#✨┃vfx-and-particles

1 messages · Page 1 of 1 (latest)

prime ginkgo
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how can i make particles follow a circle shape but follow the line only

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like a ring

warm torrent
fluid lagoon
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I think they mean what orbital does

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as opposed to moving around inside a circular area

odd drift
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How do I get particles to both be in world space, but spawn at the origin of the gameobject rather than the world>

scarlet ember
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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.

warm torrent
boreal lotus
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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.

warm torrent
boreal lotus
odd drift
dense pivot
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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?

warm torrent
dense pivot
warm torrent
dense pivot
dense pivot
desert saffron
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this is applying a material to the game object's mesh renderer instead of the particle system's renderer

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what am I doing wrong

desert saffron
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nvm I was supposed to get ParticleSystemRenderer

desert saffron
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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

fair lantern
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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?

small stag
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anyone know how i can remove the blue background in my render textures

warm torrent
desert saffron
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How can I save these values and apply them to a newly created particle system at runtime?

warm torrent
desert saffron
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because I'm creating new particle systems at runtime

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for new objects

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and they all need to use their own mesh as shape data

warm torrent
desert saffron
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yeah

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I got that part I just want the other data to synch

warm torrent
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By at runtime do you mean create entirely new assets into database or simply instantiate them with some changes?

desert saffron
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instantiating a new game object and adding a new particle system

warm torrent
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I guess I don't fully grasp what the new particle system needs to do

desert saffron
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make particles based on the new game objects mesh shape

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I'm doing a dissolve effect

warm torrent
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ShapeModule has a meshRenderer / skinnedMeshRenderer variable which you can set to anything

desert saffron
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that sounds kinda hacky
I guess it's just unity things

warm torrent
desert saffron
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maybe I should pool the particle objects

proper raptor
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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

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Ignore the trashy animation but this is what I wanna achieve

dark kestrel
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Does anyone know how to pass a value (say C# variable or global shader variable) to a VFX graph from outside the graph?

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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.

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Would be super handy if you could pick up a global shader var in VFX Graph just as you can in Shader Graph

cosmic path
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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

cosmic path
austere solar
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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

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without using any kind of actual animation using an animator

warm torrent
austere solar
warm torrent
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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

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I'd just use the startColor since that already does what's needed for no extra hassle

lyric kindle
verbal reef
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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.

verbal reef
latent rampart
verbal reef
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@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 :/

crude sundial
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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

lyric kindle
lyric kindle
# warm torrent 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

heavy tree
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Is there any way I can upright it while its following?

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I tried rotation constraint but it doesnt seem to work and its not very consistent on what its even doing

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all the paths normals are facing up

lyric kindle
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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

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im on 2021.3.5f1

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i added visual Effect gameobject but it doesnt seem to be working ....

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do I need to add something or enable something for it to work? ... is it the same as "Visual effect graphs" ?

lyric kindle
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why the "Visual effect graphs" is invisable for me ??? ... i cant see it with cam, on game mode, playmode or even the scene!

fringe forge
rotund sedge
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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?

▶ Play video
simple peak
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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

warm torrent
warm torrent
odd token
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Can I give a trail to the particle in Unity ?

warm torrent
odd token
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okey i find thnx

rotund sedge
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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?

warm torrent
rotund sedge
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The blending modes I use are alpha normally so they dont have a faded look for floor stuff

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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

lyric kindle
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I'm new to the vfx, it looks so different than any tutorial I saw online, I dont know what is wrong!

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I've created it by : Right click >>> Create >>> Visual Effect >>> Visual effect graph

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every tutorial I saw online, they usually have those small default particles flying or something like that , in my case, there was nothing!

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my current global volume settings

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and I do have a cam in the scene with postprocessing on.

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I'm on unity 2021.3.5f1 and VEG version is

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is any of that normal ??

fringe forge
# lyric kindle 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.

lyric kindle
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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

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wait I've also noticed something wierd let me record it

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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

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i feel like there is some sort of parallel or miss-connection setup in my VFX.

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unity is full of bugs 😦

fringe forge
lyric kindle
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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?

fringe forge
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Yep, give me to me two minutes 🙂

lyric kindle
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i cant be the only one in the world with this problem

lyric kindle
fringe forge
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@lyric kindle Also, do you have VFX enabled in the view:

lyric kindle
lyric kindle
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that worked 😄

fringe forge
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Ahh, haaa 👍

lyric kindle
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I dont know what made it work... it kinda fixed itself

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i thought it was because gizmo was turned off, when I turned it on it worked

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but then when I turned it back off , it still working ... I dont know what was the case, I will send another video

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i wasnt able to break it back again ...

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maybe they could look into it in the next unity update

warm torrent
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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

lyric kindle
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also it should work on the editor none the less

warm torrent
simple peak
drifting spade
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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.

raw osprey
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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

drifting spade
raw osprey
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Otherwise u can script whatever you want by accessing each particle individually through code

prime dome
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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!

safe helm
fallen orbit
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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!

stoic patio
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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.

solar trellis
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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

steel obsidian
solar trellis
minor glen
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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

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this is how my vfx looks now

visual grail
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Hello everyone. How to make analogue spawn rate like this on screenshot ( with Animation curve) in VFX graph?

visual grail
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Hmm. I think i found it by myself. Kinda like this

fallen lynx
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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?

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Thank you

midnight grove
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No, particles are particles. As in a lot of small things used to create effects.

vocal sandal
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and so on

midnight grove
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"Filters", such as colour grading, bloom, etc., is Post Processing, which is somethin completely different.

fallen lynx
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Ahhhh ok thank you

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I’m also a total newbie, only have made one game so far

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I’m trying to figure out what everything is so I can use it

vocal sandal
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we all start somewhere 😄

fallen lynx
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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

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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?

vocal sandal
fallen lynx
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Ok thank you

split spruce
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Anyone know why my emitted particles are moving with the emitter? I have Simulation Space set to World but it's still happening 😦

minor glen
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if so set it to world space

fallen lynx
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how would I put blood splatter on a wall without changing the texture itself?

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can I have a blood overlay?

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or can I get a blood stain transparent background image, put that as a texture, would it be transparent?

opal star
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Decals, you nees decals

minor glen
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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...

minor glen
opal star
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You are setting a new position after setting the position from the skinned mesh

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

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

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

▶ Play video
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heallppp meeeee pleeassee anyone

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ive been struggling at this for hours

minor glen
split spruce
minor glen
split spruce
minor glen
split spruce
ripe meadow
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how do i make a particle be infinite

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nvm

ripe meadow
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how can i make them be on top im working in 2d

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they are behind all my layers

minor glen
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World*

fringe forge
minor glen
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Setting them all to W,L, mixed order and ect

little flame
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Hey, There!

Why doesn't this colour show in this particle effect?

desert saffron
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what's this mean

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can I ignore?

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my particle settings

noble plinth
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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

drifting spade
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What might cause a particle system to look different during Play mode?

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This is how it looks in the prefab...

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...but during Play mode it looks like this...

arctic tartan
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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?

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(Please ping with your response, i probably won't see it otherwise)

frail mirage
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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?

plucky path
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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?

daring lotus
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there is an option there that should help you out

plucky path
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Hmm I see

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So you can add multiple sprites

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🤔

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Nice, thanks

daring lotus
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np

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I should go ask my own question now

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does anyone have some resources/tutorials that focus on pixelated particle systems?

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I found this "best practice" insight

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the particles in there are amazing throughout all samples but I wish it would be more like a tutorial instead of tips

prime dome
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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...

▶ Play video
warm torrent
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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

daring lotus
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thanks both of you, I will check it out 🙂

low whale
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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

vivid mason
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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.

low whale
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What size and file format does a texture image have to be in

proud moss
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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

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player standing still

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player moving forward

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maybe changing the speed of the particles based on distance moved? no idea

low whale
weak perch
proud moss
vocal sandal
#
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?

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the Debug shows that the CreateParticles() function is being entered

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nvm its working, particles were just placed unkowingly far in the Z axis

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spent 2 days on this crap

opaque plank
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is there a way to make particles the source of another particle system?

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ie. emit particles from particles?

rotund sedge
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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.

frigid wind
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whats the easiest way to render a particle system over a mesh?

fluid lagoon
long spear
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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.

fluid lagoon
long spear
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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

long spear
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Are there any other popular/large particle packs with transparent particles? Something like this https://www.kenney.nl/assets/particle-pack

prime ginkgo
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my mesh particle wont rotate in the X direction

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its set to world and velocity

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and I want it to go the way its rotated before activated

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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

stray talon
#

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.

prime dome
#

In VFX graph how do we spawn particles in world space?
So that the particles don't follow the transform after spawning?

fluid lagoon
#

Switch all your stages to world space

noble plinth
#

How make particle no slide on floor

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If I chsnnnge the setting the delete too early

muted musk
mellow mantle
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how do i make particle system play on a animation

noble plinth
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How do you make particle not slide on the ground

glossy abyss
#

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?

noble plinth
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How do you make particle not slide on the ground

warm torrent
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I don't see why not

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That's handled by the shader
particle system fades vertex color alpha and you can use that in whatever way in the shader

warm torrent
warm torrent
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I do if it's something I have a vested interest in ^^

warm torrent
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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

devout summit
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how do i make a thing that shoots a single burst of particles then is over?

slim galleon
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my 2d particle effect always plays one additional particle effect about a second after the effect is finished

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anyone know a fix?

regal girder
#

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)

fluid lagoon
regal girder
#

ok, thanks for pointing me in the right direction

torn lagoon
#

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?

prime dome
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im attempting to use visual effects graph

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and my particles are not showing up like they are being emitted but they are invisible im using urp

dusty wren
#

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

dusty wren
#

never mind i figure it out

noble plinth
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particles are like this in editor

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but like this in runtime

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whats the issue

dawn juniper
#

why is there a random line of particles

ember cosmos
#

how the hell does one Debug VFX graph?

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for some reason i cant change the colour and alpha of my particle

fringe forge
ember cosmos
#

For some reason velocity by direction and speed is not in my vfx graph

marble pivot
#

Hi, is there anyway to make particles "pixel perfect" when using the pixel perfect camera without enabling the upscale renderer texture?

warm torrent
marble pivot
warm torrent
marble pivot
#

ok, thank you anyways!

dawn juniper
#

In scene view the particles come from the back of the slide, but in game view they come from the front

inner topaz
#

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

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are you using this shader?

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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

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do you have this option in your shader / Material?

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What unity version are you on?

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wired it should look like this

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oh the page seems to be out of date
2017–10–16 Page published

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currently out of good idears
have not used the build pipline for some years now

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a shader without depth test should do the trick

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Setting "ZTest" in the shader to "Always"
should force it to ignore other objects depth

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and setting the Queue to Overlay makes sure its the last object renderd

woeful pollen
#

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

random nimbus
#

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?

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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.

opal star
#

Your explosion vfx is in the scene and its enabled. Ofc its going to play when the scene runs

grave scaffold
#

Hello guys, I'm trying to create a disintegration effect in URP

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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

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Does anyone have any leads? This is turning out harder than I expected..

hollow yarrow
#

wondering if there is any inbuilt method to create particles using what i believe to be an array of vector3 positions?

small dock
#

This asset I poured my heart and soul into got denied by the UNITY ASSET STORE so I give it for free. It's worth hundreds of dollars, anyone can make professional particle effects now, even those with no Unity Experience, and pros can brainstorm. Best part: It's not just productive, it is fun!
https://youtu.be/ac5bE120weg?list=PLOQ-J23AJUfSMF9hRejVPyjTc0Wc9JozM
Download here for free: https://www.starfightergeneral.com/2022/08/my-coveted-rano-particulo-publically-available/ While no one appreciates it here so far, this asset is POPPIN off in facebook because its the best particle effect asset I've ever seen.

Genetic Algorithms make new professional quality particle effects you can use in game every time you hit play. So easy a kid can use it. Fun. Even professionals can brain storm easily. If you use it for 2 hours, you could get hundreds of hours of work done, and have fun instead of being frustrated.

  1. Makes professional particle effects by ge...
▶ Play video
clear spruce
# small dock This asset I poured my heart and soul into got denied by the UNITY ASSET STORE s...

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

prime dome
#

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?

full pilot
#

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 ?

woven junco
#

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.

fringe forge
woven junco
#

tried to tick the Alpha is transparency and the small icon manage to show what is intended but the particles appearing are still square

grave scaffold
#

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?

winter eagle
#

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)
small dock
midnight grove
#

@small dock If I thought you had "no right" to announce your asset, I would have deleted your message. Please don't play victim.

small dock
#

I think Osteel personally has a grudge against me

#

Please stop harassing me

#

What rule did I break?

midnight grove
#

You didn't break any rule

#

You were not moderated for breaking any rule either

small dock
#

Then why single me out?

#

You have something personal against me

midnight grove
#

I was responding to someone asking a question of you, with a link to the same question I had asked.

small dock
#

I spent 400 hours on an asset for the particle effect community

midnight grove
#

Yes, we are aware, you've shown it multiple times.

#

I even know it by name at this point.

small dock
#

No

#

I have never given it for free

#

This was my ONE announcement

#

That it was for free

#

Unity Asset Store denied it

midnight grove
#

I'm referring to your particle asset you were working on.

small dock
#

I never gave it away for free

midnight grove
#

I'm aware

small dock
#

I wanted to sell it on the Unity Asset Store which I was unfairly denied the ability to sell on

midnight grove
#

And now you are, which you announced, which nobody is getting upset about.

small dock
#

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

midnight grove
#

I didn't remove anything.

#

Which message did I delete?

small dock
midnight grove
#

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.

small dock
#

I'm just a small indie dev

#

And I want to help the community

midnight grove
#

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.

small dock
#

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.

midnight grove
#

Also, to be clear, I don't work for Unity.

hexed pelican
midnight grove
#

I'm also curious to know why. If you modified it to correct whatever reason, maybe you could still get it on?

clear spruce
# small dock You hit play and every other particle is good, every 10th is great and every 100...

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

rugged mural
#

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.

hollow yarrow
shut cliff
rugged mural
shut cliff
#

@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 😛

rugged mural
ember cosmos
#

Is there a simple way to make VFX particles follow terrain

shut cliff
ember cosmos
rugged mural
shut cliff
rugged mural
# shut cliff Maybe it's a camera clipping issue? Otherwise is it possible for you to try chan...

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?

rugged mural
#

Looks like changing the particle system space from local to world seemed to fixed it, I just have to tweak it more.

sleek cave
#

[VFXGraph]
what is the difference between the Initialize block and the Update block?
can I use them both for the same things?

sleek cave
prime dome
#

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);
clear spruce
prime dome
#

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..

clear spruce
prime dome
#

Can I send you a PM?

ember cosmos
#

@shut cliff any thoughts on my issue?

clear spruce
prime dome
#

Ok

dense siren
#

hey is this the channel would id come to for making bullet effects and muzzle flash?

shut cliff
rugged mural
#

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.

vernal peak
#

Whenever my particles first play, the game lags a bit but why? is there a solution?

shut cliff
rugged mural
shut cliff
azure karma
#

Unity particle system

shut cliff
rugged mural
fluid lagoon
opal star
#

Its definetly possible in the vfx graph

#

By slighlty abusing the mesh LOD system

#

Not sure about shuriken with no code

viscid kindle
#

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?

shut cliff
#

@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

strong basin
#

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...

warm torrent
shut cliff
#

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

zealous acorn
#

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.

warm torrent
zealous acorn
#

yes, im using scene window

rugged mural
zealous acorn
warm torrent
zealous acorn
#

no, im new though, so I wouldn't know

warm torrent
zealous acorn
warm torrent
# zealous acorn

I see, you're using the "debug inspector" which doesn't show that particular window for some reason

zealous acorn
#

oh

#

omg thanks

#

wow

#

I never would have found that by myself

warm torrent
#

It helps to start with a screenshot of any problem ^^

zealous acorn
#

ok thanks

formal epoch
#

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

formal epoch
#

nvm i got it i needed to just the start size

stark glacier
#

Do particles only come in squares?

#

or can you add a texture?

viscid kindle
#

you can add a texture

faint portal
#

Anyone who can tell me how to make falling ash particles in unity?

hollow yarrow
#

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?

ember cosmos
#

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?

ember cosmos
#

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?

cobalt scarab
#

@ember cosmos No off-topic images, please.

hollow yarrow
stark glacier
hollow yarrow
# hollow yarrow i can almost certainly turn into a regular array, so all i should need to do in ...

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)

hollow yarrow
#

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

solar shadow
#

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

solar shadow
#

perfect

proven laurel
#

any resources to learn Vector Field ?

#

https://www.youtube.com/watch?v=2c34PTmDhxA i found one but its hard to understand

Vector Field V2 with huge performance improvements, 2 new arrow types and a bunch of usability changes.

Try the lite version for free:
https://bit.ly/vector-field-lite

Buy the Pro version here:
https://bit.ly/vector-field-pro

Checkout my assets for more Tuts!

-----------------------------------------------------------------------------------...

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sturdy forge
#

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 !

pliant belfry
#

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?

shut cliff
clear spruce
unreal spruce
#

Is there an easy way with the 2d particle system to only allow particles to travel a certain distance from the particle system center?

jovial girder
#

Does anyone know what is the best size and compression for particles on mobile?

haughty coral
#

How can I stop the particles from going very high?

shut cliff
#

@haughty coral Try using Limit Velocity

haughty coral
shut cliff
#

you could try setting Linear Y to 0

haughty coral
#

still going up

#

nothing changed

shut cliff
#

Maybe Gravity in the main module

haughty coral
shut cliff
#

That'll make it go up, yeah

#

Could also be the Start Speed that drives the particles up

haughty coral
#

okay

#

i will try something

#

ok i fixed it thank you

sturdy forge
#

@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.

clear spruce
outer storm
outer storm
outer storm
outer storm
shut cliff
rugged mural
formal rock
#

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

warm torrent
formal rock
#

yep, I needed to turn on experimental operation blocks on preferences

#

thanks

outer storm
#

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

sleek cave
proven laurel
#

do you know software Sequence to flipbook converters?

surreal elk
slate lily
#

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)

warm torrent
slate lily
fluid lagoon
#

this is of course highly hardware dependent.

civic surge
#

how do i change this via code?

warm torrent
#

You can plug to property wherever inside the vfx graph

woven junco
#

https://www.youtube.com/watch?v=EgNV0PWVaS8
Hey guys, wondering if this is still useable in the latest Unity?

Let's break some stuff! :D

● Western Props Pack: http://devassets.com/assets/western-props-pack/

♥ Support my videos on Patreon: http://patreon.com/brackeys/

● Fracturing & Destruction Plugin: https://www.assetstore.unity3d.com/#!/content/9411?aid=1101lPGj

····················································································

...

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glass jolt
#

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

civic surge
#

And so I have two of these, which API would allow me to choose between the two?

opaque knoll
#

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

white aurora
#

i cant see my visual effect through the camera
i see it through the scene but not on camera
plz help

shut cliff
#

@white aurora Can you take a screenshot of your scene setup? Highlight the camera and effect

south flower
#

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?

warm torrent
south flower
#

Oh it's fixed now! Thanks for that!

nimble quiver
#

is it possible to not kill particles when collide with a game object?

rugged mural
#

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?

shut cliff
#

@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

shut cliff
#

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

rugged mural
indigo nexus
#

anyone know why im having my particles "blurred" its looking normal in prefab

worldly bobcat
#

Hi, does anyone know why the particles become smaller the closer to the camera they are?

shut cliff
#

@worldly bobcat Try adjusting this value up

worldly bobcat
#

It worked! Thanks a lot.

hearty flare
white rose
#

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

strong kiln
#

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?

strong kiln
#

2D VFX on WebGL Build Not Rendered on Chrome Mobile Browser

royal tulip
#

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

shut cliff
#

@royal tulip You can type in 'inf' in the Start Lifetime if you want a particle to last forever

hard compass
#

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

foggy cedar
#

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

tall merlin
#

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?

tall merlin
hard compass
#

i'm just trying to familiarize myself vfx graph a bit more 3c

#

plus it's just some small effect for the main menu screen so i didn't want to make a script for it

tall merlin
#

then limit the integers within the desired space, and you should be good to go?

#

like that

hard compass
#

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

tall merlin
#

The main menu screen doesn't have static bounds?

hard compass
#

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

tall merlin
#

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?

hard compass
#

no i'm noob fat

tall merlin
#

kk, best of luck

woven junco
#

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!

This video is sponsored by Unity.

● Previous VFX Tutorial: https://bit.ly/2Tbh5Hw
● Download Textures: https://ole.unity.com/smoketextures

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

···············································································...

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regal rapids
#

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!

ripe crypt
#

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

shut cliff
#

@ripe crypt Do you have Soft Particles enabled on the particle materials?

ripe crypt
#

ya

#

i can see it now but im not quite sure why

shut cliff
#

Is it standard or urp project?

ripe crypt
#

standard

#

i havent tried build yet

#

ok

#

confirmed it works in both now

#

apparently having it as a child under something is bad?

warm torrent
ripe crypt
#

hm idk

#

i took it off, set everything to 0 and now it works fine

vale haven
#

what would be a good way to setup a fog in a 2D platformer game?

tall merlin
vale haven
silent sierra
#

which volumetric fog looks the best and allows to make shapes?

#

besides FogVolume3

hollow yarrow
#

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?

warm torrent
hollow yarrow
hollow yarrow
#

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?

hollow yarrow
ripe crypt
#

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

hollow yarrow
hollow yarrow
zealous scarab
#

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

warm torrent
#

Or the shape is set to something too big

pale vector
#

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?

obtuse badge
#

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

ember river
#

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!

ember river
prime dome
#

I take it spawning meshes via VFX-Graph also does Occlusion Culling on said meshes by default yes?

cobalt merlin
#

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

quartz pumice
#

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?

outer storm
quartz pumice
#

VFX Graph does not work on webgl right? as webgl still dont suppoert compute shaders? or that is old info?

warm torrent
quartz pumice
#

uffffff.

elder latch
#

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?

elder latch
prime dome
#

how can i increase particle speed?

clear spruce
prime dome
#

standard unlit makes the particles too transparent, any fix for that?

glossy geyser
#

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.

outer storm
outer storm
prime dome
quartz hawk
#

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?

warm torrent
quartz hawk
#

sorry, didn't have discord in work laptop.

#

oh, was hunting for the correct sub channel sorry

#

thanks it fixed it

vivid rose
#

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

rugged mural
#

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
...

▶ Play video
restive stone
#

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

stiff topaz
fringe forge
restive stone
#

oh sick, thanks. I dont know why but I didnt think to go to the docs first. Thankd msyr

restive stone
stiff topaz
#

But a lot of Binding is already made for you and are easy to add to a VFXgraph

velvet seal
#

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.

velvet seal
#

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

velvet seal
#

The UVs are ribbed if you look closely??

#

The fuck

#

No ribbing when they're constant size

prime dome
#

why doesnt the default visual effect graph doesnt show anything?

#

like the default particle system

velvet seal
prime dome
warm torrent
# velvet seal The fuck

This is a fundamental limitation of UV mapping in most if not all realtime renderers
Taper the trail texture instead of the trail shape

velvet seal
#

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

warm torrent
#

Not just a Unity thing

velvet seal
#

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

molten meadow
#

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

warm torrent
#

Diablo 3 has some fancy shaders in addition to that but the idea is the same

amber rampart
#

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

hollow yarrow
#

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.

lofty vigil
#

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?

warm torrent
lofty vigil
hollow yarrow
meager cloud
lofty vigil
meager cloud
# lofty vigil 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?

spare bolt
#

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

amber rampart
#

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?

spare bolt
amber rampart
#

How would i go about passsing different per-instance parameters to them?

#

say for animating some component of them

spare bolt
amber rampart
#

ahhh same lol

#

thank you @spare bolt though

warm torrent
warm torrent
amber rampart
#

@warm torrent thank you! I'll give it a look

lofty vigil
stiff topaz
# spare bolt How do I stop my particles from rotating with my player?

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.

meager cloud
#

@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.

stiff topaz
#

@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 ?
outer storm
shut cliff
#

@outer storm Looking forward to it 😄

umbral sedge
#

Anyone knows where i can get examples on githubfor vfxgraph other than the official Unity examples?

spare bolt
spare bolt
stiff topaz
#

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:...

▶ Play video
white rose
#

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

white rose
#

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

dapper gulch
#

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?

warm torrent
#

@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

wild mango
#

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)

stark glacier
#

How do I make my particles use my GPU instead of CPU? I'm facing huge frame drops when particles are active

clear spruce
stark glacier
#

I'll send the graph

#

I hope you can read it

clear spruce
#

I havent really used VFX Graph that much, maybe someone other knows better than I do

long pagoda
#

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

warm torrent
#

Blender also has tools for hand drawn animations now

long pagoda
#

Very interesting, thanks I'll start looking into this

viscid kindle
#

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.

viscid kindle
lofty vigil
#

@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

meager cloud
# lofty vigil <@112950250032914432> <@258259550698733570>

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?

viscid kindle
#

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.

oblique apex
#

With Set Position nothing spawns, but with Set Position Random it spawns as expected. Why?

meager cloud
meager cloud
viscid kindle
meager cloud
oblique apex
hollow yarrow
#

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

lofty vigil
hollow yarrow
outer storm
meager cloud
viscid kindle
meager cloud
prime dome
#

can anyone help me make a player model

oblique apex
#

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.

hollow yarrow
#

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

hollow yarrow
hollow yarrow
#

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...

outer storm
hollow yarrow
outer storm
hollow yarrow
#

ok ill try that!

hollow yarrow
outer storm
hollow yarrow
#

ah ok thanks a ton!

hollow yarrow
bold kelp
#

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?

outer storm
bold kelp
twin basin
#

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.

stoic marsh
#

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.

hollow yarrow
#

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?

cursive cradle
#

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 😦

woven rain
outer storm
twin basin
hollow yarrow
hollow yarrow
oblique apex
#

My opacity doesn't change over the lifetime, it just stays at 1. Why?

near heron
#

how would i get the trail renderer to fade out slowly as they trail ages/

umbral sedge
#

Is there any vfxgraph examples we can download other than the official ones ?

hearty flare
#

Like the VFX-Essentials pinned to this channel?

outer storm
# near heron how would i get the trail renderer to fade out slowly as they trail ages/

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.

umbral sedge
hearty flare
#

via the pin icon in the top right

umbral sedge
#

ah yes, thanks 🙂 👍

proven laurel
#

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?

meager cloud
hollow yarrow
proven laurel
meager cloud
#

Can you do it in a day?

#

Or does it need 2?

umbral sedge
#

depends I guess

gilded hinge
#

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?

hearty flare
#

compute shaders

gilded hinge
hearty flare
#

shader graph does not use compute shaders

gilded hinge
hearty flare
gilded hinge
#

Thanks

gilded hinge
hearty flare
#

Yes, it's generally more difficult than normal shaders though

thin valley
#

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

clear spruce
# thin valley Guys, should I use Particle System or Visual Effect ? Or they have certain purpo...

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.)
thin valley
clear spruce
thin valley
past owl
vapid jewel
#

it may sounds like a stupid question but i want to make some simple particles like this
any place to get started?

midnight grove
#

Look up tutorials on the particle system?

jaunty fractal
#

Does anyone know why my skybox would show up in editor / play mode, but not in the build?

bold kelp
#

Hello, which module would in theory controls the length of an actual trail? Duration doesn't seem to make a difference

midnight grove
bold kelp
#

Oh turning the engine off and on again did the job x)

glossy geyser
#

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)

stark glacier
#

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

warm torrent
stark glacier
warm torrent
stark glacier
#

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

warm torrent
# stark glacier why would that happen?

...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

stark glacier
#

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

warm torrent
#

Or, if they are also invisible in scene window during play mode, that suggests the system is not playing

stark glacier
#

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

oblique apex
#

Any good resources for vfx that fit a low poly style?

hollow yarrow
opal star
#

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

GDC

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 ...

▶ Play video
digital valve
#

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

opal star
# digital valve Hello, I'm a beginner using VFX graph, I would like to recreate something simila...

The Core vfx in this demo might be a good place to start for such an effect https://github.com/Unity-Technologies/SpaceshipDemo

GitHub

Spaceship Demo - AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with High Definition Render Pipeline - GitHub - Unity-Technologies/SpaceshipDemo: Space...

digital valve
oblique apex
#

Is there a way to set the HDR value in a vfx graph? The Color node only allows rgb

warm torrent
meager cloud
meager cloud
proven laurel
proven laurel
#

miss my freelance work

meager cloud
frigid haven
#

Hi, anyone has any idea how to sample the camera color buffer as this does not seem to work

latent wasp
#

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?

remote token
#

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

frank ocean
#

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 ?

warm torrent
frank ocean
#

oh, OK, I haven't understand the bound parameter ! I will Try it thanks !

frank ocean
warm torrent
#

Similar bounds are used for other culling systems too, such as skinned mesh renderers, and also by the physics engine

frank ocean
#

ok, I will think more about that by now, thanks :)

steel verge
#

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

steel verge
#

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 🤔

ashen robin
#

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.

steel verge
#

yeah I think this will just ignore geometry

#

making it look awkward

ashen robin
#

Yeah it looks like it sinks into his half circle meshes hes got

#

the ground effect looks fine and awesome though

steel verge
#

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

ashen robin
#

Oh yeah that's pretty crazy

#

I really want that hdr gradient on my projectiles but I'd have to convert everything over

steel verge
#

ooh

#

you are not using URP?

lone viper
#

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

open fable
#

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?

warm torrent
open fable
#

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

frigid haven
warm torrent
open fable
warm torrent
#

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

open fable
rare cape
#

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

frigid haven
#

Anyone know if it's possible to render a vfx graph effect directly into a render texture? (skipping a camera)

rare cape
#

3D Start rotation doesnt do the job and I cant use the transforms rotation as aI am setting that dynamically

lone viper
#

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)

long pagoda
hollow yarrow
#

checking, is it normal for the garbage collector to cause large lag spikes every 5 seconds or so on the particle system?

hollow yarrow
hollow yarrow
#

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

hollow yarrow
astral surge
#

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!

warm torrent
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It might be a better option to use a big swing sprite for the whole arc

clear spruce
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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)

astral surge
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Ah, that's a shame, guess I'll have to look into learning shaders haha, this approach was super simple, thanks for the replies

warm torrent
oblique apex
#

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?

ashen robin
#

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.

ashen robin
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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.

thin valley
#

How to expose a property in a graph editor? Nowhere in Unity instructions I could find how to do it, somebody help please? ChloePriceBts

hearty flare
#

Right-click a node and one of the options is to expose it

hearty flare
#

That is not a node

#

that is a part of a block

#

nodes feed into blocks

thin valley
wise drift
#

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?

tepid violet
#

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?

shut cliff
#

@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

tepid violet
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cheers

prime dome
#

May I have help im trying to make a leaves like gorilla tag for my game how would I do that?
wrong channel?

thin valley
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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

ashen robin
#

Rather, it would be in initialize block.

ashen robin
thin valley
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My vehicle is moving through the world space but particles spin around 0,0,0 away from the vehicle

ashen robin
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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

thin valley
ashen robin
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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.

thin valley
ashen robin
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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.

thin valley
ashen robin
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There's also burst spawn which will always produce the max amount of particles, unless you add your own conditions.

thin valley
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I got it ! pepehappy 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 ! Unity

ashen robin
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Yeah no problem ;)

oblique apex
#

How does KillAABox work? I would have expected it to remove any particle that enters it, but it doesnt

nova hound
spiral condor
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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?

ashen robin
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meanwhile im over here messing with rendering orderings

burnt helm
spiral condor
burnt helm
spiral condor
warm torrent
tepid violet
#

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

tepid violet
nocturne yarrow
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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.

worldly bobcat
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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?

warm torrent
nocturne yarrow
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ty, I'll dig for that

warm torrent
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@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

nocturne yarrow
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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