#✨┃vfx-and-particles

1 messages · Page 3 of 1

rugged willow
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Can confirm that HDRP Lit Decal component in Shader Graph doesn't work in 2021.3.14f1

rugged willow
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Broken in 2013.3.15f1 as well

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Tried in blank new project

rugged willow
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Submitted a bug report

jade bone
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Just followed a tutorial to make a rain particle effect but it keeps firing off in bursts, no idea why this is happening. (figured it out, was hitting the max particles)

sacred gale
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Is there a way to make the trails align in particlesystems

thin robin
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Does anybody know why lowering the alpha of the output particle quad turns it yellow only in the game view? It looks fine in the game view.

modest silo
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Magical Realtime sprite rendering 😄

languid rivet
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hi i have just a small issue, when i select a colour on the particles, it goes to a different colour, here i chose for it to be a bright blue, but the particles turned green

gleaming stream
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How i can make smoke to me white even when looking from direction of sun.
Its it white if iam looking from sun direciton\

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is hard to calibrate colors when it is behaving like this

warm torrent
# gleaming stream How i can make smoke to me white even when looking from direction of sun. Its it...

The reason this happens is because the particles are flat quads, oriented towards the camera, so the sun is reflected back from them just as if they were solid plates
If you increase roughness of the material, this makes the reflected light less sharp and intense so setting up colors becomes easier, though it won't solve the original problem
You could look into using a shader that inverts the normals to make the particles bright when the sun is seen 'through' them, or use some fancier shader techniques to simulate translucency
Using a normal map with a vaguely spherical shape baked into it helps a lot, since it won't be a "flat plate" anymore as far as lighting is concerned

gleaming stream
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ohi tried putin blending mode to aditive

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worked as workaround

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but now things like color over time wont work

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i need better smoke shader

warm torrent
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Using Blending mode Additive doesn't really change the behaviour you're seeing, the particles get lit just the same way, but they'll be always brighten what's behind them

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Though I guess simple lit doesn't have that much specularity so it won't be as apparent

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So it'll be the same as setting roughness really high

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You could use an unlit particle shader to get rid of the problem entirely, but all the lighting as well

gleaming stream
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If i got Unlit, i would loose ability to flash light from point light of cannon to a smoke in darker maps/night mode

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but

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Thx man unlit will solve this problem untill i have more time to research and experiment with this

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or i get wiser in shaders

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now Second thing i can figure out.

I wanna prolong time particles live, mainly at end but it will move their leng of travel futher, how to do without that?

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When i increase start life time curves

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i will dampen their velocity too far

warm torrent
gleaming stream
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Iam using Curves, Start lifetime, starting at 4

And Limit Velocity over life time

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and if i play with life time

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it will fck up my Limit velocity of course

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and it will got too mutch futher from tank cannon

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i just need to smoke stay in game for...longer

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but i will eventualy firgure it out

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thx for ingfo

modern sky
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Is it possible to make a mesh particle render part of a mesh rather than the entire mesh?

warm torrent
torn geyser
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Heya all! quick question about moving particles towards a given world location.

The Conform to Sphere can be passed a world position as the Center to slowly move the spawned particles towards a world point, but the particles tend to bounce around when they get there. Is there a better way to slowly move particles to a location in world space?

umbral marsh
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I wonder what could be the problem, thanks in advance

bold kelp
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Hey everyone, does anybody have a clue if there's a way to animate stage headlights in the particle system or the VFX graph, where only the top part of the particle circulates and the bottom stays 0

smoky bear
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HI

vernal girder
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I saw something about how the apartments on spiderman on ps5 are generated. Every single apartment is an image with a 3d effect. Does anyone know how are those images called? Or the tehnique itself?

warm torrent
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They use images (sometimes cube maps) with a parallax offset

vernal girder
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And can i use that for a background?

clear hinge
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cubemaps

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you likely do already

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and yes. they are often used for exteriors. Unity has cubemap rendering capability for cameras and "create cubemaps in unity" gives couple of results for scripts, but I haven't used them so can't recommend. Pretty much any 3d modelling software, which has rendering capability, can do these

warm torrent
vernal girder
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Sweet

bitter plume
clear hinge
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afaik no way to do it with trail render. it always works in world space.

bitter plume
clear hinge
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because I think biggest problem in your animation is the trail going back from down to up position

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I have not done trails like this with particle system. I just solved similar problem with animated plane.

bitter plume
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@clear hingeI made these functions and set them to the animation using animation events

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but it doesnt solve the pixelated and blocky trails when mving

daring atlas
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Hey everyone, this might be a really dumb question but i'm just starting to experiment with the VFX graph
I'm currently following one of the official tutorials about it where it shows how to make a doctor strange type of portal

The tutorial requires me to get the position of my torus, but i can't see the position, only the center, why is this?

warm torrent
tulip ridge
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I can't find a reference to the Render Module in the particle system trail documentation. I am using URP for reference.

tulip ridge
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Found it, it was the refering to the last menu item renderer

trim tulip
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except the issue with this is that because i'm using align to direction, whenever it is created on a certain degree of rotation of the circle emission shape, it goes upside down

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currently i think it's because of the fact that the particle is set to rotate like this

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does anyone have any advice they could give to help me fix this? or at least direct me to somewhere i could find the solution

bleak flint
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Hello, for some reason my Black Hole "Waves" particle fx is getting clipped by the camera as you can see in the main camera vs viewfinder

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zooming in actually scales the fx

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found it

rustic ore
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What's the current state of lit particles in HDRP? Is it possible?/Are there any good tutorials available?

lusty plinth
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I'm just asking this out of the blue, just in case: Is there any DISSOLVE VFX or something that works with URP and you don't need to change a mesh shader? I'm looking for a decent dissolve for Unity's Toon Shader.

warm torrent
solar oracle
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I am confused why the particle system in a specific position stops working: (it doesn't stop, but sort of ignores a specific radius)

inland seal
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hey guys so i just bought a rain system for my game off the store but i dont know how to solve this one problem. how could i make it rain all over my scene but not have it go hrough the inside of buildings

prime dome
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@lusty plinth

inland seal
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how do i block rain while inside

trim musk
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add physics to the particles?

willow fox
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Is it possible to dynamically script the creation and/or editing of VFX Graph effects during runtime? I’m building a game where having a built-in VFX editor would be a really good feature.

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Cause it’s basically a magic sandbox

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Well, not just basically; it is one

willow fox
feral cape
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Not sure if this is the right place to ask, but I need a **unity FX artist freelancer **for a mobile game, please message me if you're available.
Requirements are creating a flame thrower, electricity burst FX, and some more sci fi gun shooting fx.

outer storm
bitter plume
bold kelp
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Is there a way to make the object use the Look at component to look at a mesh that is being animated in the VFX graph?

indigo dock
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Hi

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Can i ask for particles help here?

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Anyone know how to make particles not show thro fog? Like, see particles when getting closer to them or something like that.

fluid tundra
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Does anyone know or have a resource on how I could spawn particles onto a point cache or SDF in a grid pattern rather than random positions (in vfx graph)? I have a lot of different possible ways in mind but I'm unfamiliar with how to achieve them in vfx graph.

fluid tundra
warm torrent
civic surge
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so i want to change the color of my slash to be based on elemental damage. Is there a way to access the individual parts of the vfx graph via code?

clear spruce
civic surge
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how so?

clear spruce
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How to create property?

civic surge
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ah is it an rgb node?

clear spruce
civic surge
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ohhhh

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thanks a bunch

civic surge
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encountering a new issue where if i apply a secondary slash effect color by property rather than editing the shader graph itself it causes my slash to end up being faint

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and they're both kept as blend alpha

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nvm

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just had to recheck random parts and it worked

deep stone
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I wanted to make an effect for my model similar to Deku's Full Cowl , just a crackling lightning effect around my character. I know how to make the shooting particles, and change the shape, but not sure how to make something that would look like a crackling electricity aura.

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Can that be done with Unity's simple particle effects or do i need to do something more advanced in unity?

deep stone
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Why is it that hwen I press Play, the particles I disabled still play, while the ones I have enabled don't?

copper acorn
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I know this is a dumb question but how do you get a particle system to use multiple tiles? I am trying to get the cubes to have a variety of colors but they all follow the shaders current offset. I am not sure if there is a random option or if I have to get my hands dirty with a shader.

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I feel like it might be something to do with Texture Sheet Animation, but it just changes random parts of the texture over time.

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Any help would be greatly appreciated UnityChanSalute

copper acorn
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I just figured out

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I had the tiling in the materials set to .5 which was getting tilled again by the texture animation

broken quest
fluid lagoon
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I'm trying to figure out if I can't see my visual effect on my Macbook because it's not supported yet or for some other reason.

warm torrent
gray torrent
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Hello,

I recently got into VFX and wanted to ask if anyone has some tricks up their place.

From what I researched, you wanna use simple geometry (like a card or cube) whenever possible to display VFX in order to save performance.
But I can't find good resources on how I would make those appear to be 3D. For example, if I shoot a fireball in a third person game. How would I make it appear 3D when using a 2d plane mesh for my texture?

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I have tried just rotating the particle effects but I couldn't really make a convincing illusion

shut cliff
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@gray torrent You could always use a mix of meshes and billboards depending on the effect. Add two more particle systems for sparks/embers and smoke. If you share what you have now you could get more appropriate feedback, otherwise I would suggest you to study how others make similar fireball effects that you want

gray torrent
shut cliff
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@gray torrent You could use a half-sphere for the front to give it some volume and clearer direction and follow up with a billboard fire trail just for the glowyness. If you have sparks dropping to the floor it may add some depth when you see the projectile from behind- or even smoke billboards that cast shadow to the ground

gray torrent
surreal flower
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hello how can i get this model into unity i got it from microsoft flight simulator and when i import it it wont show as a model

gray torrent
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I am a software designer and architect so this is way out of my expertise x). I guess I will try to cook up a decent half-sphere in Blender with as little vertices as necessary.

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But I don't really see an alternative to simulate real depth in 3D space projectile.

shut cliff
gray torrent
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I'll check them out 👍

shut cliff
surreal flower
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i already tryed that importer and its still wont work on that file

tulip oak
fluid lagoon
fluid lagoon
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Is there a way to check in code if VFX graph is supported on the current platform?

carmine ether
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Hi. Does anyone know how to actually inherit the velocity of the object it is in please? In VFX graph

weak iron
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Hello,
I'm using this material for a particle system, yet the colour of it does not change (it did with the default particle material, and changing the base map colour changes the colour correctly).
What could be the cause of it?

tulip oak
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i got it fixed

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😃

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it had something to do with the bounds being centered or pivotized

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but like u know any fixes to me not even being able to see the vfx in the scene

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its hurting my soul

weak iron
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nvm, the changes to colour I did were way too subtle, so this actually works fine

sharp vale
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hihellogoodmorning, how can i find this node in the vfx graph? i cant find it.

sharp vale
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oh fudge, it was 4:49 in the morning i forgot to attach screenshot

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it is the lit cube output

clear spruce
clear spruce
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nothing to do wit vfx

left plank
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idk what channel to go to

clear spruce
left plank
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thanks

sharp vale
sharp vale
shy ore
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Hi! I've been playing with particles and VFX for a bit and am trying to understand the limitations within unity. Would something like this effect be possible?
https://youtu.be/e3YuEMOoL3w?t=15180

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Or would I need an engine like Blender or Maya for that stuff?

grave sparrow
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How do I make the particles go 360 degrees instead of just up?

tall moss
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Why is the particle effect staying green after I changed the color? (Huge beginner to particles)

fluid lagoon
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For example are you using Color over Lifetime or anything like that

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What about the Rendering module? What material is it using, etc?

tall moss
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I tried doing color over lifetime, but it was still green

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Lemme check the rend module

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Wait

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no

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Im an idiot

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Thx for telling me to check the material lol

warm torrent
fluid lagoon
# tall moss Ta-Da

yep - the color settings in the particle system only affect vertex colors

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and if your material doesn't use vertex colors (the Standard shader does not) then those color things won't do anything

warm torrent
shy ore
shy ore
tall moss
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I parented a point light to a particle effect, but when the effect spawns, it doesn't show the point light. Do I have to do something to make the light appear when the particles spawn?

fluid lagoon
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just to an instance of the prefab in your scene

clear hinge
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@tall moss what rendering system are you using? At least on urp the default non-particle lit and unlit materials don’t work with color parameters of particle system

autumn dirge
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hey can someone tell me what i did wrong here?

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the particles seem to be visible trough objects

autumn dirge
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fixed it, the particles were set to transparent

tall moss
shy ore
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anyone know what the difference is between periodic total time and sine function inside the VFX graphs is?

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As far as i can tell the periodic total time function doesn't cycle back and forth but instead goes from start to finish and then to the start again

shy ore
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also is there a reason for particles to not be spawning constantly other than hitting the spawn limit?

plush lotus
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is there a way (not using scripting) to make a particle system activate using an animation? i tried making the animation just activate the game object, but this doesn't trigger the particle system to actually do anything

fluid lagoon
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er i mean I guess that requires a small amount of scripting

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but that's how i'd do it

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oh wait im stupid

plush lotus
fluid lagoon
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well they trigger code

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the code does things

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but yeah im being dumb

plush lotus
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but it's just blank?

fluid lagoon
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just have it enable the particle system in the scrubsheet

fluid lagoon
fluid lagoon
plush lotus
fluid lagoon
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you have to enable this on the particle system

plush lotus
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yep thats on

fluid lagoon
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Then it should work

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Is the GameObject starting off deactivated?

plush lotus
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yep

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and then activated during the animation

fluid lagoon
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are you sure your particle system is visible in general

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if you turn the object on manually

plush lotus
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yep it fires when i turn it on when not in play mode

fluid lagoon
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if you go in play mode

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and turn the gameobject on manually from the inspector

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does it play?

plush lotus
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yep

fluid lagoon
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turning it on from the animator is not any different 🤔

plush lotus
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hmm i'll try it again

fluid lagoon
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is your animation turning it back off?

plush lotus
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eventually yes, after 120 frames

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hmmmm. i see whats happening. it turns itself on when i enter play mode

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and then plays without me noticing it

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but it's set to be off...

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it seems the key in the dopesheet wont allow the animation to be on in one key and off in the other

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its like a static state for the game object

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ok i got the game object to turn on and off for the animation, but it still doesnt trigger the particle system

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and now i cant even turn it on manually in play mode.... this is weird

plush lotus
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well it's working in an external program just not in the unity editor. this is annoying but i guess doesn't matter in the long run. thanks for your help

shy ore
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is there a way to change particle alpha over a specific time, not over particles lifetime

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More specifically I have particles spawning with a lifespan between 5 to 8 seconds and I want the alpha to start going down only after 6 seconds

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any insights would be much appreciated, ty

warm torrent
royal tulip
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is it possible to change the render queue of a VFX graph?

fluid lagoon
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erm, at least internally, if that's what you mean

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like if you have multiple systems in the graph you can rearrange them

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If you're asking about... over/underlaying it with the rest of the world... I wish I knew

toxic rapids
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soo I'm editing the 3D Skybox demo from the unity URP github examples (1 base cam and 2 overlay cams) and I'm having an issue where my particles render behind geometry from cam 2, sorting layer doesnt do anything I've tried almost every setting in the particle editor and material, anyone have any experience with similar situations?

and just like that he learned about culling layers

loud light
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Hi I want to juse my own Object in a Partical System but evry time I change it to something who isnt a unity example its really really small.

warm torrent
bitter dirge
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Anyone know how to sample animation curve over particle lifetime?

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in vfx graph

timber knoll
bitter dirge
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Is this possible to be used in SpawnEvent?

timber knoll
bitter dirge
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HDRP

timber knoll
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Also the shader graph

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Can we use default but also using shader graph?

bitter dirge
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this is vfx graph, not shader graph

timber knoll
bitter dirge
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no

bitter plume
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hey guys a noob question but I am making a mobile game with heavy particles usage and so far I have only used the Unity Particle system. I was thinking if it be more performative for mobile to use VFX graphs instead or would it be the complete opposite?

somber dune
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hey, im having an odd issue where unity just outputs this when i try to make a vfx graph:

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anyone know what it means or how to fix it?

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I looked it up and found nothing

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the shader won't play, save, or even show up

tall moss
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Why is it not updating? It only updates when I change the color, and not when I increase the amount of a color

shy ore
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Does anyone know if theres any integration in the vfx graph for splines? Or would I have to code it manually

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atm all I want to do is update the position of the particle generator to move along the spline

tiny sage
shut cliff
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@tiny sage Looks like one particle system covering the area. Alternatively it's parented to the player and emits particles that linger in the world

warm torrent
supple hearth
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hey so im using the Particles Pack that can be found for free on the Unity Store, and I noticed that the bullet impacts are spherical, and I am a bit lost on how to use them in my game

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how can i impliment it

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I am using this pack

limber stag
long edge
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I was wondering why the Particle System Renderer asks for a Material and not a Sprite when choosing Billboard for rendering

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I would like to render a sprite which has transparency but it does not seem to work out ;(

warm torrent
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Your issue likely is that your material does not use a particle shader, or uses one that doesn't have transparency enabled

long edge
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Using material type of particles/unlit or lit with an albedo from an rgba sprite renders me some weird things 😵‍💫

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I’ll send a screenshot when I’ll get home

long edge
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Here is my texture, my material, and the rendered billboards from the particle system

desert saffron
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change to repeat

warm torrent
# long edge

The only explanation that I can think of is that the particle system is using a different material than the one displayed here

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The particles in the image are blended additively instead of transparently as the material suggests

warm torrent
desert saffron
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ah

long edge
warm torrent
long edge
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I don't see any texture import settings better matching billboards than "Sprite (2D and UI)"

warm torrent
long edge
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Uh, I'll try that

warm torrent
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Particles are 3D
Sprites are only for Sprite Renderers and other Sprite components

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But I doubt it's the issue here

frozen kraken
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Hey everyone. I've got a question regarding the performance. I need to create a large asteroid field with thousands of asteroids. The asteroids are static. The easiest way to do this will be to make a VFX graph spawning thousands of 3D particles all over the scene. The alternative method would be to make a bunch of static geometry. Which way would be better for performance?

visual grail
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Is there any way to create my own system template for vfx graph like already existed examples (Simple particle system, Simple head and sparks)?

frail hedge
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how about you rendering the asteroids as textures when they are far?

frail hedge
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is that urs?

frozen kraken
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Yes

frail hedge
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okay

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Im not too sure what your question have, but do the asteroids have colliders?

frozen kraken
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The big stones are dynamic. The small dust around them are static

warm torrent
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There's a lot of variables here
Do the asteroids need to be viewed only from afar, only from up close or both

frail hedge
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and do you procedually generate each asteroid or, why do you not want to replace the small ones by textures?

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like particles are usually textures, unless you want it to be like extra special

warm torrent
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You could segment the asteroid belt into multiple VFX Graphs so they can be frustum culled
and/or for the tiniest particles you could have a VFX Graph follow the camera and spawn them only within the range that they will be realistically visible in

frozen kraken
warm torrent
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If it's a TBS I would assume the player can't put the camera right up and personal to the asteroids

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But that's not a given

frozen kraken
warm torrent
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Particles can be 3D meshes and they can be flipbook animations that imitate 3D meshes, while being able to respond to lighting and everything

frozen kraken
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Why I'm asking: I've experimented with Shuriken and found out that Shuriken is slower than static geometry.

warm torrent
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At least if you have a lot of repeated objects

frail hedge
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is there a way you can view a class in the inspector?

fluid lagoon
frail hedge
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I meant it like that you can have like a list of refferences to a class just like with a struct

obtuse badge
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Not sure if this entirely falls around particles, but I have a particle system for a flame on the back of a ship.
I have a black hole (sphere) with a shader around it that distorts stuff (Clearly the ship), but not the particle system attatched to the ship.
How can I let the shader on the sphere also distort particles?

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Ship normally

warm torrent
rugged mural
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Is there a setting in Unity Particle system so when the particles get near to the camera they fade out? I thought there was a setting in the Renderer tab I used before but I can't find it now.

shy ore
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its not cause of particle lifetime limits, theres enough capacity

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even when i move it manually it does it bursts

civic wigeon
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The rate at which particles are being spawned may be too low. If the particle system is not spawning particles quickly enough, you may see gaps in the particle stream when the spawner is moved.

The particle system may be limited by the performance of your machine. If your machine is not able to process the particle system fast enough, you may see periodic spawning.

The particle system's emission rate may be set to a fixed value, rather than being based on the spawner's velocity. If this is the case, the emission rate will not change as the spawner is moved, which could result in periodic spawning.

There may be an issue with the particle system's emission module. For example, the emission rate or duration may be set incorrectly, or the emission shape may be causing particles to be spawned in a non-uniform pattern.

warm torrent
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If the VFX spawns an X number of particles every frame while also changing its position every frame, there's nothing to ensure that particles will be spawned where it was 'between' the frames

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If it was a particle limit issue I'd expect bigger gaps, so in that sense it looks "correct" to me

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If VFX graph doesn't have a feature for interpolating moving particle spawns, you'll have to do it yourself, by stretching the spawn shape relative to velocity or spawning the particles along a curve or a trail in some way

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Or just making the spawn shape bigger or longer so it covers the gap

fluid lagoon
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Yeah almost every VFX I make I have to add some "inter-frame interpolation" to the spawning part to make it look smooth

shy ore
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Oh wow ty for the answers

shy ore
shy ore
warm torrent
blissful harbor
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Is there anyway to get multiple colliders from the Particle System when using the Collision Module? 👀 AND If so by any chance can you make the particle pass through an enemy WHILE colliding with it

solar oracle
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Does anyone know how to prevent the particle system from flickering? I just made a simple fog and depending on camera's position it looks like culling:

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It should be next to the player, but it sort of lays in the background or behind it.

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Picture 2 is the expected result, but as said, it isn't always the case, sadly.

inner topaz
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The VFX graph node "Set Position Mesh" only seem to work with the build in meshes
every other mesh just is just setting position to the origin point of the VFX system

surreal elk
# inner topaz

You have to enable read/write in Import Setting of Your 3d model

prime dome
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Does anyone know why triggering either of these works fine, but doesn't remove the other?

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meh, sorted it with bools, NVM

inner topaz
little orchid
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hey all. got a question.
Ive made a snow falling vfx using VFX graph. its working, except it get turned off when im facing a certain direction.

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what could be wrong?

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its like a 180 degree where the snow doesnt render. its there, just not rendering.

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solved it.

stark grove
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Hey, I'm trying to display some vfx between some UI elements. I have a button in my menu and I want the vfx to appear under the button but over the background for the menu

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I'm seeing a lot of people talking about setting up new cameras, rendering to textures, etc, which seems like a detour. It feels like this should work out of the box by just sorting the vfx in the scene view, am I doing something wrong?

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I'm in the URP, don't know if that matters.

warm torrent
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@stark grove A canvas is rendered in one pass so it has only one transparency sort depth, it seems like
You can use two canvases in screen space - camera or world space, one where the elements are in front and another for the ones behind, with the VFX in between

fluid lagoon
fossil ether
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Would there be a way that particles can be used as a mask for another sprite?

inner topaz
royal tulip
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What would cause this VFX to cut off when it gets off my screen? Tried making the bounds huge, no effect

stark grove
# warm torrent

Then I'd need one canvas for the background and one canvas for the buttons that go on top of the vfx

stark grove
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Then I'd have to like, split my prefab up between multiple canvasses..

warm torrent
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Yes

stark grove
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I get that annoying feeling of "this should be easy but it's not", y'know?

warm torrent
sacred gale
#

Is there a tutorial on how to make something similar with vfx graph?

gray schooner
#

can someone explain why my 3d mesh still has a billboard effect?

royal tulip
# warm torrent Bounds really should do the trick I think Is it using "Manual" mode?

hey! so i figured out why its doing it. I scale the object with dotween for make an effect, However in doing that, also scales the bounds, so when the vfx is scale 0 (what you see in the video is residual particles) the bounds is also zero. I am very much not sure how to get around this (messed with manual and automatic too, same result)

warm torrent
royal tulip
#

yep. I'm gonna have to do this 🙂

pulsar swallow
#

this will be a little weird to show by image but basically, I have a particle system and I can see them even in total darkness. This is not intended. Is there a way to make the particles only visible in light? (picture for reference)

#

you can vaguely see a particle in the dark roughly in the middle under the flashlight light

#

its a small brown particle

crude torrent
#

this is probably a simple fix that I'm not seeing but I'm using the VFX graph for the first time and I can spawn particles in a circle but not an oval? How do I spawn them in an oval shape?

shut cliff
dull ravine
#

Is thre a way to add more shapes to the Particle System Force Field?

fallen pelican
#

Hi!
I want to change the starting position of the particles and animate that, but when I change the starting position in Shape, all the particles move according to the position. I only need the new particles to start from the position. Is there anything I can do to achieve this?

I want to animate a moving bookshelf so that the dust particles fit with the movement and give off an immersive effect.

prime dome
#

I'm having a problem where I would want a particle effect to represent rockets on a spaceship. Particle effects are rendered in world space with the start point being where the rockets are in my spaceship sprite.

Problem is the particle effect rendering over the spaceship and it looks really bad. I tried googling but only got opposite results with people having problems with it being behind objects.

I tried changing the order in sorting layer to 20 and spaceship order to 0.

prime dome
shut cliff
fallen pelican
dull ravine
#

why is this happening

warm torrent
dull ravine
#

more fire xD

warm torrent
#

By that I mean please describe the problem in greater detail without ambiguity if you can

dull ravine
#

it looks good if the particle are in the force field and it looks like a squere but if its not in it makes this how can i fix it

warm torrent
#

...That's not much less ambiguous UnityChanThink

dull ravine
#

it should look like that but it keeps doing that but i dont know why

#

i made the start of the force field bigger end the end so they can move in the inside freely but the go still in the middle

dull ravine
#

i experimentet a bit and if i make it a box it works but it should be mor like a wall

dull ravine
#

something like that but as a squere

peak ibex
#

For some reason my particle system gets very distorted in game view, but works fine in scene view
(Script doesnt affect the particles in any way)

broken quest
#

how to generate particles along a line (semi-transparent circles) so that they are about the same distance apart

outer storm
fossil ether
fossil ether
winged oar
#

uhh can anyone help me with this

#

a newly created vfx

#

but blank

frigid haven
#

Hya, anyone know if it's possible to mask particles?

nimble carbon
#

but blank

#

Hey Everyone! I'm looking for a way to make a perfect loop with VFX. Do you know if it's possible ?
To explain more, I want to use VFX particules as animation on a website by recording them with Recorder Package in a .webm (with alpha). And for that I need to have a perfect loop. I tried different things with startSeed but I didn't succeed. Do you have some idea to perform this ?

fluid lagoon
dull ravine
#

when trying to use vfx graph this error comes up

prime dome
#

How do I call a function when a VFX is over?

#

like the equivalent of OnParticlesSystemStopped()

fluid lagoon
#

If you're not using URP or HDRP you can't use VFX Graph

past owl
past owl
royal tulip
surreal elk
nimble carbon
dull ravine
past owl
spare depot
#

I want to create a shockwave attack like the Soul Tyrant in Hollow Knight. However I can't seem to get the particles to only spawn in the x-axis and be the same on each side. How can I un-randomize the particle system to achieve this effect?

shut cliff
#

@spare depot Maybe you can use an Edge emitter and set the emission to Spread. Then emit 2 particles in a burst. I haven't seen the effect myself so I'm not sure what it's supposed to look like

shut cliff
#

@spare depot Ok, maybe a Circle emitter could work? In the shape settings you can set it to emit 2 particles evenly so one particle goes in each direction

rose elm
#

going through vfx learn course, thought i'd share this from vfx graph tools

spare depot
shut cliff
spare depot
#

Great it worked :D

#

Now time to figure out how to make it actually look good

#

Thx

unique viper
#

is there any way to have an array be used on a particle so that it picks a random part of the array

spare depot
#

Another question, is there a way to make all the particles have its base aligned to the red line and vary its height only at the top?

wise elbow
#

How do I go about getting particles to stop playing while I'm in the editor?

tulip ridge
#

Is there any way to have a particle system use an texture sheet animation, but have the next sprite it chooses random instead of in a sequence?

civic goblet
#

Hello guys, I’m trying to recreate some old game effects using unity particle system and was wondering if this one is achievable and if yes, how would you do it? (Just a general idea)

royal tulip
#

why is the transform for this VFX so offset from where it actually is?

shut cliff
shut cliff
shut cliff
# civic goblet

If you already have a spinning gameobject around the character you can make a new particle system that has no Shape or Start Speed, then set the Emission to Emit over Distance

spare depot
shut cliff
#

@spare depot Pivot I mean

#

But I see that you may be using multiple sizes for your particles, so I think if you make a quad in a 3d software with the pivot at the edge, the particles will all stretch up from the pivot.

spare depot
#

What do you mean by a quad? Why would I want a 3d model for particles?

bold valley
#

😛

#

A quad is basically a plane made up of two triangles

#

Bilboards are quads

#

Particle systems use them for their "particles"

#

Unless if your doing some fancy gpu particle systems then it probably isnt using that

glass spruce
#

I recall in the old particle system you could stretch particles based on their velocity. Did they remove this in the newest system?

median axle
#

Hi folks. Does anyone know how I might replicate translucent VFX particles in the URP Particle List Quad, like you can with the Material Type in the HDRP Lit Quad?

#

I realize this may have been asked before, but I've been searching for hours and can't seem to find an answer to this question.

cunning pendant
#

i followed this tutorial on how to set sprites to particles https://www.youtube.com/watch?v=7q6GSVfyUbQ and I'm not sure why it squishes my sprite and how to fix it, any ideas? (the cloud ones)

In this short video I show you how to set a star sprite to be used by particle system in Unity software game you are making. I create a material based on that star sprite and then use it in particle system renderer. Pretty simple and cool technique.

Perfect gaming mouse for the price!
Logitech G203 Wired Gaming Mouse
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▶ Play video
tulip ridge
#

So question, with noise on a particle system it seems to have some seeding mechanic. When I restart/play the pattern is different each time(though consistent once the seed changes). Is there a way to give a specific seed/have it not reseed on restart/play?

#

Like I could program my own were this happens, but it would be nice if that functionality was there currently.

#

Like would that be noise remap?

warm torrent
cunning pendant
cunning pendant
#

some of the particles appear in front of my other gameobjects, is there an easy way to fix that?

warm torrent
cunning pendant
#

the shape is sphere

#

is that why?

warm torrent
# cunning pendant is that why?

Most likely
2D depth is from distance to camera, so them going towards the camera makes them appear in front of some sprites
Sphere emission has a 3D scale which you can use to flatten the depth axis

pale yew
#

anyone particularly good with particles able to offer some advice? I'm trying to get an effect similar to this where a small cluster of particles starts at the player, goes away from and slightly behind the point of origin, then converges on a target.

I'm not looking for a step-by-step, although I'll take one if someone is feeling particularly generous lmao, but just which aspects need manipulating? Can I even do this with only the particle effect component or do I need to do this with a script?

So far, the closest I've been able to get was to make the Shape a Circle with Burst Spread, do Velocity over Lifetime, curve on the Linear Z-axis starting -12 and going up to 20, then if I mess with the Orbital Z-axis, I can kind of get them to converge, but that's basically hard coded and inconsistent, and wouldn't be flexible on range.

Thanks in advance!

midnight grove
#

@unborn cedar Please don't post answers using AI generated code. It's not helpful and is against our rules.

unborn cedar
midnight grove
#

There was nothing in there that was workable and useeable as an answer. No jump occurred here.

outer storm
tulip ridge
unique prism
#

Hey I need some help here I am trying to achieve the same text getting devoured effect as seen in the other example (tendrils following text paths, surrounding/encompasing it) **except that in my case I don't need the tendrils to make the text dissapear, I only want them to seem alive, sort of like organic tissue that surrounds the text. ** So far I've managed to have the tendrils move a bit (they kinda act like gras at the moment) but I can't figure out how to make them grow onto the text like they did in their logo. Any directions would be great just don't mention blender or Houdini as I want the effect to be done entirely inside the engine if possible.

unique prism
#

If anyone else wonders how to do this I just found out how, it has to do with splines.

frozen kraken
#

Hey everyone. I've got a question. I need to make a starfield where every star would change color over time. Sort of like "Set color over life," but my stars have an unlimited lifetime, and they should cycle through the gradient over and over infinitely. Here's what I'm doing:

#

That doesn't work

#

My idea is to take VFX play time, divide it by the star color cycle time, and then use the remainder of the division to sample a color.

#

I feel I'm overcomplicating things. How to do this properly?

#

I'm trying to make something like this

scenic torrent
#

can anyone see why this particle is emitting in a perfect circle at fixed offset widths?

#

Its set to random, not Burst Spread, but its still emitting like its a burst spread

#

oh its the spread value doing that 🤔

burnt coral
#

Yeah, spread makes it so particles can only spawn in set intervals

hexed plume
#

GPU buffer question:
I'm working with a vfx effect that makes use of a gpu buffer. I have an editor button that fills the gpu buffer and attaches it to the vfx effect and the effect works fine in editor.
Once I go in play mode, the buffer is 'null'. Does the buffer dissapear when recompiling or something?

elder latch
#

Or is it about some editor only tool?

hexed plume
elder latch
hexed plume
elder latch
#

I also just started to experiment with vfx graph and gfx buffers. I am currently trying to figure out if I can write a graphics buffer from a job. Anybody knows if thats possible?

elder latch
#

How can I limit the number active of particles to the graphics buffer count? Right now it just renders its max capacity of particles no matter how many elements are in the graphics buffer

odd drift
#

How can I make my particles follow a helical pattern?

ashen plover
#

How do I stop my particle system from emitting through code?

dense swift
#

how do i access the speed in this module in script?

#

i've got the var with the module, but i can't find out how to control the speed

ashen plover
echo light
#

Of course you’ll need to reference the particle system for that to work

median wadi
#

hello Im trying to scale up my particles any idea ?

#

look at those tiny ass spikes

zealous nymph
#

Do anyone know How to make swirls?

#

Or have any tips and tricks?

shut cliff
#

@zealous nymph Try using a Circle emitter in the Shape module then in the Velocity module add Radial Velocity

atomic storm
brave trail
#

Guys, who knows how to make a circle, not a ball?

clear spruce
stone latch
elder latch
#

Is there a good way to do screen space particle offset? I am trying to space out several particles in screen space. Currently I am doing it by offsetting the pivots, but that is pretty hard to control

long edge
#

Hi! I'm currently updating my particles texture using the mainModule renderer material, but it also updates for particles already instantiated, which I don't want.
How could I do differently?

warm torrent
long edge
#

Like, each particle has their position, velocity, etc, but cannot hold an index which would map it to a texture?

warm torrent
#

But because the particle system fundamentally renders a single material, the textures would have come in the form of a texture sheet

#

Which can be controlled with "texture sheet animation"

#

Whether changing the "start frame" at runtime affects all or new particles only I'm not sure about

nimble grove
#

How can I assign this component by script?

hearty flare
#

@nimble grove

nimble grove
half viper
#

Does anyone have experience with true clouds?

prime dome
#

Hey✌ anyone know how to combine vfx graph with audio? So the vfx graph reacts to the audio and stuff.

clear spruce
dense swift
#

is there a way to make it so that the entire circle can serve as a starting point for particles to be generated? I'd like to just have the particles floating upwards after being generated

#

nvm it already kind of does that from what i can see, but the particles are spreading out horizontally even when i set gravity to negative

shut cliff
#

@dense swift Try using a Cone emitter instead of Circle

half viper
#

@burnt coral So, I looked in the project settings, but there is no render pipeline I have

warm torrent
#

If you don't intend to make VRChat content, then you can update the editor or install URP or HDRP

lofty orbit
#

having a hard time getting custom spawned VFX particles to sync properly (custom attributes)

#

the graph generating the exhaust particles is a child of the rigidbody, as well as the camera

#

they're being generated in a world-space graph, but using the local position, which is being passed in the custom attribute block

#

for whatever reason, when a camera follows a rigidbody, spawning particles cleanly relative to that rigidbody (like an exhaust) suffers from frame timing issues

#

it's possible to get this right, and the way I have approached it currently can work, but since I staretd using physics.simulate() (manually stepping the physics system to solve unrelated frame timing issues unique to VR physics), I have found it impossible to get this right

#

the only half-working method is to spawn particles on a local graph that is a child of the rigidbody, using a local relative position, but I need these particles to be simulated in world-space

#

to make matters worse, the behavior is slightly different on an actual build for PC, and different again on a build for the Quest (but all buggy)

#

here is a case for the quest (same code) where when any early frame occurs, the VFX graph ends up temporarily displaying or spawning particles as if they come from the next frame

#

in cases where early or late frame occur, I want the VFX graph to behave like the rest of the scene

#

i should point out that the ambient particles in this scene work fine, but they're already spawned and just chilling in world space

#

(aside from being teleported around to be in view of the player)

#

in order to get it to this level timing precision, i have to add an offset to the spawn position that accounts for the rigidbody speed eg: body.velocity * -Time.fixedDeltaTime or else they will spawn ahead or behind

#

im currently also manually stepping the graph in an attempt to force 1 vfx update per render frame, but so far no dice

lofty orbit
#

since using physics.simulate() manually it's been much more difficult to get a stable spawn position. the above gif is almost working, save for the occasional early frame

#

i read somewhere that VFX uses "asynchronous update" which seems to be the root of the issue

pale yew
surreal flower
#

i will try to make somthing like that and after il send a video

surreal flower
dark kestrel
#

Any good way to have a VFX graph system like this to appear to be rotating? Could just put a script on it but seems like it should be something you can do in the system itself.

burnt coral
dark kestrel
sleek cave
#

Hey, is it possible to Discard changes on vfx graph?

#

I made some changes that I would like to revert to the last save, ( I Did not save the system since )

How can I cancel the recent changes?

elder latch
#

But besides that I would recommend you to use some kind of source control

sleek cave
#

Yea I just reverted using git, Thanks :)

fossil ether
#

Using the particle system, I'm trying to change the startrotation on runtime. I set the mainModule.startRotation to X but, in the scene, it's a completely different number. For example, If I set the rotation to 5, hardcoded, the result in the particle ends up being 268. I've tried setting a single axis, but I get the same result

#

Oh, I remembered, it has to be in radians. Don't mind me

lofty orbit
#

that was really not easy to find. I had to try everything concievable, and then start trying things that weren't

misty ermine
#

Hello 👋 Unity beginner here, I'm trying to make an explosion using the shape of a sphere in VFX graph. I can't find a way to automatically assign it at the exact location where the rocket dies. Do you guys know any way to make this happen?

surreal flower
#

Is the right block

misty ermine
# surreal flower Is the right block

thanks for your answer, I believe I tried all of them, maybe I'm not doing it correctly, what block do you use exactly/where/any specific setting? thank you 🙏

#

directly in the "update particle"? which one are you using to make it work?

#

either it isn't working at all (nothing is changing), either I'm getting this instead

surreal flower
#

Its the first one

#

It would be way easier to make it with the default particle system in my opinion cuz sub emmiters already inherent the position by default

stiff topaz
misty ermine
dry creek
#

Does anybody know how to rotate/flip a particle system in Unity 2D? I want the particle system to rotate/flip to the direction that my character is facing, but I haven't been able to figure it out.

stiff topaz
sleek cave
#

The "Mesh Count" slider is missing for me, does anyone know where it is?
(vfx graph 12.1, unity 2021.3)

bold kelp
#

hey there, is there a way to randomize the flipping in the particle system with each spawned stretched billboard particle?

stiff topaz
fossil ether
#

Is there a way to execute code when a particle dies? (Not when the particle system stops)

wise ibex
#

Does the trail renderer component work on particles?

warm torrent
wise ibex
#

But it does not have as many features

warm torrent
#

Which ones in particular?

wise ibex
#

Like transparency

warm torrent
#

Sure does

wise ibex
#

Where

warm torrent
# wise ibex Where

The same way particles use transparency
When you make a material with a particle shader you define the kind of transparency you want, if any, and then the particle system's color settings can alter it from various modules via the alpha channel

river hatch
#

why is my particle system only showing squares on renderer

river hatch
#

That's all I did

misty ermine
# stiff topaz Here is a small package with a death event and inherit position already setup fo...

After going deeper to understand everything : I figured that the way your setup work (position : shape sphere + this specific velocity block) has the same effect than the velocity block I was using alone.
By adding a shape sphere (or the position sequential circle) after my specific velocity block, I get another result which doesn't work with inherit source position. If you place the block shape sphere in the update particle, you get something even more different.
Do you have any idea about how to fix the position in this specific setup then?🙏🏻

misty ermine
#

I tried different combination like this as well, but the block just doesn't seem to work in here, unless I'm doing something really wrong

warm torrent
# river hatch That's all I did

Because it's lit and additive and it has a grey base color
It receives ambient lighting and reflections and renders them additively on the particle's whole surface
If you want additive reflections for some reason, using an alpha mask may prevent the rectangular shape but I'm not totally sure

bold kelp
#

Is it possible to rotate a stretched billboard between two components? Or rather just flip them between two components

iron spear
#

Hello. I was trying to make a particle system but couldn't make it as smooth or sharp as I hoped. What changes do I need to make so that the tip of the particle is sharper?

dull ravine
#

https://youtu.be/RdNnbozAPGQ how do i get an material like in the video?

Создание эффектов электричества с помощью системы частиц на игровом движке Unity. Game effect tutorial.

Вы можете скачать этот эффект бесплатно по этой ссылке -https://www.patreon.com/posts/21393747

Подпишись что б не пропустить новые видео!
Моя в группа в ВК - https://vk.com/hovls...

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surreal flower
stiff topaz
river hatch
modern zephyr
#

Hi! Does anyone know why that dark outline is being rendered for the Particle System?

clear spruce
modern zephyr
stiff topaz
misty ermine
atomic storm
dull ravine
wild mango
#

Hey, I want a particle system which goes towards the X axis, belong a certain X value. After it reached this value, i want the particle to goes upwards, is it possible?

atomic storm
#

All you need is for it to stretch over the line / trail nicely

stiff topaz
# misty ermine Hi. I'm trying to build some new interesting shape in order to add variation in ...

This should fix your issue. All your reasoning was correct. But You're "Position" Block (Inherit position & Arc Sphere) were in the update Context.
I've set it in the init Context: this mean, when I'm born get the "Inherit source position". In this case when born, this source position is holding the Died parent Position value. From there you can "Add" to this position. For this I also Changed the "composition mode" of your ArcSphere Block. When you select Block , some options can appears in the Inspector Tabs. Composition mode is allowing you to choose how to process an attribute. Do you want "Overwritte" the current attribute value? Do you want to "Add" , " Multiply" the current value?
So the inherit Position and the ArcSphere in "Add" mode is giving you the correct "firework" base position.

gentle plover
#

I everyone 👋 I am working on an AR Application where I am using AR Foundation, I developed a portal using Unity VFX Graph and for some reason, the particle is moving along with the AR Camera

#

Can anyone suggest a fix for this issue? I have been stuck on this since yesterday and couldnt find any solution to it

ivory vault
#

I created a particle system rn in URP 2021.3 and then set the texture 2d in shape but the color is never white it's always grey, the color in my texture is white and even without texture when the color is set to white, it's always looking grey in the actual particle effect

dark kestrel
#

Is there a way to set a global property for VFX graphs? Similar to Shader.SetGlobalVector? Or to read a global shader property within a VFX graph?

#

I have a global shader vector and float for my wind direction and speed I'd like to access from within a VFX graph. Ideally without setting a script on it with Update() to read the shader property and set it to the VFX graph property.

#

For context I'm trying to set up VFX graph emitters on all of my trees to emit leaves that blow in the wind. I'm also trying to optimize a bit as I have potentially 1000+ trees in some scenes. I'm noticing a draw call for every single one of the leaf emitters, even though there should only ever be maybe 50-100 trees visible at a time. Do I need to do something special to get proper culling?

misty ermine
# stiff topaz This should fix your issue. All your reasoning was correct. But You're "Position...

Hey, thank you. I think I have been lacking some precision in my explanation and I'm sorry about it. Since you sent me your file Death_Event_Inherit, I have been able to fix the position while moving the position Block (Inherit position & arc sphere), and changing settings (overwrite to something else) in the Inspector Pannel. But then I wasn't really happy with the results since, it wasn't doing the same effect. So I wanted to still make it work with overwriting and while having it in the update part on purpose or, making it work in a way that I keep the same effect. I was thinking of telling the sphere to be placed every time at the location of the explosion in the update part but I don't know how to achieve that. To show what I mean here is a short video with the placement that you have been correcting and the other setup, but which has another result (it is the file that I sent).

#

I really appreciate all the efforts to help me and I understand if you don't have time to look further into it 👍

finite badger
#

None of my particles are showing but the little thingy says there are 100 of them. They are at the highest layer and I've checked all of the catagories and idk why they arent showing

elder latch
#

Does anybody here use "Output Particle Forward Decal" with URP? Does it actually work? Because I dont see anything and I am unsure if its because of the orientation or any other setting

#

I just found out that it works in Game view. It is just broken in scene view 🤷‍♂️

surreal gorge
#

I'm making my first VFX without following a tutorial, I'm trying to simply spawn in a magic circle (like the quad at the top right which just has a material on it)
but nothing is showing up on the quad of the VFX. did I forget something?

surreal gorge
#

I used timescale instead of age over lifetime...

rancid verge
#

Hi there?
it might be a bit tricky and i should find another way to do this, but...
Does anyone know any way to instantiate an object in the position where a particle dies(without using sub emitters or collisions)?

sinful light
feral oriole
#

Hello, I'm pretty new to unity. First time using a particle system. I'm trying to make it to where it deletes a particle after a certain distance. What I currently have in my mind thought it would've worked but now I'm just lost. Any help will be appreciated, thanks in advance. :))

civic surge
#

is there a way to have this line start out thick on the bottom but narrow out as it goes up?

nocturne yarrow
#

Does Visual Effect Graph have support for jumping to a specific time in the effect like Shuriken does?

#

Working on a game with rollback and I need to be able to rewind particles and jump to arbitrary times in the effect on the fly. I'm also quite CPU constrained so VFX graph would be the better fit.

wild mango
#

Hey, I got a little particle system which does a simple black particle to have a "smoke" particle.

#

I want it to be belong an axis, but it does on Z axis, (i'm in 2D)

#

Like this...

wild mango
#

just got it, it's fine

cloud crane
#

I just added a VFX particle to my URP game, and the particles are invisible.

#

when i select the particle system, it shows little squares being emmitted though

native folio
#

So I just recently started to work with and figure out VFX graph but I'm having a lot of trouble with positioning

Seems like no matter what I do my effect is never positioned where it says it's going to be in the prefab.

Like I have an explosion and the explosion shows that it's origin is at the very bottom

But when I actually spawn it in with its position set to the ground, three quarters of it is underground. I tried messing with the bounds moving things around. I can't figure out why the positions are so off

atomic storm
#

why does no-one provide any context / assets here?

#

So many things could be causing all of the problems above ^

atomic storm
oblique patrol
#

I'm really new to unity, and i'm trying to understand how can i make a particle that will increase in size overtime

midnight grove
civic surge
# atomic storm most likely yes

ah whoops sorry. So that line is caused by the line renderer so is there a way on the line renderer to have it start out thick?

atomic storm
#

just double click any point on the red line and drag it as you wish

#

like so

#

you can also select the "1.0" value on the Width axis to make the base thickness larger

civic surge
#

ah ok thanks

#

if you're still here got a quetsion

#

is there a way to make that line more straight?

atomic storm
#

ah nvm actually

#

add more points to it

#

the UV gets messed up

#

like intermediate points at 0.5, 1.0, 1.25....

civic surge
#

so more points as in the position array

atomic storm
#

yep

#

that should do it

#

this is kindof what happens to the UVs

#

if this explains it

#

one of the triangle halves of the quad keeps it's original shape mostly, the other one is obliterated

#

this is an example with a circle, right one is the one with 2 points, left one with multiple

civic surge
#

oh ok

civic surge
#

i guess how should my points array look?

tardy valley
#

Is there a way to apply or simulate gravity on particles in vfx graph? I am making making an explosion, and I got everything working fine but the debris and the little ember particles. I am trying to have them go up for a while then go down but no luck, even with velocity over lifetime. Went searching and it showed that the VFX Graph has a gravity block but I was unable to find it

#

Hehe well, after some clicking about I was able to find the gravity block. Gonna mess around with it and see if I can get something to work

tardy valley
#

My explosion effect is finally done

north furnace
#

How do I add light to particles? When I do, the light stays on and if I turn it off, it never activates with the particle effect.
I tried assigning a light prefab to it but that doesnt work either

EDIT: Figured it out, intensity was too low

atomic storm
rich ember
#

for some reason my vfx graph doesn't appear to be outputting anything, even when I click play it doesn't change (doesn't swap to pause just stays as play)

#

here's what it looks like

#

trying to make a slow going, ambient smoke effect

#

to add some ambience

#

in HDRP btw

rich ember
#

is this my issue?

warm torrent
rich ember
#

since I'm trying to spawn a bunch of spheres with scrolling smoke texture

#

I am curious to know if there's a way to get a random bool per particle

#

to randomly swap between 2 textures per particle

rich ember
#

Is there a specific way to set up custom VFX shaders to allow the nodes in the vfx graph to affect the alpha?

#

I want to multiply my alpha over lifetime to fade things in and out, but it isn't working

rich ember
#

figured it

#

just exposed an alpha value on the shader and animated that

cyan veldt
#

Is there an easy way to make a cool-looking muzzle flash and explosion for a gun?

cunning maple
#

This might seem like a dumb question, but are VFX Graph particles supposed to render in the Scene View? They show up in Game View fine

civic bane
#

how do I make a particle with a shader (NOT a shader graph shader, but a manually written hlsl shader) change color over its lifetime?

#

i cant figure out how to have the shader inherit the color from the particle

formal rock
#

there is a way to make the trail make a trail without moving?

#

I'm making a endless runner, and the guy never actualy moves on a specific axis, but i need for him to have a trail

#

no one has a idea?

#

hmmmm, this means suffering to me

oblique apex
#

The trail renderer requires movement of some sort. Depending on the look you are going for you might be able to fake it with a line renderer

warm torrent
# formal rock there is a way to make the trail make a trail without moving?

I can think of two kind of hacky options using "ribbon" type trails
You can shoot the particles backwards at the speed the character is supposed to be moving at
You can define a "custom space" transform in the particle system main module and when you move that transform along with your level geometry the trails will be drawn as if the system is moving relative to the level

formal rock
#

Hmmmmmmm, thanks for the suggestions I will try.

atomic storm
#

(using a line renderer)

prime dome
#

Wondering if anyone can help, Here I have a set Lifetime which I need to enable when a bool is ticked, I need them to last 7 seconds after that bool is activated, however, since it's in the Update stack it fires each frame which is just making them infinite, does anyone know how I would make this only apply once in Update?

warm torrent
oblique apex
#

I have some burst vfx graphs that I need to play a lot. So I figured I'd make a pool and recycle them like any other object. But how can I determine when a vfx is done playing so it can be used again?

atomic storm
prime dome
#

then just run it through a GPU event into a new system, and you can use a Force node in the Update stack

atomic storm
#

But doesn't this mean new particles will have to be spawned? What if I want a streak of trail coming out of a static point in the world

#

a singular streak

#

hmm nvm

#

I get what you did here

hard bay
#

how do i make a particle system continue to render after being stopped

warm torrent
late frost
#

How do I delete a particle system after a certain amount of time?

hard bay
#

@warm torrent

warm torrent
hard bay
#

kk. thx...? yeh ig thanks

warm torrent
kind bobcat
#

Hi, I'm having an issue where opaque particles from VFX graph do not render when DepthNormal Prepass is active (Unity 2022.1, URP).
Does anyone know anything about this issue?

rotund sedge
#

Hey just a question if anyone has any good particle sprite sheets of a nuke? similar to fallout 4 nuke sprite sheet. i really like how detailed it is and was wondering if anyone happens to have something similar to that mushroom like effect?

warm torrent
# rotund sedge Hey just a question if anyone has any good particle sprite sheets of a nuke? sim...

The sprite itself isn't mushroom shaped, but rather generic puffs of fire moving in a way that makes it seem so
Fallout games also use 3D meshes for bigger explosions to give them the shape instead of sprite sheets
Some sprite sheets that could be used for the effect could be found here
https://blog.unity.com/technology/free-vfx-image-sequences-flipbooks
and here https://assetstore.unity.com/packages/essentials/tutorial-projects/unity-particle-pack-127325

prime dome
#

anyone know if it's possible to detect what type of ground a particle collides with?

#

using tag...layer...whatever

warm torrent
rotund sedge
warm torrent
rotund sedge
#

Huh, weird, I only know how to mess with that kind stuff with specific shaders, so no vfx graph or whatever magical tool people use. So I guess I'll have to faf around to figure out how to make a decent looking large explosion with a mesh cause having third dimensionality to it helps a lot instead of just "woah big png takes up the screen amazing"

warm torrent
#

It helps with environment interactions, but particles can do that too with soft particle shaders

rotund sedge
#

Yeah, wish the files were available just so I can see how the mesh uv is set up and to see what kind of sheet it is

#

Oh yeah I can do soft particles just wondering how. I guess have a mesh with a flat say orange color and then put some noise onto it, turn on the soft particle and bam? Basic little nuke?

warm torrent
rotund sedge
#

Yeah that's why I wish there was a good video tutorial over something like that. Or even not like an explosion like fallout maybe like in anime where it's just a ball that grows big

dry shell
#

How do you flip Texture sheet animation when a transform is flipped?

pastel fossil
#

Yall I already have a game made and I want to use HDRP in my game. How can I implement that?

warm torrent
pastel fossil
#

tq

pastel fossil
#

How can I make those spiraling effect around something?

#

the orange wavy things, I just can't figure that out

warm torrent
# pastel fossil

A. Particles with trails, velocity forward and radial force
B. Mesh strips with a scrolling texture shader

pastel fossil
#

What is the radial force here?

warm torrent
dull ravine
#

so i want to bend electricity in shape with fire i used unitys particle system and a force field but my electricity is made in a vfx graph i tried doing it in the particle system but i cant get the texture

dry shell
warped gate
#

i dont even know how to explain this to google

#

and i could not see anything

warm torrent
warped gate
#

yeah but pretty sure its for 2021 or something

#

i use 2020

#

im guessing thi shit is a bug or something

warm torrent
warped gate
#

i guess yeah

#

dont know if there could be any errors

#

for now i have a bigger issue to deal with, for some odd reason when i have two different spawners both of them position the particles and give them the same velocity

warm torrent
#

If you don't want to try backporting it to your project, you may be able to find other examples of VFX decals that are made for 2020
I doubt they're all entirely broken

warped gate
#

they are both the same, but have different textures

#

since i want the same effect but different texture

#

like what

warm torrent
#

Also since 2021 is now in LTS it's recommended to upgrade if you have the time to iron out the potential incompatibilities (though always do it with a back-up)

warped gate
#

i prefer not to, but maybe

unreal cloak
#

Maybe this is the better place to ask for help

#

I'm looking to make a confetti effect

frank crown
#

hey, is there any way to properly pass the transform of the object vfx graph is on to the shader of the particles? I want the shader to do some displacement in world space, but with the object rotation and position taken into account

gray wing
#

hello! Why do my particles get blurred in the game view when my camera moves

#

it get blurry when the particle emitter move/ the camera, hdrp, lit shader

warm torrent
dark kestrel
#

Is there a way to trigger something on the C# side when a VFX particle dies?

#

I’m using trails that have variable lifetime to represent energy for my player and want to give them an energy point right when each particle in the system dies.

static cedar
warm torrent
rugged mural
#

Is there a tutorial how to use Timeline Control Track to control particle systems? I can't seem to find one for Unity 2019.

thick wigeon
#

are there docs for the Surface Options inspector panel in the VFX graph when using HDRP? I can't find any docs for it

#

I'm noticing some different settings there compared to the similar options in the Shader Graph's Graph Inspector panel (like Rendering Pass has different options between the two)

#

For example, in the VFX Graph panel I cannot change an opaque shader's rendering pass to After Post-Process, but I can do it in the shader graph and it works fine. For a transparent shader, in the VFX graph I get totally different Rendering Pass options compared to the Shader Graph, and these have no tooltips or anything

#

huh, if I change any setting in the VFX Graph's Surface Options, it reverts my shader's render path to Default, but if I go back to the shader and recompile it manually then it renders After Post-Process as the settings say

#

I'm preparing for a graduate student lecture on shaders for VFX use tomorrow, and I love writing half a page of notes under the heading "Gotchas"

static cedar
misty ermine
#

Hi, I'm looking for a "trigger on collision" event in the vfx graph. It does not seem to exist? What do you guys use for those kind of situation? 🙏🏻

pastel fossil
#

Hey, is there anyway to turn hdrp graphics to normal such as in normal projects? I just want to use it for the vfx graph

pastel fossil
#

Nah I figured it out. By normal I mean a 3D (Core) project

#

Not 3D (hdrp)

warm torrent
pastel fossil
#

Aigt

#

Thanks

#

By turn i meant lower, sorry for my weak english.

slow sigil
#

Any way to make Trail Renderers not break with a floating origin/origin shift script? Currently they have this weird effect that whenever my scene resets, it kind of breaks apart and comes back to its intended spot; causing a certain part of the line become broken. Currently using a modified version of twoloop's script (available free in the store). Cant seem to find anyone else having this issue anywhere too.
Also If there is no way to fix the Trails, is there any alternatives to the Trail Renderer I could try out? (Third party or not, doesn't matter).

split cargo
#

made a muzzle flash spawn when i shoot a gun but i can see it spawning in scene view(not playing in scene view) but not in the game. How do i fix this?

solar trellis
#

hi, i have 2 particle in 1 parent obj, and i create a script to control the particle (play or stop), but it can only control 1 even tho i already create 2 getcomponent, is there any other way?

sand quartz
#

Does anyone know why- My particle systems don't render in the scene view when focused on the parent object, only when focused on each individual object. Is it possible to fix this so all children play at once so I can view overall effect without running the scene?

pastel fossil
#

Can someone give me a rough idea, how to make this?

#

The particles curling around the hand, like a charge attack

slow sigil
#

there's also this, which lets you control settings of the child particles using the parent.

warm torrent
haughty coral
#

how can I flip the fire particle

#

i want to make it like its coming from the space ship engine

slow sigil
slow sigil
# haughty coral world

Unless you need it to be set to world, if you set it to local and rotate it should rotate.

#

If you need it set to world, you can use this (Force over Lifetime) instead

#

and just apply the force you want in the direction.

#

keeping the space in this setting local also means it'll rotate when the gameObject with the particle system component (and by extension whatever it's parented to) does

haughty coral
#

okay, thank you it worked!

rugged mural
#

Do particles and text mesh pro share the same render settings? I have a animated particles I'm moving over a text mesh pro object and when it renders in game it seems to alternate flip behind and in front of the text. I'm not using any code just the standard particle system in my scene

sullen goblet
#

How can I make my VFX graph particles collide with my 2d environment?

warm torrent
sullen goblet
#

so I would for example set it to "collide with plane" and than set its params via code?

warm torrent
#

Yes

sullen goblet
#

but I dont really have primitive shapes

#

I was planning on using this for blood effects that splash to the sides

#

but I would have to add all walls etc

warm torrent
#

Not sure why there is no built-in way to pass similar collider component info to VFX graphs, or collider components specifically for VFX graph

sullen goblet
#

So its basically unusable for my case :/ cause I dont know how many shapes I'd need

warm torrent
#

I'm not sure if an ortho camera can produce a usable depth texture for this purpose at all, and to generate an SDF of the level you'd basically have to convert it to a 3D mesh first

sullen goblet
#

I could perhaps try to create an SDF for my environmentand just give it a tiny bit of depth

woeful ermine
#

hey guys. made a magic orb effect following this tutoral https://youtu.be/7bMOhNUA1bI. but its not looking very visible in my game. how can i make it appear better

VFX GRAPH has been around for a while and many of you requested that I make a few tutorials with it. So I recreate the first VFX tutorial I made, this one: https://youtu.be/ctmqr_8esT0 But this time with Unity VFX GRAPH!

But I end up creating something even cooler!

Hey check out the game I'm working in ;D https://store.steampowered.com/app/17...

▶ Play video
#

its more noticable in other places and id really like to try and fix that

sullen goblet
#

Any idea what this error is supposed to tell me?

Unexpected missing material settings on VFX 'Assets/VFX/Scene/Common/WaterDrops.vfx' using ShaderGraph 'Assets/VFX/Scene/Common/SpriteVFXShader.shadergraph'.
This invalid state can lead to an incorrect sort mode.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
open dew
#

With the new unity 2023 builds the shader graph targets were depreciated and now all VFX made by me on unity 2022 using unlit textures crash editor when active in scene. I've tried rebuilding but it still crashes every time even when I fixed the shader graph to use the new SRP target materials.

open dew
#

problem fixed after changing bounds from manual -> recorded

buoyant seal
#

Hey all, I have a small question. I am tinkering with particles and I basically want to create a minigun like bullet trail. I want the particles to collide with objects. My problem is not all particle collide with the object. And I can't seem to find an answere on the internet.

warm torrent
#

If not, that would confirm that the particle collisions are not accurate enough for the velocity

buoyant seal
#

Yes if I Increase the collision box less particle go through it

warm torrent
#

I don't know if there's a way to get particle's to use continuous collision detection like rigidbodies can, but from what I understand it's better to use rigidbodies than to try to give particles that functionality

#

Stepped raycasts along the projectiles' paths to find out collisions may be cheaper than CCD rigidbodies but that could be worth profiling

buoyant seal
#

I'll try it out, thanks for the help!

woeful ermine
sullen goblet
warm torrent
sullen goblet
#

Is there a list or something

warm torrent
sullen goblet
#

nah plain white apparently

#

using shader graph

sacred gale
#

Is there a reason why my vfxgraph effect seems to be transparent in-game?

#

The color alpha is set to 1 and the blend mode is additive

warm torrent
sacred gale
warm torrent
#

You'll probably want alpha blended instead of additive

sacred gale
#

So the second one?

sacred gale
#

Something to do with the shader graph I think, I'll post screenshots in an hour or so if you could help then 🙏

limpid gazelle
#

I’m working in 2d and have a particle system, I want the particles to appear in front of a background but they stay behind it instead.
Things I’ve tried:
-Setting the shape to a 2d circle, setting the sorting layer above the background, adjusting the z-value

warm torrent
#

In addition to a flat Shape, you can use Limit Velocity Over Lifetime per-axis to restrict motion on the depth axis that some modules may be adding to

limpid gazelle
sacred gale
#

(ofc copied from a youtube tutorial)

warm torrent
sacred gale
#

This is the vfx graph

warm torrent
# sacred gale This?

There it would be otherwise but in the case of VFX Graph I suppose it's defined in the VFX

next jewel
#

Hi!

I have a particle system that has texture sheet animation module enabled with mode=Sprites and the sprites array is populated.
I want to spawn particles using Emit function from code, and change which sprite will be used for that particular particles batch.

And now I face an issue, where I set textureSheetAnimation.startFrame (basically sprite array item index) and it changes all the previously spawned particles to the new sprite.

Is there any way around this? Something like spriteIndex (like the existing meshIndex) would be nice in the ParticleSystem.EmitParams, but uh...

The only way around this (that I can see) would be to play with the randomSeed, set the startFrame to 0-max, and then build a table which seed gives which sprite... But that is just tedious, and probably won't give the same results for each platform.

limpid gazelle
#

I now have an issue where in the scene view the particles travel the full length of the screen, but in game view they ‘despawn’ less than halfway across the screen

ashen robin
limpid gazelle
karmic compass
#

guys how can i go about adding 2d dropshadows to 2dparticles

#

i have this drop shadow thing done

#

but it doesnt work with particles

ashen robin
limpid gazelle
#

I figured it out, it had to do with the three dimensional rotation of the spawner

noble osprey
#

This is something I haven't tried yet as I don't want to spend hours trying only to find it's not possible. But, with VFX Graph (hdrp), is it possible to create 'mesh' particles that are 'interactable' when a ray hits them? (as in, have the same interaction properties as a prefab would have, like collecting, shooting/destroying etc.

If not, is it possible to seamlessly 'swap out' the particle for a prefab that will allow the interactions when the ray hits it, and when necessary swap it back to a particle when the ray stops hitting it?

Not sure if any of that makes sense though.

cursive solar
#

does anyone know a easy way to make or have a unity assets store link
that may be use to replicated the effect when the main character disappears before reappearing

#

this faded smoke effect

ashen robin
cursive solar
#

ill hopefully find someon to comission for that

cursive solar
#

i have gotten results yet very poor

#

its like a smoke going up

#

but i have no clue how to do that#

#

ik how to use amplify barely

still oxide
#

hi, does anyone know how i can make the circle rotate toward the direction of their speed? i want the black shadow to always face the direction the particle are moving to:

#

i have been trying for the past 2 hours and i cant seem to make it work. i tried to google and experiment with proposed solutions, but i dont get the result i want

meager oyster
#

how do you inverse particles

clear spruce
rotund sedge
#

hey does anyone happen to know of any good particle prefabs or methods of doing a good arrow particle where itll land the same way it hits something? i have something but it isnt super good. and id like something a bit more accurate without using scripts

vast plank
#

I have this particle strip that's generated sequentially around a circle:

#

as you can see, it like, flips orientation halfway through. I can fix it by just adding an orientation node to make the z axis the same:

#

which works fine when it's like this

#

but if I rotate the circle it's generated along, weird stuff happens

#

I can of course just keep the circle the same as it is, and rotate the whole graph, but I'd rather not do that as I have other things going on in the vfx graph that I want to keep the same

vast plank
ashen robin
# rotund sedge https://gyazo.com/c4cdbd313f71022d71941ff7fdbad5fe

Whenever your projectiles collide, they should simply stop updating their movement functionality. Not too sure why your projectile is teleporting like that in your gif, but if you're detatching and reattaching (which is what you want to do if you want the projectiles to stick on moving characters), make sure it's not an issue with world to local coordinates.

cursive solar
rotund vapor
#

guys, is unity without any additional assets, but with URP capable of doing 2d particle effects on 2.5d work (top down) with particle collisions?

#

problem is that collision for 2d works perfectly fine for platformer type, 3d obviously anything 3d, but top down have no Z dimension in 2d, yet particles need height parameter. Writing my own particle system i could simulate that on Y plane, but then i will need to avoid (great) unity particle system completly

warm torrent
#

There always is a Z dimension, but particle colliders are 3D only

cedar sapphire
gritty sequoia
#

hey

#

does anyone know how to make a simple trail of spheres.

#

I just want some blue spheres to trail behind a transform while its moving

#

nvm

#

got it

warm torrent
valid falcon
#

Any tips for blood in a 2d top down? Don't know how to keep it there

lofty orbit
#

these are lit mesh output particles, but i'm wondering if there is a standard way to bake the lighting into it so they can be unlit meshes

warm torrent
umbral vault
chrome gyro
#

can anyone help me with a projectile effect im trying to make it in VFX graph

misty ermine
#

Hey, I need values from my VFX Graph. I want to know the exact time when my VFXGraph is alive. I'm aware that there is this block which could help but I don't find a way to make it work in order to have the exact data, in order to use it outside of the graph. Can someone help me with this please? 🙏

stoic fulcrum
#

is VFX graph 14 still in preview with URP?

#

the package documentation stops at 11 😦

ashen wigeon
#

VFX graph continually makes the editor crash..

#

Am I the only one with this problem? (Unity 2022.2.4f1 with VFX Graph 14.0.5 and also URP 14.0.5)

#

And the changelog says that vfx graph 14.0.6 is compatible with my unity version but there's no way to update it for me..

prisma crown
#

Quick question: I made a particle system using the noise module. When I scale the particle system down (simulation space set to world) the particles move much more frantically than they did at their original size. I figured one of the options in the noise module also has to be scaled down along side the particle system to adjust correctly. Question is: which one?

rugged mural
#

Are there any tutorials for optimizing/troubleshooting particle systems? I have a looping particle system that plays for 20 seconds on timeline activated with control track. Starts out about 500 FPS on the stats window, then rapidly starts to drop framerate until the end of the time seconds where it's about 40 FPS by the end. I messed around with the max particle system value in and didn't seem to make a difference.

tardy valley
#

Is there a way to make trails in VFX graph that follows to position of a gameobject in the scene?

sinful light
stoic fulcrum
frank crown
#

hey, I got a visual effect that initially spawns 3 particles with no lifetime, and I want to shrink and despawn them when Stop is called on the visual effect
is this possible in any way?

tardy valley
#

Do VFX Graph effects work well on iPhone 7Plus and up, or are there issues? I would test it but I don't have a Mac to make my game downloadable on my iPhone

ashen robin
static rune
#

where is the vfx graph effect its not here ????? no visual effects option either

hearty flare
static rune
#

no where do i do that

hearty flare
#
  • test
static rune
#

thanks for that, where do i find this graphics settings is it my computer or unity?

static rune
#

done everything in a tutorial for visual effect graphs but for some reason i cant preview, when i click play nothing happens on the scene (im very new to this btw) anyone know anything>

warm torrent
static rune
warm torrent
static rune
#

i think its installed correctly, and i made a new default Visual effect graph and this is the error;

#

im not even sure if thats got anything to do with it tbhj

#

ive got it in the scene

#

and i did all the shader and visual effect stuff correctly (from tut) but i cant even get a preview

#

nvm still have this error after i installed it and put it in the project what >>

warm torrent
digital lantern
#

can someone help me I am new to particle system

#

and I am trying to do a effect for a tp dash

#

I wanna make it a bit smaller but idk how

shut cliff
#

@digital lantern Try reducing the Start Size and Start Speed

digital lantern
#

ok

#

one sec I am adding this to the code

digital lantern
#

and start speed is 5 and 10

#

I want it to be a fast effect

#

maybe the speed lower

shut cliff
#

if you want it to be over faster you can reduce the Start Lifetime

digital lantern
#

its good now

#

tho I want a camera shake when I dash but idk why it does not start the animation when I dash

prime dome
#

anyone know how i could

#

create crescent shaped textures

#

like this

#

i have photshop and i know i have to use polar coordinates

#

but thats all i know

burnt coral
# prime dome create crescent shaped textures

There's likely a photoshop filter that can do it. Photopea (online editor similar to photoshop) has Filter -> Distort -> Polar Coordinates

But imo I'd probably use regular textures on ring/crescent-shaped geometry that is unwrapped using polar coordinates. Texture's like this have quite a bit of wasted space, and drawing them to quads produces more transparent overdraw.