using the base particle system? Or do I need to make additional scripts
I would recommend to it with VFXGraph. If not you can take a look at this video. It's showing how to implement it in PopCorn FX.
This video shows how to setup particles that spawn around the view and wrap around a volume inside a player, instead of spawning them all over the level. A much more efficient approach, with similar results.
00:00 • Basic setup, spawning particles in a cube
03:15 • Spawning particles around the view
05:15 • Wrapping particles around the view
14:...
is it possible to spawn particles based on information from a shader?
Like only spawning from areas where the luminance exceeds a certain threshold for instance
for a bit of context I have a shader with a dissolve effect, and I'd like to emit particles from the edge.
Sort of like a point cloud that changes with the shader I suppose
I sort of figured it out... or rather, I decided to go back to an idea I had rather hoped not to use
Basically just attach a camera to the object and feed a render texture to the VFX and do alpha culling
I'm sure it's inefficient as f
but it sure looks cool
is there a way to make vfx graph bounds adjust dynamically with the effect size? Or is this something you need to always set manually?
@white rose As far as I know there's not many ways to give a vfx graph shader information of specific pixels, but you could skip that by using the same noise texture/function for both culling and spawning
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@12.0/manual/visual-effect-bounds.html
There's the options of pre-recording the bounds as well as having them adjust automatically
Hey, i wanna know if it's possible to do a particle system like it starts from a player (at feet) goes upwards, but progressively on +X et -X (like this image)
(i'm bad at drawing, but it goes on left and right side as time pass)
(kinda a stun particle if u know what i mean)
Awesome, thank you so much!
How do I make my particles use my GPU instead of CPU? I'm facing huge frame drops when particles are active
Shuriken (particle system) uses CPU to simulate the particles. VFX Graph on the other hand uses GPU for the simulation and is capable of handling much higher amount of individual particles. Simulating particles on GPU has its own limitations (like not being able to use accurate physics simulations against the environment) but its definitely worth to check VFX Graph if you havent already
I'm right now trying out VFX graph and my particles don't have a texture for some reason, can you help?
I'll send the graph
I hope you can read it
I havent really used VFX Graph that much, maybe someone other knows better than I do
Does anyone here have any recommendations on software for animating and creating flipbooks/sprite sheets for VFX? Any insights would be appreciated ✌️ at the moment im looking at just using Krita
Unity's own "VFX Toolbox" can compile image sequences into flipbooks, but if you're also looking to author the effects I'd recommend something like After Effects or Blender
Blender also has tools for hand drawn animations now
Very interesting, thanks I'll start looking into this
Hi,
Question on VFX Graphs' collide with depth buffer function.
I've made a simple rain effect, put the collide with depth buffer on it and it now doesn't seem to be spawning anything. Literally no clue what might be wrong and I wondered if anyone might have some ideas? I'm in URP, just created a fresh new scene, main camera is enabled, the VFX graph is very simple with just set position, set lifetime, set velocity.
Found the issue/solution, for reference https://forum.unity.com/threads/vfx-collide-with-depth-buffer-in-urp.1059341/
@meager cloud @stiff topaz
I checkouted and reimported the package just to do this from scratch. As you can see, URP and VFX Graph versions are 12.1.16.
In an empty scene I set a fresh new default visual effect, but it doesn't emit anything
Console is totally empty, even no warnings
Bounds are correct.
"Always Refresh" is also enabled.
Current Unity version is 2021.2.17, but I had also tried it with latest version 2022.1.16 and the latest LTS 2021.3.9, with the same results
In the vfx graph window, the top right select controls button, then in the hierarchy click the game object which has the visual effect component.
Press play on the controls in the vfx graph window.
Does it still not emit?
If it doesn't, are there no errors in console then?
So with this VFX graph rain, I'd like the rain to light up/reflect when light is hitting it, like real life around street lights and such.
However, if I use a lit mesh output, it will only "light up" when viewed at from the same angle as the light that is hitting it.
What would be the best way to go about making it light up from all viewing angles when hit by lights?
I considered making a shadergraph for it, but as far as I'm aware, I'd then have to make the output particle into a mesh which would be far less performant on the scale of the number of rain particles.
With Set Position nothing spawns, but with Set Position Random it spawns as expected. Why?
What I'm gathering is that you want it lit if light hits it regardless of the angle you're viewing it from?
Click that little W in Set Position, that will change it to local. It's working, it just currently setting it to world space 0,0,0
yes, ideally that's what I'd like to happen
Well, you could make it a small billboard with a custom shader that lights it regardless of the angle.
What other interaction is this particle doing? Does it need anything from physics or interacting with any skinned meshes?
Oh ok yeah that makes all sorts of sense. Thanks.
wondering if there is any fast method to create ParticleSystem.Particle arrays, for use in SetParticles(). I have an array of positions and want to set every particle's positions equal to that array of positions, currently this seems impossible without a forloop, which is insanely slow and definitely not viable
No emittion, no any errors nor warnings
it would be really nice if i could use an structure of arrays rather than an array of structures
You can - check out https://docs.unity3d.com/Manual/particle-system-job-system-integration.html. There are links to code examples from that page, you can write burst-compiled code that is insanely fast instead of insanely slow 🙂
ooh thanks!
I swear this is going to be something so simple. Occham is just laughing right now.
How would I go about making it a billboard? Is it an output mesh with a simple poly from blender?
I'd tried using the output quad as it has an option for a shadergraph but i couldn't figure out what to output as it was always just coming up blank when I fed into the base texture output
The only interaction I was using was the depth buffer collide
Let me see if I can come up with something.
output quad is what I would be trying to use. Billboard just means quad but (generally) it tries to face the camera. It's an overloaded term I shouldn't be using 
can anyone help me make a player model
What's the proper way to assign a vfxgraph to a field in a script? The type VisualEffect doesn't let me select my vfxgraph, and types like VisualEffectObject don't allow access to SetFloat and stuff like that.
wondering how you set the size of particles, i assume it would be using particles.sizes, but this appears to give me null reference exceptions whenever i try and set it
nevermind, turns out that you only need to set the x axis
now that i have both a bursted version of my particle setting and a non bursted version, it definitely seems that the burst version is slower, odd
also it refuses to render if the particle system's origin isnt visible on screen, leading to no rendering even when i should be able to see particles
also im really not certain if im meant to be scheduling it or executing it, or what
it probably also doesnt help that im running it every physic frame...
ah, yes, some of this isn't 100% intuitive. for efficiency, we only store the x axis if the particle is square. if you check "3D Start Size" in the inspector, you get an x,y,z size.
oh ok cool, im using a sphere so x only should work well lol
perhaps try setting the culling mode to Always Simulate
ok ill try that!
nope, didnt change anything
There is a specific callback you need to hook into: void OnParticleUpdateJobScheduled() (see example usage on https://docs.unity3d.com/ScriptReference/ParticleSystemJobs.IJobParticleSystem.Execute.html) This makes sure that the burst job runs after the built-in update
ah ok thanks a ton!
hmm doesnt appear to be working, i chucked a debug log in there aswell and ye it never ran, weird, is there something in the particle system i have to tick to make it run?
Hey guys, I think this is a common mistake but but what should the shader have to be able to control the alpha in the particle system?
apply the vertex color input
Awesome, thanks
Is it possible to get particles to bounce around INSIDE a circle (2D) physics shape? I'm not having any luck making this happen. It feels like this might not be a thing, that only outer interactions can occur successfully.
Hey Guys & Girls,
I'm using 2021.3 and following a tutorial on youtube (made in 2022). The youtuber has a shader option on his output particle mesh component, but it doesn't show on mine.
Is there another way to apply a shader to the output mesh?
I'm using URP
Ah. just found it. i had to enable "experimental operators/blocks" in preferences.
it seems every 3-5 seconds or so that i get a lag spike that according to the profiler is EditorLoop, this only happens while i have a particle system in the scene so i assume this must be the cause, is this a known issue, and are there ways to fix it?
I use rateOverDistance of Particle System,
When I set simulation speed 0.1 and when I set time scale or playback speed from editor 0.1
They have different result. What is proper way to make them do same same simulation?
I think if I set simulationSpeed 0.1 and rateOverDistance ten times higher then I get same result
But it would be hassle to manage both 😦
Does anyone have any experience with URP 2d lit particles produced by vfx graph? The product board indicates that its a feature in the 2022.2 beta (https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/1147-2d-light-lit-particles-no-shadow-support), but I can't find any info in the docs about it - I'm unsure what is meant by "2D sprite master node in VFX Graph"
We don't have anything built in for this for the Particle System. You could use a MeshCollider to approximate it. If you're talking about VFX Graph, there is the option to invert colliders, but I think the closest shape it has to a circle is a sphere.
Cheers. I couldn't get it to work accurately, no matter what I did, so gave up, and found other things to do.... speaking of which... is there anyone much using VFX Graph? I've found coding added access to Shuriken faster/better:
hmm it only seems to happen if the particle system has particles in it
ok figured it out ish, it turns out it is something called prelate update, dont know what causes it to take 200 ms to run every 5 to 10 seconds, but atleast i know it exists
My opacity doesn't change over the lifetime, it just stays at 1. Why?
how would i get the trail renderer to fade out slowly as they trail ages/
Is there any vfxgraph examples we can download other than the official ones ?
Like the VFX-Essentials pinned to this channel?
i don't think the TrailRenderer has an easy way to do this, but if you use a ParticleSystem, enable the Trails module, use Ribbon mode, then you should be able to make the emitted prticles fade over time(Color over Lifetime module), and the trail points can copy this behaviour. Finally, you can set Render Mode in the Renderer module to None, to hide the particles and only show the trail.
This is dumb, but how can I access pinned messages 😐 ?
via the pin icon in the top right
ah yes, thanks 🙂 👍
hey guys, myabe its not technical i want ask its noraml just get one day deadline to make one effect (vfx) even i must animation and shading all thing? texture too? (im fulltime VFX artist?
There's way too many factors there. But is it concepted and you know what you need to do?
it depends 😀
dont like necrobumping, but necrobump....
yeah but its need scripting too. yeah i know the concept.
yes, and why not... the artists in our place even obliged to make couple of mocups(not just one)... also, 1 day is plenty enough, in a production you rarely get that kind of convenience
depends I guess
Is vfx based on shader code?
For example shader graph is based on shader glsl to create shader code. But what does. Vfx graph based on?
compute shaders
So it's the same as shader graph just different purpose?
shader graph does not use compute shaders
Could you explain to me what does it mean?
Thanks
I read it all and i understood small question in general i can write compute shaders on my own using example.compute as a file instead of using vfx graph right?
Yes, it's generally more difficult than normal shaders though
Guys, should I use Particle System or Visual Effect ? Or they have certain purposes? I dunno which one should I select to create my world particles
I dont know what you mean by "world particles" but key differences between particle system and vfx graph:
- Simulated on CPU vs GPU (a lot faster for larger amount of particles)
- Can handle actual collisions with other colliders in the scene vs only capable of faking collisions with environment using depth buffer etc.
- The effect is modified using only the properties defined by unity (allows to do a lot of things but still the possibilities are limited in some sense) vs grah based (you can do whatever you want but it requires bit more practise to get used to it. Also that makes it even faster as only the blocks you define yourself needs to be taken into account)
- Supported on any device vs only compute capable devices (not on mobile etc.)
World particles I meant I want to create particles and spread across my entire world like snow effect
- Which one is which one? Or do they have option to select which to use?
- Which one which collison?
- Okay
- Which one is on any device?
Particle system is the first one
Okay, thank you for your help 
A simple anime skill I made it, the asset is for free now, go check it here : https://assetstore.unity.com/packages/slug/212627
it may sounds like a stupid question but i want to make some simple particles like this
any place to get started?
Look up tutorials on the particle system?
Does anyone know why my skybox would show up in editor / play mode, but not in the build?
Hello, which module would in theory controls the length of an actual trail? Duration doesn't seem to make a difference
The lifetime property of the trail
I made it all the way down to 0.1 but it doesn't make a difference, could it be bound to the parent emitter even if it's set not to inherit anything
Oh turning the engine off and on again did the job x)
I can't see my particles in game view! Do you have any ideas why???
It may have to do something with the Particle System being a child to a Canvas
perhaps I need a canvas renderer...
nope, didn't help
Actually just tried to add another Particle System's prefab to the same position in my hierarchy and couldn't see it too
Seems like the Particle System isn't in canvas, but on the same position (a few hundreds on y axis) as if it was a part of the canvas
Okay, done
Created an additional (UI) camera, and added it to stack of the main camera (URP)
Does anyone know why VFX graph in 2D URP is very weird and inconsistent? I had a visual effect asset that after a bunch of work, finally got working to actually be able to see the particles, and then I duplicated it, and suddenly it started acting weird and going invisible
particles show in edit mode the whole time but inconsistent in play mode
Always first thing to check is to make sure they're in the ortho camera's view
Easier to visualize if you turn off 2D in scene view
they are oriented towards the camera
The most common reason why stuff disappears in 2D is because it gets behind the camera
actually
maybe that's it
why would that happen?
and how do I fix it?
when I switch off 2D in edit mode, the particles disappear like you said
@warm torrent
...because stuff gets behind the camera as said, could also be too far in front of it beyond the far plane / max distance
Switching off 2D lets you see better what's happening and where to move gameobjects to ensure their visibility
but the game object doesn't move
the particles disappear while the object is in place
disappears in game view and disappears in 3D edit mode
First I'd try to find where the particles are physically in 3D space to get clues why they don't show
Or, if they are also invisible in scene window during play mode, that suggests the system is not playing
system is playing
I can see the outline in 3D edit mode
huh, I change camera max planes to 1000 and it shows now
I wonder why particles are moving so far away
Any good resources for vfx that fit a low poly style?
ok guessing it is some kind of debug feature, as this lagspike never appears on actual builds, only in playmode, weird
How would one go about implementing the Node particles shown here https://youtu.be/qbkb8ap7vts?t=423 in vfx graph. Seems like it should be possible
In this 2022 Visual Effects Summit session, Housemarque & Playstation Studios’ Risto Jankkila and Sharman Jagadeesan discuss how Housemarque used their programmable particle system to create key vfx features in Returnal. Covering aspects such as volumetric fog driven by real-time fluid simulations and usage of particle hierarchies for character ...
Hello, I'm a beginner using VFX graph, I would like to recreate something similar to this effect seen in Dark but have no idea where to start, what would be a good direction for me ? I'm a professional 3D artist so I can undestand pretty easily the workflow but I never made complex vfx like that
||https://www.youtube.com/watch?v=JqMH_oXYqF0||
You can see the effect in better quality here
The Core vfx in this demo might be a good place to start for such an effect https://github.com/Unity-Technologies/SpaceshipDemo
Yes that might help me ! thank you
Is there a way to set the HDR value in a vfx graph? The Color node only allows rgb
I don't recall if there were officially HDR color nodes for it, but you should be able to get the same result by multiplying a color value by an arbitrary intensity value
It does allow for HDR under the graph inspector
and if you're not meaning the parameters, it's under the mode in the color node itself
its more then 2 day casue the complexity
but whatever i think will exit, the main problem is my supervisor dont know technical thing in unity. even cant operate the unity itself then he expect can done fast
miss my freelance work
yeah, that's just a conversation with the supervisor. be honest and request the time it will take you. underpromise, overdeliver because you don't know how long it will actually take sometimes. The more times you you allow behavior to persist in a culture the more it becomes standard. so if they think it's ok to guess, then it will become ok to guess all the time. 😄
Hi, anyone has any idea how to sample the camera color buffer as this does not seem to work
Hey. I'm using Shuriken and a texture sheet with unique images in each tile (ie not frames of a sequence). Can I assign a specific fixed tile index on emission per particle, and/or manually change the index during the simulation?
hey there VFX users, how experimental is the Set Position (Mesh) really? https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@14.0/manual/Block-SetPosition(Mesh).html
In my test, I set two different meshes, the text mesh I created in blender top, the fern mesh I got from the asset store below:
meshes I set as the VFX position (mesh) either work as expected, or just drop of a single point
if I compare the meshes in the inspector there doesn';t seem to be a major issue why one would work and the other doesn't
found the issue, apparently I had to turn on read/write in the model import settings
Hello, I have a question about the "Visual effect graph" URP with VR, I have make a Fire FX (I used the sample effect as reference) everything is fine, my smoke is good and all, but when I try put my head into the smoke, it disappear completely if I don't face the source.
Like it's culled.
Is there a thing to do to make it not disappear like that ?
Sounds like the VFX bounds don't match the effect so it doesn't know how to cull it accurately
Bounds can be generated automatically, pre-set or pre-baked
oh, OK, I haven't understand the bound parameter ! I will Try it thanks !
Thank you, it was exactly that !
The CPU doesn't know where the particles are for culling purposes, so a bounding box is used to mark each "furthest corner" where the effect will be visible
Similar bounds are used for other culling systems too, such as skinned mesh renderers, and also by the physics engine
ok, I will think more about that by now, thanks :)
hello! I'm facing an annoying rendering bug, posting it here in case anyone knows what I might be missing.
I'm following this VFX Graph tutorial https://www.youtube.com/watch?v=qh3TEYUN6cA and my Output Particle Forward Decal is completely ignoring my other Output Particle Mesh. It's like the decal projector just renders on another layer completely, and never interacts with the other meshes.
Has anyone ever faced that before?
this is the repo I'm working on https://github.com/z4gon/ground-slash-vfx-unity
ok so setting the output mesh to be an Output Particle URP Lit Mesh made it take in decals, that fixed my issue, though it feels unnecessary 🤔
That's pretty cool, but how does the debris work on stuff other than planes? I thought the vfx graph was limited with particle collision with other meshes.
Yeah it looks like it sinks into his half circle meshes hes got
the ground effect looks fine and awesome though
I think the author of the tutorial added more debris spawning at the position of the vfx to conceal that
to conceal the debris not hitting the actual geometry
yeah that works nice
Oh yeah that's pretty crazy
I really want that hdr gradient on my projectiles but I'd have to convert everything over
guys im having a problem, i got a particle of a laser but when i point it at the sky, it simply dissapears, its like its clipping through the sky
its the skybox that is doing that
how do i fix it
Quick question, would it be possible to make an object or character model a particle, and would it be possible to change that objects/characters state while being part of a particle system?
Not exactly
Particles are just data points within the Particle System component
Why?
trying to simulate armies for an rts and remembered hearing about the particle system being able to render enormous amounts of particles with easy when done on the gpu
It could be an option, in the sense that particles can be rendered as meshes and even have animations
You'd have to fake any individual behaviour as particles can't run code by themselves
can these animations be changed during their lifetime?
Yes, more or less
You'd probably be able to make characters run up and down hills, and possibly around obstacles, but not actually attack each other or anything like that
If you want mass optimization and run script logic on the characters as well I'd look into DOTS
Or start googling how people usually do boids or flock simulations in unity
I don't plan on each individual be controllable on their own, but rather control treat battalions with X amount of people as one controllable unit
Does anyone have an idea how I can change the default rotation of the Unity Particles Pack 5.0 muzzle effect? Unfortunately it seems to be rotated by 90 degrees
Anyone know if it's possible to render a vfx graph effect directly into a render texture? (skipping a camera)
3D Start rotation doesnt do the job and I cant use the transforms rotation as aI am setting that dynamically
guys my skybox draw over the particles so when i have a particle aimed to the sky it dissappears, how do i fix that? (i tried google it but found nothing)
Open it with an image editor, rotate it 90, save.
checking, is it normal for the garbage collector to cause large lag spikes every 5 seconds or so on the particle system?
hmm it appears that incremental gc is either not happening, or it is broken, either way it seems it really dislikes that im creating a temporary array of 70 thousand particles every single particle system update, im gonna try a native array and then garbage collect it myself and see if i can get it to be smoother
ok yep found the line of code that is giving the gc grief: ```cs
mainThreadParticles = new ParticleSystem.Particle[Container.SlotsUsed]; //Container.SlotsUsed can often be 30 thousand or 70 thousand, perhaps more
Tertle is amazing, and managed to show me an overload of SetParticles that allowed me to completely bypass having to setup the large array every time, so yay
Hi folks, I had a question about sub-frame interpolation of animations/particle systems— I'm using a particle system with world space trails to achieve a weapon smear by parenting the system to the animated sword, and I was testing this entire time at 400+ fps in-game and getting a nice, circular arc, but when I dropped to 60 fps for testing I realized the smears look awful at a lower frame rate because I'm guessing the particle system trails are only being updated every frame and the sword moves very fast, so it's only sampling the animation at a few jagged points along the path
So, is there a way to fix this? I'm guessing something along the lines of sub-frame interpolation of the animation or the particle system or both? Thanks in advance!
Particles and their positions are calculated once per frame and no more than that, as far as I know there is no option for such interpolation
It might be a better option to use a big swing sprite for the whole arc
Yeah, id do that too. You can use custom shader to customize the sprite to animate correctly and look good (even better than the 400fps version)
Ah, that's a shame, guess I'll have to look into learning shaders haha, this approach was super simple, thanks for the replies
The arc rotation can be a part of the particle effect or animation, it doesn't have to be done with shaders
I think I'm confused about how a particle strip is supposed to work. I would expect the last point on this strip to be at <5,0> since it would sample the bezier curve at <5,0>, but it definitely still has some value on the Y axis. Why is that?
So I've been trying out the vfx graph and I'm trying to mimic the particle trail (stretched) from the previous particle system. I've got it working somewhat with particle strips, but it will only emit correctly when traveling in a faced direction as I am able to just toss on velocity.
Ideally, I want the trail to stretch towards where the game object goes regardless of its direction since I'll be controlling it with scripts. I've had some success just spawning quad blobs quickly over distance, but unfortunately it doesn't get that stretch look that I want.
So spawning tons of quad particles over a distances does look somewhat nice, but the end of the tail dribbles out and it's not ideal. Also probably spawning way too many particles for a single projectile.
How to expose a property in a graph editor? Nowhere in Unity instructions I could find how to do it, somebody help please? 
Right-click a node and one of the options is to expose it
I don't see it
Okay, I got it, thanks!
Had to open a blackboard and there was such option
Hey I'm a beginner at particel Systems and I'm currently making on a 2d platformer. Right now I'm working on the dust particles and I want to know what I could do better?
Hi looking for some help creating a fire hygiene but the base is to wide, it is using cone but i cant seem to make is smaller?
@tepid violet Fire hydrant? Looks like your sprite/particle is pretty wide, you can use a Size over Lifetime curve to make it smaller at the start
cheers
May I have help im trying to make a leaves like gorilla tag for my game how would I do that?
wrong channel?
Does somebody know how can I make particles not sticky? I mean, particles are coming out of a vehicle that is in motion, but these particles after initializing they're following the game object instead of continuing the movement on their own
"Local" in the top right corner there needs to be set to world. Also, if you're spawning them over a distance then that block must also be set to local world.
Rather, it would be in initialize block.
Honestly they look fine. They're simple and work great for the sprites.
Something is wrong, when I change to world all System blocks change to world and my particles behave good but they spawn very close to 0,0,0 coords
My vehicle is moving through the world space but particles spin around 0,0,0 away from the vehicle
Ok, right it does set the whole system to world. I believe you have to initialize the position at maybe local space now.
Be it through the shape or set position you're using
Yeah but I'm not sure how to do that, is there a block for that or should I expose Vector3 and through C# script get vehicle's position and assign to the Visual Effect?
Let me check real quick. Just started using the graph stuff too.
It should all be done inside of the graph; you wouldn't need another script for it.
Makes sense. Thanks for helping a lot, I'm still working on it...
Yeah, so here I use a sphere which has a local set position, so it'll localize at the object point, but since the system is in world then it won't drag the particle around each update.
But if you're setting the position afterwards, it must be in world coords.
What's the difference between spawn position and spawn over distance? Also please ping me every time
Spawn over distance is when the gameobject moves, it'll take that into account and produce particles depending on the amount of distance made, as opposed to a constant spawn rate which just produces a set amount particles.
There's also burst spawn which will always produce the max amount of particles, unless you add your own conditions.
I got it !
As you said, needed to change to WORLD in top right corner and add Set Position block insidie Initialize Particle and leave it with L meaning Local, so it summons particles in local position but they continue their existence in world space, many thanks @ashen robin ! 
Yeah no problem ;)
How does KillAABox work? I would have expected it to remove any particle that enters it, but it doesnt
Hey guys I need some help. I made this particle and its clipping in the rock with this hard egde. Is there a way to set the priority of the particle higher so its in the foreground and not clipping in the rock?
I just ran into that issue, thanks haha
meanwhile im over here messing with rendering orderings
Soft Particles might be what you want... 🤔
Where can I find soft particle?
inside the shader of that particle
Im using a custom shader so I guess I dont have this setting :/
Soft particles "just" reduce transparency based on fragment distance from depth buffer
They're not arcane science to implement if you have some knowledge of shaders
Hi I want to create my own visual particle effect but out of chopped up images but I don’t no where to start any one got any suggestions please
How do i stop the box from moving, i want it to stay in one place
Would VFX graph be a poor fit for rendering tens of thousands of grass meshes? Was thinking it could maybe be done rendering a lit mesh particles to SDF. Maybe it'd be enough of a pain that doing it using compute shaders would be easier? It's a use-case I never see and I'm curious why.
Hi when I enable the Lights setting on my particle system the fps drops from 100 to 40. I have the Maximum Lights setting set to 15. Any idea what the issue could be?
If memory serves, VFX graph's importable examples from the package manager have this case demonstrated
ooooh very interesting, so I'm not crazy for imagining this is a possible use-case
ty, I'll dig for that
@nocturne yarrow I guess it's not super common because you need some extra systems to make the grass persistent and reactive which are perhaps more convenient to implement some other way such as compute shaders
But I don't really have firsthand experience with either
Sure, that makes sense. Compute shader probably has the bulk of the pros and only con being you have to write HLSL instead of being able to use the more accessible VFX graph