#✨┃vfx-and-particles

1 messages · Page 4 of 1

ashen wigeon
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I have some smoke particles attached to a car, and I want to them only moving up when the car is stationary, and move up and slightly backward when the car is going fast.. how can I do it?

Because if I set the position as local, the particle will always follow the car (going always up), while if I set it as global, when the car moves fast, the particle is spawned "too much back" (it becomes more like exhaust smoke which is not what I want)

prime dome
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i needa create something like this

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yknow what i mean

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?

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someone made a tutorial but

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it isnt getting the effect i want

ashen wigeon
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Guys how can I change the spawn rate of particles from code? Because I have this setup

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And when I run it with this code:

public partial struct SmokeOnLowHealthSystem : ISystem
{
    public void OnUpdate(ref SystemState state)
    {
        foreach(var (smokeOnLowHealth, health) in SystemAPI.Query<SmokeOnLowHealth, Health>())
        {
            uint particlesCount = health.Current;

            smokeOnLowHealth.SmokeVFX.SetUInt("SpawnRate", particlesCount);
UnityEngine.Debug.Log("Current particles: " + particlesCount); //THIS IS PRINTED TO THE CONSOLE
        }
    }
}```
I can see in the inspector the value changing, but as you can see the particles still spawn on the car
hidden quarry
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Does anyone know why the particle won't play with .Play()? it works, everything is fine but it'll only plays once automatically when the item is instantiated and then won't play again when called with .Play()

spring mural
ashen wigeon
pastel fossil
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Hey, how can i make bunch of particles move randomly in a wave but at the end reach on common point.

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Something like a beziar curve

latent chasm
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I have a prefab made with VFX graph, I'm not really familiar with it and just trying to speed up the effect. Is there an easy way to do that for someone with no experience using VFX graph?

pastel fossil
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How can i make decal particles with shuriken system

warm torrent
pastel fossil
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Eh ill just use vfx graph

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Is there any way to detect collission of a mesh in vfx graph and a player?

warm torrent
pastel fossil
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Hmm ok

warm torrent
pastel fossil
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alr ill look for them

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I was not getting the right word for it

prime dome
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How can I make particles get sucked in with the default system?

So instead of flying out from a point they fly into the point

pastel fossil
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I made a decal in vfx graph that glows for a bit and then turns black on impact, but i want to make the same with unity particles system. I can make with normal decals but not animated ones.

warm torrent
prime dome
umbral ledge
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Anyone know how to make good stylized waterfall?

warm torrent
umbral ledge
dark kestrel
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Anyone know why all of my Visual Effects in a scene are coming up in my frame debugger draw calls? Only a few are viewable to the camera but every single one is showing up in VFX.Update

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Been playing with Bounds Mode and cannot seem to get only the viewed VFX to be drawn

warm torrent
dark kestrel
umbral ledge
warm torrent
gleaming flickerBOT
wary sparrow
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what is this and how do i fix it

sinful vale
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currently I have an particle effect, but it somehow always render on top regardless of position, is there a way to make the rendering layer the same as the world object, so it will be hidden if there is object on top of it?

elder latch
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What is the correct way to spawn a fixed amount of particles with a delay between each spawn? Right now it seems neither Burst nor Sequencial Spawn blocks can handle this.

pastel fossil
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Hey, is there a way to make output particle forward decal in shuriken system like it is in vfx graph?

manic scroll
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Hi! i made a trail particle and it works but when i set a parent to it to follow, it doenst work or render idk whats happening but i cant see the trail. Any idea how i can fix it ?

warm torrent
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Even still "doesn't work" isn't much to go on

vagrant imp
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Good starting point for pixel VFX?

warm torrent
vagrant imp
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Something like this, but this seems advanced

warm torrent
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If you're on built-in render pipeline you can use pixel perfect camera component's upscale render texture setting to "pixelate" the whole screen, including any particle effects

gusty linden
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Any clue why these particles wouldn't be appearing in game view.
They appear to be on a flat plane rather than facing the camera.

warm torrent
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Objects that are outside of the camera's near or far clipping planes or made of two-dimensional geometry viewed along its edge won't be visible

gusty linden
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Shouldn't be inside the clipping plane as the camera is 10 units back, in regards to the orientation it appears that selecting circle as the shape automatically rotates it to face the camera for a 2D game but it doesn't really obey it's rules when in playmode, throwing particles in more of a 3D sphere way.

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These are the current shape settings:

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Also setting them to billboard should make the particles face the camera but it appears it does not.

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They're kinda facing random directions.

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Solved it.

warm torrent
surreal oxide
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Is there any way to make a fake bloom effect without URP?

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Maybe with particles or smth?

gusty linden
# warm torrent What did you find

In code with: ParticleSystem instance = Instantiate(zapperParticle, contactPoint, Quaternion.AngleAxis(90,Vector3.right)); I was using a Quaternion.Identitiy prior.

warm torrent
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View alignment should work for 2D games just fine

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If not, there's always World

gusty linden
surreal oxide
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Is there a way to make a glow effect without URP?

warm torrent
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None of which exclusive to URP

vast plank
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Can anyone help me out here? I'm generating particles for a particle ribbon at once along a circle using a "Set Position (Shape: Arc Circle)" node, and changing the Arc Sequencer value based on the index of the particle. This is to create a slash effect. Sometimes when it generates, it gets super tangled up like the first image. This problem becomes worse and more common the more particles I generate along the circle. The first image is exaggerated using 200 particles, in which it happens pretty much every time, but typically I use around 40 in which it happens maybe about 10% of the time.

south thorn
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Is there a way with the particle system in 2D to define an area for spawn? We have circle, edge, sphere, but I didn’t see a customizable polygon option

brave trail
vale blaze
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The light particles (candelabra) look as they should up close.

However, they appear significantly larger when the camera is farther away.

How can I fix this?

warm torrent
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Max and min sizes in Renderer module are relative to screen space

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Basically the particles are huge, but max size is clamping their visual size

vale blaze
warm torrent
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For min and max size I'd use the default values 0 and 0.5 respectively

vale blaze
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It's very large

warm torrent
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What probably is happening is that the particle system is parented to a mesh that has a scale of 100

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Or maybe several

vale blaze
warm torrent
vale blaze
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I think i managed to fix it, but I'm not sure how to reproduce the steps, I just continually played with the min and max sizes.

warm torrent
carmine ether
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Hi. Does anyone know how I could recreate these effects with particles or something please? I just have no idea how to make this effect look accurate😅

frozen kraken
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Hey everyone! I want to transfer a particle system from Shuriken to VFX Graph and I can't find any info on using Custom Vertex Streams with the VFX Graph. Can you suggest a good tutorial?

rich ember
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anyone got any idea how I could recreate a plexus effect in VFX graph?

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someones made it here with the normal particle system

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but I want to experiment creating it in vfx graph

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I assume it would entail creating a particle strip on a gpu event from an existing particle, and then spawning another particle at the other end of the strip?

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or is there a way to spawn a strip and feed it the location of two other particles to bridge them

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ik the specifics of plexus effects are also tied to each particle having a radius around it that it can connect to other particles with, as well as a limit of how many connections it can make

orchid nexus
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Guys, i used this tutorial here
https://youtu.be/jQbzqFjyrwg
And for some reason, even if i have both particles color set to white, the fog has blue and green color. It also happens even if i delete the random color node

In this video, you will learn how to create a 2D/3D Fog in unity with VFX graph. Guys, I didn't show the scene from 3D in the video, but now I tested it and it works very interestingly for 3D

✅Download Project Files: https://github.com/GolomOder/2D-3D-Fog-In-Unity

If you have any questions post them in the comments and I'll do my best to answe...

▶ Play video
halcyon forum
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Does anyone know or have a tuto how to make when a particle hits the ground it starts an animation like a splash ?

vast plank
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I have three static particle systems laid out in a line, how can I make the render order based on which is closest to the camera? I know I can manually edit the render order here, but I'm not gonna be looking at it from just one angle

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I know that particles within a system can sort based on camera, but is there a way to have this behavior across systems?

vast plank
# vast plank Can anyone help me out here? I'm generating particles for a particle ribbon at o...

Okay I feel like I'm going a little insane because I can't find anyone talking about this: the VFX graph system seems to have a bug with particle IDs? I thought it was an issue with the way I made my graph, but an extremely simple graph like this does not work properly either. It's a simple particle strip system where the position is set sequentially along a circle. However, at high particle counts, the index seems to be off for whatever reason, causing this:

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my example above is at 200 particles, whereas this is what it looks like at 20:

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Slightly higher numbers like 40 or so particles causes the issue but only sometimes when the particles are initialized

vast plank
# vast plank Okay I feel like I'm going a little insane because I can't find anyone talking a...

aaaaa okay nevermind. I literally figured it out by accident right as I made this post. You can use a spawn index in strip node and plug that into the sequence with index set to "custom". I guess that Index in strip and the particle index aren't always aligned? I'm not sure if that's a bug or a consequence of making particles in parallel with the GPU (or at least I assume that's what's happening in my very uneducated opinion)

carmine bone
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I tend to fall more under the programming side of things and I'm not really an artist type of person, but it would be extremely helpful for me to learn how to do some basic work with vfx & particles. I was wondering if there was any good resources to look at for learning how to get a handle on VFX.

orchid nexus
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Hello, guys, how can i make a surrounding - player fog effect? It would look like some very strong vignette, but more pixelated and it would interact with lights

warm torrent
orchid nexus
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Hm. I will try it

crystal wave
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hello

warped sleet
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I wrote on the forum but thought I'd try here too...

What is the best way to optimize particles with Output Particle HDRP Lit Quad? With rate/capacity parameters = 500/1000 I have 30 FPS. When I change Output to Output Particle Quad then with the same parameters I have 60 FPS. I understand that LIT requires lighting calculations, but is there a way to optimize this? It's a simple smoke effect. I plan to have a day and night system in the project so I would prefer if the smoke reacts to the lighting.

steep holly
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sup how do i make muzzle flash using particles

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cant find any vids online ;-;

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nvm i just dont want it

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sorry for this big message ;-;

warm torrent
warped gate
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Why does unity keep a temporary un-used transparent version of a mesh used in a vfx graph??? I have depth-based lineart rendering and it keeps fucking up with it since there is clearly something being rendered but its a transparent mesh thats nowhere to be used. I checked and yes it comes from the vfx graph as soon as its enabled

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as you can see it doesnt even show the actual laser particle in the wireframe view

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why??

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alr I checked for the output to be alpha and not opaque and now its not rendering the lines for it, but im still curious as to why unity does this?

junior thistle
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does anybody know what might cause a light not to show up when using the particle systems? I have a muzzle flash light that shows up in the editor but doesn't in runtime

noble osprey
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Hey all, I was just wondering if there was a way (and if anyone knew how) to kill particles based on collision with a collider? For example, I have particles emitting from a mesh object and travelling to the player, all this is working great. But I would like the particles to die as they hit the player (distance between the player and emitter object is never the same, so a lifetime thing wouldn't really work).

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Using vfx graph btw

prime dome
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Anyone know how I would get each output particle to start at a random point in the flipbook?

safe sparrow
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how do i make a basic "Water splashing on a surface" effect? i have HDRP on my project and im trying to figure out a way to make it so that when my water projectiles hit a surface they create a reflective splash on the collider that they hit

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right now my solution is to use a mesh that is instantiated onto the surface, but unless i make it fully opaque it cant have SSR, and even then it doesnt look good, mainly because it doesnt look like water

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it just looks like i hung up a shattered piece of mirror

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i dont know how to make the surface look genuinely wet

prime dome
safe sparrow
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mainly because im not sure how to programatically change material metallic maps

safe sparrow
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just stock HDRP

prime dome
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gutted

safe sparrow
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what

prime dome
safe sparrow
prime dome
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your probably referring to Impact Effects

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in which case theres tutorials on that on YouTube

safe sparrow
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i meant how can i increase the smoothness on a portion of an object

prime dome
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oh, thats more of a shader question, so wrong channel unfortunately

safe sparrow
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like i have water that can hit surfaces and particles for splashing off, im done with that, im just figuring out how to make it look like it left a wet splotch

safe sparrow
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since im doing this sorta all at runtime.. oh well

prime dome
safe sparrow
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ill have to look up what those are

prime dome
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and just project a smooth puddle where they collide with the surface

safe sparrow
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oh yeah that looks like what i want

prime dome
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👍

safe sparrow
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yeah thats like what i want, thanks

safe sparrow
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how do i make decals additive?

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i notice they clip with eachother, how can i make them additively stack on eachother?

junior thistle
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why does this happen?

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how can I get the rings to stay horizontal?

clear spruce
junior thistle
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rotating that first object has no impact on rotation of the instantiated rings, in fact rotating does nothing

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I rotated the shape of that first particle on that ground and only that one works...the instantiated ones don't copy the rotation

clear spruce
junior thistle
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the effect within the object is tilted

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I rotated the shape component

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I tried rotating the object itself to no avail but maybe it spawns with the default rotation or something

clear spruce
prime dome
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Anyone know how to make each particle start at a random point in the flipbook?

junior thistle
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this is how it looks like

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That probably doesn't help you. I can also show the action scripts (cause playmaker is backed by c#) but it includes all the UI and options for playmaker actions and not just what I input

warm torrent
# junior thistle

I can't really interpret this but it doesn't sound sensical that Position and Rotation are both "none"
The issue seems to be that the particle effect is created not only with position but also rotation of the initial object

junior thistle
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position none is fine because that one is for vector 3's. I spawn on a game object instead

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as for rotation, maybe, I'll try rotating the whole particle system but it doesn't rly make sense to me since I rotated the effect via particle systems and not the object transform

copper dawn
willow turret
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So do particle systems not have that play on awake checkbox or am i just blind?

willow turret
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nvm. I found it. Got too used to looking through the modules

deep eagle
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Hey, how would I pack a bunch of parented particle systems into a prefab? Been scratching my head on this for a while

safe sparrow
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a few questions about decals:

how do i make a decal subtractive rather than additive

how do i make decals add onto eachother

How do i make decals affect surface transparency without affecting surface color

drifting jacinth
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I am currently implementing a shooting laser effect using a Trail Renderer in my FPS game. I have also set up a similar laser effect on the enemy object, which is visible in the game. However, when the player shoots, the red laser effect is not visible on the camera, which is a child of the player object due to the FPS nature of the game.

While the player laser effect is functioning properly, it is not as visible as desired. Can someone please guide me on what could be causing this issue?

winged wagon
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cant seem to figure out how to make a 2D particle system that doesntt need light

late frost
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Hi Im trying to add transform of the skinnedmesh but whenever add it, my particles don't work afterwards.

topaz juniper
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I'm having an issue where particle effects are waiting until they are on-screen to fire and a ton of them are building up and crashing my game. Does anyone know if there's a setting to fix this?

elfin bison
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question about the built in particle system: Is it possible at all to change the shape of the collider for particles? I see I can change the radius, but I'd like to use the particle system for attacking in a game that is similar to binding of isaac but melee attacks would have a long particle instead of a perfectly round one. I know I can make the radius a bit oversized so it reaches towards the long ends of the particles but that's not really ideal since there would be quite a bit of empty space in front and behind the particle that would be considered a hit, so if it is possible to change the shape i'd like some resources i can use to read up on it, or even suggestions on alternate options so i don't have to go and instantiate a bunch of objects for this (although i might if there is really no other alternative)

frigid haven
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Hya, I have two systems that both use a set position from arc circle and the circle is the same, the spawn mode is set to RANDOM but both systems get the same random position for all particles, is there any way to start them with a different seed for the randomizer?

ashen robin
frigid haven
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It does but the random from circle does not

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And it gives the same position for different particles

ashen robin
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just make the operator and plug it in with another seed

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and see if that works

clever star
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How do i create a Unlit graph?

clever star
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I see people using something called Unlit master, but i can't seem to find it anywhere

ashen robin
clever star
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Someone told me to ask about this here but i guess i shoul've asked in shaders

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but as you can see, there is no unlit graph

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but i'm lookin at this guy's video and can't seem to find it

ashen robin
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Did you install the shader graph package from the package manager?

ashen robin
clever star
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ok

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ty

ashen robin
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I know for sure built in and urp support it so I'm not too sure what else could be the problem if you've installed it already

clever star
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yeh, been lookin for the problem all day lol, for a simple create thing xd

potent jolt
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Hello guys, I'm trying to create a horseshoe trail with a simple glow on it, so I've created the horseshoe as a trail and added the glow as a its sub emitter. Problem is, the glow spawns at an offset and I can't figure out why. Any ideas ?

shut cliff
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@potent jolt Some things to check:

  1. Are both textures are centered in the texture files?
  2. You're not using Stretched Particles for any of the particles?
  3. Check if the Shape settings have a position offset
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For the sub-emitter glow you should probably be using an Emission burst of 1 at 0.0 seconds and not Rate over Time

potent jolt
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Thanks for your answer. The horseshoe texture was a bit off centered indeed, but what did the trick is that the horseshoe was using a mesh as render mode while the glow was using a billboard. Setting them both as billboard fixed my problem.
Thanks for suggesting the stretched particles, that's what made me realize my mistake !

noble osprey
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Hi all,

I've been trying to figure this out for a couple of days but don't seem to be getting anywhere.

I have particles emitting from a mesh and moving towards the player (think a 'collection visual'), which is working great, but I would like the particles to die as they reach their destination. Because the distance between player and emitter object isn't fixed, timing the particle death doesn't really work.

Anyone have any ideas on how to achieve this? (I thought I could have the particles die on hitting the players collider, but can't find anything to do with how to do that in my searches.

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Here's the graph if anyone can help. 😕

ashen robin
# noble osprey Hi all, I've been trying to figure this out for a couple of days but don't seem...

Try this perhaps.
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@7.1/manual/PropertyBinders.html

At the moment, passing scene collider information into the VFX graph isn't possible. What you can instead is make the mesh that's emitting the particles the object which moves and collides. This means you would instead write the logic for the mesh (or perhaps an invisible game object that is created from the mesh location) to move from a script, and use the vfx to follow it instead. There's a few tricks like that you can do.

noble osprey
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@ashen robin Thanks for the suggestion. Unfortunately having the emitter object moving isn't really possible (the vfx graph is part of a mining system whereby as the player is using a mining laser particles emit from a rock/asteroid/item and move to the player (giving the sense that the resources in the item being mined are transferring to the player). I did have an idea this morning, but will have to investigate a little further using the kill box/sphere blocks.

noble osprey
ashen robin
noble osprey
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@ashen robin Yeah that was my thought. I'm already grabbing the player position so shouldn't be too difficult 🙂

ashen robin
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The only problem is getting the information back, as if you were updating your resources counter per particle.

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Like incrementally, but there's probably ways around that.

noble osprey
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Ah, no the resources counter is going to live 'inside' the asteroid, the particles are just a visual.

ashen robin
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Ah, got it. Sounds reasonable then.

noble osprey
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Well it will when I figure out Scriptable Objects. lol. Currently a GameObject and I know how to get the data out etc. using GO's, but very new to SO's

digital matrix
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hey im having a problem

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when i apply a material to the body it automatically gets applied to the eyes

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any way to texture them seperately

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or seperate the meshes

dusky birch
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can i make the particles go in a certain direction?

errant terrace
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Might need to change the simulation space to local too

dusky birch
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my game is 2d

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okk got somewhere

dusky birch
errant terrace
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A. Look for them on the asset store/google
B. Learn to use the particle system or VFX graph

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Those are your options

dusky birch
errant terrace
dusky birch
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one last thing

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will the particle effets of 3d work with same for 2d

errant terrace
dusky birch
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or will my pc explode

errant terrace
dusky birch
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Flipbooks
EXR Sequence
TGA Sequence
there r 3 options i can use any?

errant terrace
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Flipbooks are one image that has all the animation frames in it.
Sequences are separate images

errant terrace
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You probably want flipbooks and then use frame animation in the particle system

dusky birch
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is it the texture or m i doing something wrong?

errant terrace
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Because it's an animated sheet, the frame needs to change

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Also use a material/shader that works with alpha, and make sure that alpha is enabled in the texture import settings

dusky birch
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😵‍💫

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Let me learn from scratch

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Thank u

pseudo inlet
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I have an interesting bug… wondering if anyone has run into it before. I have a particle system that won’t show in the game view when it’s docked next to the scene tab. However if it has its own view window it shows.

edit: seems to have had something to do with replaying particle effects. Instantiating a new effect seems to have served as a work-around. Using Unity 2021.3.9f1

fossil spindle
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I'm not entirely sure which section this falls under in terms of graphics... so I'll ask here and let me know if this is the incorrect spot and I'll move over (since I don't even know which part of unity would produce what I want)

I'm working on a space game similar to eve and I have been messing about with space engine to provide some cool skyboxes, and I got this

But I'm wondering what things in unity could instead render that star lighting in-scene so it can be reactive when an entity passes over it (instead of it being rendered with the skybox)

Like what tools could I use to achieve that?

ashen robin
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Could create a gameobject in the distance and use post processing + bloom with some intense light emission. Maybe some directional light?

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would need to change the destination of it relative to your ship if it's an area you're not able to travel to through normal means.

fossil spindle
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My plan is to make warp areas with possibly different skyboxes and switch between them in each warp, but you'd never be able to go to the star itself.

That's a good idea though using post processing for that. I'll keep it as a thought. Wondering if maybe anyone else can chime in with ideas as well I'll just try everything tbh haha.

warm torrent
fossil spindle
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Ohhh yes, a lens flare! That's actually kind of obvious I didn't really think of it haha

warm torrent
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There are also some techniques in the realm of CGI to sync a directional light with the HDRi's sun so you get shadows from it, but I think that requires for the HDRi sun to be dimmer so you don't get two separate sun sources effectively

fossil spindle
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Ahhh gotcha gotcha. That's actually a thought. I can also customize it individually.

I can probably compute the lens flare and hdri sun? Since it'll probably be programmatically built and generated

warm torrent
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Similar to the default sky in function

fossil spindle
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I was thinking of something similar. However I think if it's that complex I may put it on the backburner for now and pick it back up as the time gets closer.

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What I wanted to do was kinda have a custom skybox generator that generated skyboxes at runtime based on some parameters

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But not sure how hard that'd be haha

warm torrent
eternal whale
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how to get the option to edit alpha?

warm torrent
mystic summit
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im making an extinguisher, and so i have two particle systems:

  1. Extinguisher particles
  2. Fire particles
    i want to make them delete themseles upon contact with each other. Im kind of almost there.

The question i have is, how could i make the fire stop generating particles in the specific areas where the extinguisher particles had already been at?

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i dont want all of the fire particles to go away, but just certain areas where i dont want them to keep generating after the fire was put off

warm torrent
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Trying to make specifically the particles destroy each other sounds like an awkward way to go about it

mystic summit
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ohh i could use a raycast that to inabilitate some areas

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thats a good idea

ashen robin
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Yeah, that seems a little complicated unless you want to spawn hundreds of particles/gameobjects with colliders

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which is possible if you want to spend the power to process it all

warm torrent
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Having individual "blobs" of fire source gameobjects with their individual life cycle is by far the simplest way
The downside is that their number may grow large

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The kind of optimizations available to you kind of depends on what your scene is built of

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If you have 2D or 3D tile system you'd be able to utilize that for fire as well

mystic summit
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alright guys you gave me some ideas, i think i can work with this thanks a lot!

warm torrent
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You may be able to emit from vertex colors or textures somehow, and have fire "paint" the surfaces to mark them as emission sources and the extinguisher erase it

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But that's much more complex as it requires you to have such a painting system to begin with and to assign the meshes dynamically to the fire systems as they start burning

sour spade
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So particle systems have options for stopping while allowing the particles to remain until they expire via particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmitting);, however particleSystem.Play() doesn't have this same option.

Does anyone know how to play a ps while keeping any particles that were there originally?

ashen robin
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Could consider detatching an instance of the particle system. I usually do that for projectiles that leave some sort of smoke or sparks behind.

verbal onyx
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Could someone help me make it so that a particle effect plays 'When selected'

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I have the particle effect as a prefab, but how do i play it 'When Selected'?

warm torrent
#

I have no knowledge of how your selector script works, but I assume you'll want to assign the particle system to the "When Selected" list

verbal onyx
warm torrent
verbal onyx
#

Ah okay

verbal onyx
#

My particles are showing up in scene view but not in game? While I look at scene view in game they are there but not in game

wooden glacier
verbal onyx
#

let me check

wooden glacier
#

I think its called culling mask but just check if all your layers to render are checked in the list

verbal onyx
wooden glacier
#

It's a parameter of your camera 😉

#

below clear flags and background

#

culling mode of your particle means if it simulate (plays it) when its culled or not

verbal onyx
#

oh right

wooden glacier
#

When you add a layer, don't forget to add it to your camera ^^ happened to me yesterday !
If it's not that, i'll dig further tomorrow, now it's moar than bedtime here :p cheers !

verbal onyx
mystic summit
#

i need help figuring out why my particles arent detecting collision, if anyone is down for a screenshare call pls DM me 🙏 🙏 🙏

ashen robin
mystic summit
#

This is from 'Color over Lifetime' of a particle system i have.
i wanna grab the last slider and move it to the left a bit via a script, how can i call for it and how could i tell it to move on a code?
All im able to do is create new gradients with a specific value but cant seem to call and edit a preexisting one (at least idk how)
pls help! 🙏

warm torrent
mystic summit
#

No I want the opacity to go down

#

By changing the alpha key I think it is

#

So it looks like the fire was put off

warm torrent
#

Same deal

mystic summit
#

Aight I'll try that thanks!

warm torrent
#

If you ultimately want the fire to seem extinguished, why not turn down the emission frequency instead

#

If you make it fade to alpha sooner by moving the gradient knob, it would just still look like it's burning, but more flickery

sinful steeple
#

Can anyone help me understand why that vfx is visible through the wall?

#

Nevermind, I forgot to change render queue

ashen robin
sinful steeple
warm torrent
sinful steeple
warm torrent
#

Or rather what you see in modern games they use dithered alpha clipping for the fading rather than alpha blended transparency
Though it looks grainy it doesn't suffer from any of the issues

sinful steeple
#

right now that's what Im doing, when the player enters the trigger it swaps from an opaque to a transparent material to make the fade effect, and then swap back when the player exits. But during the time the player is there I leave it on the transparent to have that "you can barely see the ceiling" effect. But if this is a bad practice because of performance impact I'll look into other options. Thank you for the help

#

although Im not sure, the solutions you suggested are for the fade itself, not for the semi-transparent roof after correct?

warm torrent
warm torrent
sinful steeple
#

So at that point I might aswell just use the transparent material so long as the player is inside the building no? The player will only be inside one building at a time, which I would assume wouldn't be that big of deal resource wise

#

oh

#

yhea haha

warm torrent
#

This is why particle systems have a Max Size defined by default, as transparent materials that overlap or take a lot of screen space can get incredibly expensive

junior thistle
#

Guys, I'm a bit lost. I'm a vfx/shader noob. Where would I start trying to make a poison spit particle/shader? I'm a bit lost trying to make anything that looks remotely good. Any pushes in the right direction?

warm torrent
ashen robin
# junior thistle Guys, I'm a bit lost. I'm a vfx/shader noob. Where would I start trying to make ...

I wouldn't worry about creating shaders beyond the given particle shader, as you can create some nice effects with what unity already gives you.

https://www.youtube.com/watch?v=-P09r-ALN38

One of the better videos from Gabriel showing how you can make something amazing looking by scribbling a few lines in photoshop, and adding a few touchups to make it look more lifelike. I suggest assembling a folder of assets that consists of simple art abstracts like flares and noise fields as having the resources already available so you can experiment as you go about creating your particles.

Unity 5 - Game Effects VFX - Fireball Spell / Projectile

This is the eight tutorial in Unity of the series Special Effects for Games, it was requested by a Patron who supports me. We are going to see how to make a fireball with Photoshop and the Particle System.

In this Unity tutorials we are going to see how to create effects for games by usi...

▶ Play video
junior thistle
#

I have some simple effects done like gradual glowing/outlining. Really, I only need the poison spit now. I honestly don't know if I should use shader graph or vfx graph/particle system for that @ashen robin

ashen robin
#

They both can accomplish the same thing, I do enjoy the graphs more however as I find it more manageable for larger particle effects Half asleep here, thought you were comparing between the shuriken system and vfx graph. For the poison spit, if you want to try your hands at a shader, perhaps a dissolve shader with tiling is something I can imagine.

#

There's also flipbook textures, but I find those require much more effort. Plus you can always reuse your shaders.

junior thistle
#

hmm ok I will look into it

#

the video you provided seems effective enough

#

the key, I guess, is just drawing a good shape

#
  • I'd want collision which is easy with the particle system so I might start there
ashen robin
#

There's a lot you can do with a single textures. Rotating it, resizing, changing the opacity and colors does make for a nice pseudo-animated effect.

#

But to scroll the texture, which is something I do use a lot, you will need a shader for that.

junior thistle
#

The game uses a top down view. I used rotation on my ammo pickup and you could literally not see that it was spinning so I doubt it would make a difference

#

I am drawing and will see what I can come up with

warm torrent
junior thistle
#

I'm onto something but why does the particle scale inversely with the camera? It's weird

#

what that video made me realize is that I don't need to control the movement of the particle with the particle system...I can make it spin around with 0 velocity and use a game object to move it

#

nvm I figured it out

junior oasis
#

Hi! I created a particle system and added a material to it. I then changed the start color in the particle system setting, but the particles still have the same material's color.

#

How do I change that?

junior thistle
#

@junior oasis There should be a checkbox somewhere that says ''use material color''. Uncheck that

junior oasis
junior thistle
#

no, sorry that's for trails. Are you using the particle shader? I think that might fix it

#

for the material

warm torrent
#

With the usual particle shaders vertex color cannot "override" the texture's color or the base color / tint applied to it, rather they'll all be multiplied together

oblique apex
#

How would I go about making a Set Position (Shape Arc Circle) face the camera?

ashen robin
#

For the vfx graph? The package comes with scripts called property binders which will allow you to pass information such as the camera position into the graph.

dry dove
#

Does anyone else have a problem where sometimes all VFX stop rendering?

#

Like just now I've checked out latest commit and when I open the project none of our graphs show.

untold fractal
#

Just out of curiosity, what is the support for the VFX graph looking like for android devices?

#

I tested some basic effects on a device of mine and it worked fine, is it only specific features of the package? Is there some kind of list of supported devices?

devout rain
#

Heyo, so ive created a smoke spawning particle system that is meant to follow a moving object. If i just move the whole vfx graph the smoke doesnt trail.
Manually changing the spawn position fixes this, but if i move too far from the origin of the system, the particles disappear.
Any solns ?

#

With a normal particle effect i would change the simulation space to world. Is this possible with vfx graph ?

#

Oh lol. I was looking for some attribute somewhere, but in the top right of each block of nodes i just needed to click on "local"

brave trail
ocean current
#

Hi, does someone know what's wrong with this? I want the scale of the smoke to be unchanged. But when I go further away with my camera from that smoke, it gets bigger and bigger. Does someone know how to fix it?

#

HDRP (please ping me if you know how to fix it, thanks 😄 )

shut cliff
#

@ocean current Is it Shuriken particle system? What is the Start Size of the particles?

ocean current
#

It is only basic particle.

#

I am sorry but i cant go to pc right now, would be ok if i will write settings tomorrow of that particle?

shut cliff
#

just take a screenshot of the inspector

ocean current
#

Ok

shut cliff
#

try setting min particle size to 0 and max particle size to 3

#

what does size over lifetime look like?

ashen robin
#

I don't remember shuriken having the option for particles to be rendered relative to screen size/space. Perhaps some camera orientation I'm not aware of?

warm torrent
warm torrent
# ocean current

Always keep min particle size at 0 and max particle size no bigger than 1 (prefarably 0.5 which is the default) unless you know what you're doing
Start size of 1 doesn't explain why your particles are so large, but they may also be increased beyond 100% by Size over Lifetime and by Speed modules

#

To keep things clear I recommend that modules that control size do not increase it above 1, so you know 1 corresponds to the Start Size of the main module

ashen robin
#

Oh, huh that's pretty interesting

warm torrent
#

It's also relative to screen size (height, I think) so any values above 1 are pretty extreme, especially for alpha blended transparent particles

prime dome
#

Was wondering if someone knew if using two of the same node in VFX-Graph is using unnecessary code?

For example, if i'm using a time node, should I use that alone to route everywhere that requires it, or will it make a difference performance-wise if I just duplicate the node each time I need it.

Not sure how it deals with it under the hood, does it declare a different variable under the hood per-node? or does it all reference the same variable?

clear spruce
junior thistle
#

Do you think it's passable? I think it can be better but I'm a noob

#

also ignore the brightness, something happened with my video; it's not like that in game

warm torrent
ocean current
#

Thanks everyone for help, its working!

sinful light
static valve
#

guys I was following tut but the results havent come out the same
https://www.youtube.com/watch?v=_SaBXY-Ejqo
my video isnt working so here is the snap.
my beam dark isnt working the same way and his base vfx is yellow orange while mine is just neon orange.
also is there a way to hide the magic lamp icon in the scene view so the circular flashing is seen better.
I want to attach this too a monsters mouth like godzillas beam from the movie.

ashen robin
static valve
ashen robin
#

If you're using URP/HDRP you need to create a Volume asset onto your scene and enable it, the bloom, and make sure scene camera (and the editor camera) has post processing enabled.

static valve
ashen robin
#

Yeah, he doesn't mention it much but there's more going on in his videos usually.

static valve
ashen robin
#

I've only watched what's on youtube, but honestly the vfx graph is very light weight and easy to get into when you spend your time experimenting.

#

still, there's not that many resources out there for it, so it's probably worth it if you don't want to go digging through the forums everytime you run into an issue.

static valve
#

yeah but this tut didnt mention that versions prior to 2021.3.9f1 had errors with vfx graph so that i found from a forum post after googling

#

Oh and how am i to time this laser with mu monsters mouth to make it look polished and believable in game?

ashen robin
#

Init a GO with the particle system at the time of attack or you can also use events to trigger it

static valve
noble osprey
#

Hi all, I have a VFXGraph particle system attached to the 'engine' of a space ship, trying to create a trail effect (trail renderer won't work for my particular use case).

Is there a way to have the particles emit and stay where they are in world space instead of moving with the actual vfxgraph object?

ashen robin
noble osprey
#

Yeah I tried that tbh, but they just stuck to the world origin. lol. Sokay, I've gone a different route and figured it out 🙂

ashen robin
#

The engine effect itself should be local, but the particles you spawn should be in world coordinates

noble osprey
#

Yeah sokay, actually prefer what I've come up with as an alternative. lol. Will revisit at some point for other things. Thanks though 🙂

vernal maple
#

Hi guys is there any way for this particles to come out from one source ?

#

right now theyre just appearing randomly but I want it to come from one source

#

any tips ?

analog jetty
#

I've got a ParticleSystem setup like this. ParticleSystem.Play() plays only once.

#

When the function is called again then it doesn't do anything.

#

How can I make it emit a single burst when the function is called?

#

I used ParticleSystem.Emit(1), but it requires me to specify how many I want to emit. I don't want to do that in script. It's defined in the ParticleSystem inspector. :/

jade trout
#

Has anyone experience with the new hair tool, that they released on GitHub. I struggle with using curves from an alembic file as guides for instancing. I can import the alembic, but I don’t know how to use it as this custom thing (that is set to 1DSine wave by default) so that i can’t add and remove density based on the guides. Tbh I don’t even know, if that kind of instancing is possible, but it would be a really basic feature to lack I guess.

young crane
#

Hello everyone. I have an issue with how different particles interact with each other. Please have a look at attached videos - smoke and fire are fighting for priority when I move or rotate the camera. They use default URP particle shaders, their sorting priority is the same, blending modes don't change much here. Any ideas how to deal with this? Why can't they just co-exist nicely :c

young crane
#

here it is with a ship and an extra dust particles. as you can see they sort of mask a mesh?

junior thistle
# warm torrent The splash looks great, but is kind of overshadowed by the bright light The proj...

Sorry for responding late, I wasn't on these past few days. I agree the projectile is weird but I didn't want to make it bigger cause it's supposed to come out of a zombie's mouth. It can't be bigger than his head if it comes out of his mouth. But yes, a trail renderer or stretch is what I wanted in the first place but didn't realistically know how to make look good. That's probably the right direction tho

junior thistle
# sinful light I also would imagine more of an organic shape that stretches with velocity over ...

Yea I was having trouble achieving this with the particle system. Thing is, the drawn shape is more organic, but it looked like shit as just a billboard, so this is in fact a rotating billboard. But when you rotate a billboard fast, you get a circle more or less so that's why it ended up looking like this. Maybe I'd have better results using shader graph and adding some kind of vertex deformation and emission effects

stoic fulcrum
#

can anyone give me some insights about ParticleSystemCullingMode?

#

not really sure when to choose PauseAndCatchup over Automatic

ashen robin
#

The bottom video seems more like a camera orientation problem though

young crane
ashen robin
#

Potentially a culling issue too. The problem seems to stem from the fact that the quads are relatively large and are intersecting with each other.

warm torrent
#

Automatic chooses between the two options besides PauseAndCatchup so you'd favor the latter when the former isn't a practical option

#

So generally for a looping effect for which pausing is too obvious

#

Since it doesn't progress when paused

#

Or for a one-shot effect that's too expensive to always simulate for whatever reason

junior thistle
#

How do you guys like this one?

#

I played a long time with this...I tried adding longer, clearer trails but I think it goes against the realistic style of the game

tiny sage
#

simply adding these particles to my scene (with play on awake + looping on) causes them to appear, but calling it manually with code doesn't. where can i start debugging this?

    private void MovementAnimation(Vector3 moveDir)
    {
        isWalking = moveDir != Vector3.zero;

        if (isWalking)
        {
            walkingParticles.Play();
            Debug.Log("Creating Particles");
            playerAnimator.SetBool("isRunning", true);
        }
        else
        {
            walkingParticles.Stop();
            Debug.Log("Stopping Particles");
            playerAnimator.SetBool("isRunning", false);
        }
    }
warm torrent
prime dome
#

i have this muzzel flash and im trying to play a single particle but sometimes nothing shows up,no particle at all ,why could this happen? Those are my values:

warm torrent
prime dome
#

i was using it,it wasnt helping tho,the problem was related to start lifetime

gloomy storm
#

Getting warnings from VFX graph when I build the project. I'm not the best with reading these so can someone inform me what the issue is? It was working fine about a week ago before the slash VFX was introduced.

#

in the build, the visual effects are missing while in the editor it works fine

prime dome
#

could anyone tell me how i could create good looking crescents like this in photoshop?

civic surge
#

is it normal on default that a particle system has a 1 second delay before the particle appears when using the spritesheet?

prime dome
#

please someone help

cobalt scarab
prime dome
#

all i know is that i have to use

#

polar coordinates

#

on photoshop

cobalt scarab
#

See tutorials for the tools, when you familiar with them then you get an idea how to use them

winged grove
#

Hi there! I am having a weird issue with particles systems in my game, and maybe there is someone who can help me here haha. I have some particles systems that are effects triggered on attacks and so on that work great, but I am trying to add an environmental particles spawner that starts with the game, and for some reason I seem unable to see, the particles do not render in the game view. I am using URP. The particles have nothing special, and I can see them in the editor, but in game they just do not show. I tried changing material (lit and unlit), the render layer to make sure it is rendered and I've checked online but haven't found anything useful. I will attach some pictures so you can see the issue:

#

This is with the game paused, you can see the particles in the editor as they should

#

But on the game window, same frame, it doent show them at all

#

And with the effects particles this doesnt happen

#

Am I missing something obvious? I dont know what is going on here 😅

ashen robin
# winged grove Hi there! I am having a weird issue with particles systems in my game, and maybe...

Beyond what you've tried, I would check if any positional values are being updated when you run the game. Double check if the material and the render layer from it isn't the issue, and if you can't solve it still you have the option to use the renderer object feature to force the effect to draw last.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/renderer-features/how-to-custom-effect-render-objects.html

sleek tide
#

does anyone know how to make a particle collision not stop the particle but still do the collision message? particle trigger won't work because it needs specific colliders ahead of time that will trigger it. even if I did build a list of colliders at runtime it doesn't seem like you can get any info on what triggered it at any time, where collision gets you the collider

so yeah, pretty much, I want a particle to not slow down on particle collision and go through things

ashen robin
#

You'd have to write the logic on how it moves and such as well if it's a projectile.

sleek tide
ashen robin
#

You can still use particle collision in itself for secondary particles; you'll just have more control over the destruction/collision of the actual object.

sleek tide
young crane
ashen robin
# young crane the density of particles is already very high. they spawn small and grow to be l...

Alright, so I went to try out some of my smoke effects and I remember I ran into a similar issue. A few things first, I believe you're using two different particle systems, so what's going to be the deciding factor on what's going to render on top is the position of the bounding box each system has. Now, you can fix this issue by putting them both onto the same vfx system, but you run into the more complicated problem: transparent layering / z-depth buffer. I've managed to fix a similar issue quite a while ago, but it was through scripts and keeping my camera at a specific angle when rotating.

Realistically how you would try to solve this is through the use of opaques and alpha clipping, preferably with your own custom shader. Keeping the smoke transparent is fine, but having the fire phase out of it, which seems like what you want, requires some tinkering. Using meshes may be a good idea for the fire to mix with the shaders if you want to go even further.

young crane
#

Thanks. The only problem I have is that Shader Graph does not allow to give me a flipbook option :c without it there is no nice transition for particles. I guess I need to go with code.

ashen robin
#

it's a flipbook? You may be fine with just alpha clipping it then.

young crane
#

I've meant flip book blending option in a shader

#

if you untick it fire or smoke look like shit

ashen robin
#

Oh, hmm. Haven't actually used that feature yet.

young crane
#

@ashen robin check this video out. first half has flipbook on, then I turn it off. transitions are much more fluent while its on

#

its especially visible at a smoke part

ashen robin
#

Oh, yeah that's some pretty neat fire. I'm just too lazy to draw every single frame lol

young crane
#

what did you mean here 'Using meshes may be a good idea for the fire to mix with the shaders if you want to go even further'?

ashen robin
#

I'm just assuming, from those previous videos, that you wanted your fire to phase through that smoke cloud nicely.

young crane
#

oh I am happy with that effect. I can make white smoke/steam particles more transparent at any point. its just this horrible flipping what renders first that is a problem.

ashen robin
#

If they aren't in the same system and they are on the same layer, then the bounding boxes from each system will be the pivot to where the camera decides what is in front and what is behind

young crane
#

i guess there is no easy way to hardcode a bounding box to a certain point instead of having it change with each frame

ashen robin
#

Like I was saying, you can put them together and it won't jump around like that, but you'll have to figure out a way to get alpha clipping to work on the flipbook, otherwise one will always render over the other.

#

From that last photo, it does look like it's rendering as an opaque, but I'm confused how the blending in your options says transparent

#

If you get it working, do let me know. I'm actually interested in seeing it solved.

thorn plaza
#

VFX designer pls help me fix this, it shows a symbol instead of the particlesUnityChanBugged

#

I tried pressing the play button and there's no particles came out....notlikethis

fluid lagoon
#

that symbol is just a gizmo

#

checking "show bounds" might help - make sure your bounds are sane

thorn plaza
thorn plaza
#

Never mind, thanks i fixed it, now it showing me this purple thingy....sadok sadok UnityURP

warm torrent
thorn plaza
warm torrent
nimble quiver
#

im thinking of doing something like this in 2d how should I set my particle system to achieve this? as I only want particle on the ledt and right of the ball and none at the center of the ball

warm torrent
nimble quiver
warm torrent
misty ermine
#

Hi, I am doing my first VFX for UI. I am using VFX Graph with an output Particle Line to outline this button, the idea is to go all around it and loop. How can I make this path? If I try to turn it after some time, it moves the whole line to another direction 😬

ashen robin
#

Could also evaluate it inside of the graph for when the particle update node would change direction I believe.

#

via branch nodes

manic egret
#

question - so I am making an enemy that teleports, the effect is supposed to be a lightning bolt that strikes them, and they disappear during the impact flash - the issue is, the flash is a 2d texture, so it doesn't fully obscure the enemy, making it obvious when suddenly blip out of existence. I tried putting the flash in front of him, but it also creates a very uncanny effect when the player runs around it (I had the impact flash in front of the enemy, while the VFX would constantly rotate to face the player) - and I tried rendering it in front of 3d objects, but that made it appear in front of ALL 3d objects, so if the player is behind a wall, they would still see the enemy's teleport flash

any ideas on how to make this actually work? I think I want to keep away from using a 2d texture for the impact but I don't know what other options I have that can fix this

warm torrent
# manic egret question - so I am making an enemy that teleports, the effect is supposed to be ...

I think most games don't try to make that kind of effect perfect, just quick enough and the particles flashy enough that the player won't pay attention to it too much to notice it, but it depends on your art style and exact requirements if that's applicable
In these it's priceless reference to be able to look at other games that have similar effects, especially in slowed-down footage
There are some ways about it though

#

2D particles can use "depth fade" which means their shader compares its position to depth texture and lowers alpha the closer it is to a surface, which makes particles blend extremely smoothly with 3D geometry
Because this makes particles easily obscured by geometry, it's also common to move the verts closer to the camera in shader, or simply spawn the whole particle with offset towards the camera
This technique was used in the Enemies demo I think, though I don't recall if there was a breakdown of the effect or just a mention

#

If you really must guarantee a character disappears or appears convincingly, you could implement a "dissolve" effect in their shader, which makes them glow and then disappear gradually, or appear if reversed

#

But that's just the most common example

sturdy oak
#

Guys I have a smoke particle attached to my gun barrel
Problem is I want it to emit from the gun barrel which I parented it to
But also be world space

delicate bobcat
#

Hey all, I'm trying to make a gore explosion particle system, and I want to create blood stains where the particle hits the wall. currently, I'm using a sub emitter to create the stain with a particle system on a collision, but that causes a few issues and also doesn't work with normals, so the stain is always facing down. I am currently trying to make a script that instantiates the stain when a particle collides, but I don't know how to go about it. Here is a video of what I have right now: https://streamable.com/mta75b

misty ermine
# ashen robin via branch nodes

Going for branches to update the position (and rotation) seems like the good way to go, my issue is to change it again after some time. I wanted to use this switch block but I can't get it to work, do you have any tips for that? 🙏

ashen robin
# misty ermine Going for branches to update the position (and rotation) seems like the good way...

You have an attribute called target position which you can set and read from in the same system. Even then, I feel like updating it by the gameobject is much more doable if you don't want to go about it a mathy way.

There is one other way I could think of which may be easier, and that's through the very limited number of trigger events. One of which is trigger on particle death, and even then, it requires some extra work like checking and killing the particle at the position, then creating another system in the graph to spawn another.

#

Also beyond the topic of the vfx graph, I think what you're trying to accomplish may work just as well using shaders.

misty ermine
ashen robin
misty ermine
pallid kernel
#

hi i am new to learning vfx and i was wondering how i can get rid of the black outlines around this trail

clear spruce
# pallid kernel

Id guess the texture you are using is gradually transitioning to transparent and getting darker at the same time when moving away from the center of the texture. By using texture thats fully white and does only change the alpha value you could be to get rid of those borders

stuck rune
#

I'm currently trying to use the particle system to output one of four random sprites from the attached spritesheet. Right now, I'm just getting magenta squares. I've tried creating a material for the particle system, but that seems to display the spritesheet with some odd errors and distortions. I know I'm missing one switch here, somewhere - any thoughts?

ashen robin
stuck rune
#

...Goddamnit. Hmm.

#

Are you using a material?

ashen robin
#

No ^^ (using defaults)

stuck rune
#

Any chance of a screenshot of the relevant settings?

ashen robin
#

Using the shader graph

#

4x4 seems fine for the crop

stuck rune
#

Ah, I'm using Particle System. Really need to switch over to shader graph...!

ashen robin
#

Yeeeeah, much easier on the eyes

stuck rune
#

Aha, I think I got it...

#

Needed to switch rendering mode to Cutout in the material.

naive bridge
warm torrent
# stuck rune Are you using a material?

You always need a material for particle system particles. preferably a particle shader
All the flipbook module does is display parts of the texture according to its rules

warm torrent
restive stone
#

Anyone know how I can shrink the boundary of these particles?

warm torrent
restive stone
#

I was hoping someone here would know. lol

#

I guess its like a collider but for the particle itself? im not too sure

#

I just know when my player goes to pick these up, they disappear (as intended) before the player actually touches them. I believe the player is touching the boundary first which then removes the particle

#

nevermind, I fixed it. I had to change the radius setting in the collision component on my particle System

warm torrent
brave trail
#

How do I change the background?

stuck rune
#

@warm torrent , yeah, that was what I understood to be true, but I couldn't get the material to display correctly. Eventually I identified that the rendering mode needed to be set to Cutout.

prime topaz
#

um I have made a shader graph portal and it works fine in editor but in game view it is not showing emission and alpha

#

in editor vs game

solar trellis
warm torrent
#

Dragging a material onto the sky in scene window is a shortcut to do that

prime topaz
#

Is there a fix to this ?

ashen robin
prime topaz
#

It is enabled

ashen robin
#

Is other PP effects working? Otherwise make sure the volume/profile isn't being disabled, or perhaps you're using another camera.

prime topaz
#

yes bloom and vignette is also working, just tonemapping is not working

#

I only have 1 camera in my scene

magic river
#

hey
is there any to ignore collision in particle collision ?
i know there is layer collision setting but is there any spesific collider ignore?

spark birch
#

My particles in vfx output mesh do not glow, even though I used hdr color.
I don't understand that much, I would appreciate some help.

ashen robin
spark birch
#

Ok

#

Thank you so much! I've been stuck on it for a week now!

ashen robin
wanton idol
#

Hi Guys! Do any of you have experience with Particle Systems scripting on Particle level on Android?
On my PC all good, debugging the Android version the size/position coordinates also look good (the same as in the same resolution on my pc), but they are rendered incorrectly.
Screenshot: A -> android version (I guess the blurriness is okay for now, but I don't know why is it like that lol), B -> PC version in the same resolution.
Those are basically two rectengles above every guy as an HP Bar - but the position and size is no quite correct on android.
Would you have any tip where could I dig further? 🙂 Cheers!
Could this be a float prcision issue?

wanton idol
#

Yeah this is my first ever Android testing, I noticed two things: it looks like on Android the particle system takes the scaling from the whole gameobject hierarchy (eventhough local scaling mode was used) and on PC it does not. And for some reason, one color (in the middle) on my HPBar texture is considered transparent, I don't know why.

wanton idol
#

Okay, that other issue was, my material had "coutout 1" - which for some reason removed the middle part of my texture.

#

Just leave these somments here, maybe gonna be helpful for some people ^^

ashen wigeon
#

How can I do those wind particles when the player runs?

warm torrent
#

Then control the emission/opacity/speed based on player speed

#

If you want it a bit more complex you could orient the particle system towards the player's direction of motion

ashen wigeon
#

Ok thanks!

gritty sphinx
analog jetty
hasty pond
#

anyone know why my particles are appearing like this?

#

the material is coming up pink too

warm torrent
hasty pond
#

mb for ping

warm torrent
hasty pond
warm torrent
#

It could also be a trail with a missing material, potentially

hasty pond
#

its applied to a particle system, i might be doing something wrong though

analog jetty
#

I solved it.

#

The Emit function

#

I don't remember exactly how it works, because that was kinda a long time ago. It doesn't do 100% what I want I think (but I'm nor sure now).

#

What it does is emit 5 particles if I'm correct.

#

While I wanted it to use the Burst settings I have already configured.

#

I have set the number of particles to be 10 among other things.

#

But it worked for what I needed.

gritty sphinx
#

Although I can't get the position, velocity and count to work yet

brave trail
ashen wigeon
#

Would it be easy to create a VFX with low poly birds randomly moving in the sky? (just to fill the sky, I could use some vertex shader to make the "animation")

warm torrent
ashen wigeon
#

This one?

#

Because I get this error when I try to open it with Unity Hub

warm torrent
ashen wigeon
#

Is there a way to set a material in a VFX Graph output particle mesh?

#

Because I have a shader that displaces some vertices and I can't make it work with particles

#

Ok I found it, I needed to tick the Support VFX Graph in my shader graph

dull ravine
#

i made this thunder but i want to combine it with force fields so i tried making it in a particle system but it doesnt look good so does anything exist for vfx thats like the force field for particle system or can i transform the vfx to an particle system?

warm torrent
lofty orbit
#

getting the data back out again for use in the main thread is the rub 🙂

junior oasis
#

Hello! I need to remove friction from my particles in a particle system. How can I do that? It seems like applying a physic material cannot be done.

clear spruce
lofty orbit
#

the irony is that my use case calls for a very large n dimensional array that need to operate on as if it is a dynamic vector field (specifically kernel convolutions that happen very fast on GPU)

#

it handles things like a basic fluid simulation

#

the main limitation is that having rigidbodies that are floating in the fluid cannot easily be "two-way-coupled" to the fluid

#

you can tell the sim (cpu -> gpu) how the rigidbody affects the simulation, but getting the sim to affect the rigidbody effectively is the rub

junior oasis
#

I need to spawn many dirt particles on an irregular terrain (generated at runtime)

warm torrent
junior oasis
#

uhm, maybe "under" it

#

it depends on where I want to project the particles

#

basically I want to spawn particles above a collider

carmine bone
#

I downloaded a vfx thinking it would be able to be used as a projectile that I could manipulate the movement of, but it shoots out in a shape causing weird interactions if I try to move it myself.

#

I understand that it's due largely to it having a cone shape

#

but I was wanting to see if I could get some help in figuring out how to make the vfx not self project so that way I could move it myself via script.

abstract osprey
#

Hi guys! How can I make this rainbow with bloom effect? I don't know how to add Bloom to a Particle...

shut cliff
#

@abstract osprey Looks like it's using the additive blend mode in the particle shader. If it's a mobile game it's likely it's not using bloom post processing

abstract osprey
shut cliff
#

Looks like this for me in built-in

#

There should be a 'mobile/particles/additive' shader as well

abstract osprey
warm torrent
#

To get the effect in your example you simply need an additively blended particle/sprite rendered on top

warped sleet
#

Hi, I saw a few threads about same problem but without responds. Is any way to check if a specific VFX is playing? I have to do some actions instant after finish of vfx efect. What is the best way?

manic egret
#

as someone just getting into the visual effects grid - does it assassinate your computer? And if so... is there anyway to not make it do that? I personally never really ran into any issues, but I intentionally don't do anything excessive with it, so I don't really know how far I can take anything or experiment. Like a tutorial I am following has 1 object making like... a trillion particles, and it's meant to be a common object (like a health orb or basic magic attack), they commented on it eating your GPU, but didn't go into any further details on alleviating that, and the video is a good few years old, so they aren't responding to comments

manic egret
grave meadow
#

how do you add a sprite to a particle system

warm torrent
grave meadow
#

Thanks

noble osprey
#

Hi all, I'm having a bit of an issue with an idea. I have an object that is using some procedural animation to control it's walk. I'm trying to come up with a vfx graph that will spawn particles on the surface of said object, but then move with the object (so it gives the effect as though the object is made up of the particles and I'll be hiding the mesh renderer.)

I've been playing around for a couple of days but coming up blank.

Would anyone have any ideas? I know how to 'initially' emit particles from an object, it's just getting the particles to move with the skinned mesh as it walks

silk trellis
# noble osprey Hi all, I'm having a bit of an issue with an idea. I have an object that is usi...

I'm not sure if there's any difference with procedural animations than an animation clip on a skinned rig, but have you tried binding the transform? https://youtu.be/bIMyCKr0bFs?t=122

Zii

50% off new release discounts on the Asset Store: https://prf.hn/l/dlR3glw

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slender vector
#

Do you guys have any link for the sand particle tutorial? Youtube tutorials need the Asset pack 2017, but it is no longer in the store.

noble osprey
#

@silk trellis I'll take a look at that in a little while, thanks. Just need a nudge in the right direction. 🙂

crimson plover
#

Question on sub-emitters. For some reason i cannot figure out what properties to set in order to have the sub-emitters not be affected by the motion of the base emitter.

Eg; base emitter is just some floating bubbles that emit a pop sub emitter at the end of their life. The pop is supposed to be a radial effect, but if the bubbles have any sort of motion they end up as these flat lines instead

#

flat lines w/ motion

#

without motion the sub emitter starts w/ a circular effect and then drips down, which is the intended result

#

but yeah, if the base particles have any speed or direction they result in those flat lines instead, so not sure what the issue is or if that is just a "feature" of sub emitters

#

any help appreciated, thanks!

crimson plover
#

update: figured it out by changing x rotation on sub emitter shape. not sure why that was wonky, but makes sense i guess. most 2d pfx issues come down to rotations

noble osprey
kindred quarry
#

hello! how can i get into vfx's? i've always struggled with em... any resources or anythin that may be able to help me? thanks in advance

noble osprey
midnight fiber
#

vfx graph keeps crashing for me (2022.2.12), is it just URP or is it pretty crashy in general?

warm torrent
midnight fiber
#

Yeah I've reported it, if it's pretty unheard-of I'll dig into it some more next time

ocean gulch
#

Hello :), I would like to make a geyser, but currently my geyser column stays the same size all the time. I would like it to explode at the end like a bouquet of flowers. Do you have any ideas on how to make this happen? Thank you.

plain egret
#

How do I connect the material properties to a particle system like shown here (from a VFX yt tutorial)? He connects dissolve power to the lifetime of the object and multiplies it by a curve

#

But I'm not using that VFX graph, but normal particle system thing

burnt coral
plain egret
#

oh sweet, and the parameter names should just match?

#

or maybe its not working how I think it does

burnt coral
#

You don't use properties with custom vertex streams. You'd use the UV node.
TEXCOORD0 would correspond to UV0 in ShaderGraph.
Split -> B would be the z channel (or can use Swizzle node)

plain egret
#

thanks, it works

#

Is there also a way to model the curve in shader graph?

#

exponential function works

noble osprey
#

Hey all,

Would someone be able to take a look at this code and see what I'm doing wrong with my Lerp-iness please?

If I set the transform position directly (using the commented out lines) it works fine and the objects go to where they're suppose to. But when I use the Lerp (which, full disclosure, I've barely used before so is probably going to be something really obvious and silly), the objects don't move to their proper position, they stay at their 'zero' position.

#

Just tried it with MoveTowards and having the same problem. Very confused. lol.

warm torrent
noble osprey
#

Oh crap, sorry, I thought I was in the Coding channel. My bad.

ashen plover
#

Is there any way to set the scale of a particle system's shape through code? I tried this trail.shape.scale = Vector3.one;, but it's saying that shape can't be set because not variable.

ashen plover
#

Why is it not working to have an unlit transparent particle?

ashen plover
junior tulip
#

Is there something special to do when baking texture to point cache? It doesn't seem like any height differences are baked it just becomes a flat plane. (edit) I think it doesn't bake y as height but optionally bake color to texture, which is weird to me.

tame bay
#

i have this issue with my mesh particles where the invisible mesh is overtop of other particles and textures, even its own texture. does anybody know a fix to this?

tame bay
#

its happening with all my particles im really not sure whats going on

warm torrent
spark birch
#

My particles do not light up in the game itself, although in the scene panel they do
Does anyone know how to solve this?

warm torrent
spark birch
#

thanks you!

midnight fiber
tame bay
#

i just don’t understand why the particles behind don’t show at all

tame bay
warm torrent
tame bay
#

Particle System

tame bay
warm torrent
midnight fiber
#

Or record a frame with renderdoc

warm torrent
#

Usually you shouldn't have that for transparent sprites

snow spruce
#

particles and any other transparent meshes should never write to the zbuffer, but should definitely read from it

tame bay
tame bay
warm torrent
tame bay
#

Well it happens here with another particle except its a transparent mesh masking the other sides visible texture

#

im not sure if thats the same issue

dry dove
#

Does VisualEffect sometimes set itself to be disabled? I'm pooling VFX and sometimes they are coming out the pool disabled. Can't quite understand why.

prime dome
#

does unity have a substance designer?

warm torrent
prime dome
#

what program is it

#

theres like 2 versions

warm torrent
#

All Substance programs use the same material format

prime dome
#

idk if its that or this

#

im trying to download substance painter so i can make textures

#

for vfx

#

since i heard it was easy and fast

#

@warm torrent

warm torrent
prime dome
#

i did not know that

#

thanks dude

prime dome
#

help me make

#

the textures

#

i need

#

?

#

for vfx of course

warm torrent
#

You need to type longer and clearer paragraphs

prime dome
#

anyways will downloading substance designer help me create seamless textures that i need

#

for the vfx that i want to create?

#

some examples

#

very broad example but

#

uhh idk

warm torrent
#

Substance is mostly geared for making PBR materials for lit 3D surfaces, but I assume it also works for vfx effects like particles and noises

#

Your examples can be done just as well in any image editor, including Gimp or Photoshop, perhaps even better than in Substance but your best option is probably the one you're most familiar with

prime dome
warm torrent
#

Substance is a good choice if you want to make shapes out of math functions
I'd prefer other image editors if you want to generate shapes with filters or draw them

prime dome
#

heres some other examples

#

of what textures i would like to create

prime dome
#

especially considering theres no decent tutorials on them

#

so thats why i thought about getting substance painter

warm torrent
# prime dome heres some other examples

All of these examples can be created perfectly fine in Photoshop
These look like simply just drawn shapes with gaussian blur and m otion blur filters applied

prime dome
#

i tried creating something similar

#

but it didnt really turn out well

#

😅

prime dome
#

no way

#

😭

#

yoo thats amazing

#

that makes sense

#

but how would i go about making more things like this?

#

this really makes no sense to me

#

its like someone smushed a buncha stuff together

#

and it worked

warm torrent
#

We have a thread for this

prime dome
dark kestrel
#

Is there any way on the CPU/C# side to get the approximate positions of particles in a live VFX graph?

#

Trying to calc approximate collisions from projectiles rendered in VFX

warm torrent
drifting jacinth
#

beginner at using photoshop. Imported a simple texture as PNG without background in unity but it looks like this in unity

fast scroll
#

why is the color not working

noble osprey
#

Do you have a material applied to the particles?

#

@drifting jacinth You need to change the import options of the image to 'see' the transparent background.

#

@drifting jacinth also you need to make sure you 'export' the image from photoshop and not save it. Dunno if there's a way to do it tbh, but just saving it doesn't save the alpha channel.

warm torrent
#

If you're using HDRP the project by default doesn't contain any particle shaders iirc

#

But they can be imported from ...somewhere

#

or here

midnight fiber
#

How do I know if a visual effect has finished playing so it can be destroyed? Assuming a one-shot effect

#

I'm currently doing this:

                var list = new List<string>();
                effect.GetSpawnSystemNames(list);
                var spawnState = effect.GetSpawnSystemInfo(list[0]);

but spawnState.playing is always false so they immediately get destroyed

dusty kraken
#

Hey all, I'm using the particle system and would like each particle to be a different starting colour. However, when I change the render mode to "mesh" and make my particles little cubes I can no longer change their colour and have lighting affect them at the same time. How can I use a URP lit material and also have a different colour per pixel? Would a shader fix this and if so how do I generate per-particle colour randomness?

royal verge
#

i cannot find the alpha value slider on the color of the trailrenderer even though i see it mentioned everywhere...i may be blind but it is my first time using trailrenderers so can someone help locate it

warm torrent
royal verge
#

ohhhh

#

thank you

#

that was quite silly

rigid island
#

I have some visual effects that restart/start upon becoming visible to the camera, even though they should be finished.

#

anyone know how to fix this?

tame bay
#

If anybody has any solutions here it would be much appreciated, i’ve tried lots of solutions

prime dome
#

i posted in the wrong place last time

zenith grove
#

Does anybody know what can I use in Visual Effect Graph to create orbiting effect? I have a single particle that wanders around using turbulence block and I want to create 2 particles using GPU trigger and make them orbit around this main particle. I am using Unity 2021.3.19f1

slate lily
#

I have a large array of textures in c# and want to get this data over to vfx graph (1 texture per particle)

What would be the best to do this?

Graphics buffers don't support textures, texture2DArray sounds like it can work but doesnt because it samples for color
Generating a 'flipbook' texture sounds like it could work, but that will run into limits quite quickly probably

warm torrent
prime dome
#

I am also getting an error

#

also, that link says LWRP, what about URP, same process?

warm torrent
prime dome
#

aw i see

#

via script i suppose?

#

i feel like i could do that

halcyon kettle
#

hey! I'm trying to set up a simple vfx graph so that there are 2 particles spawned, with a delay between, and the first particle is bigger than the second.
Frustratingly, it seems that each single burst resets the spawn index? So this current setup doesn't work, however if I set the first burst count to 2, it does, but then I can't set a delay in between.

#

So my question is, can I get a spawn index that includes all single bursts?
Or, is there a way to delay particles in a single burst?

warm torrent
drifting jacinth
#

collision in particle system checked. There is a Box collider attached on the plane as well but particles are not colliding with the ground. bounce value is 1 so they should collide and bounce a bit

slate lily
drifting jacinth
slate lily
#

I'd say start with a default system and enable collision. If it doesn't work the collider might be setup improperly.
If it does, compare settings

drifting jacinth
#

I can see the colliders though

jaunty tapir
#

When using Visual Effects, is it possible to change the color ONLY for particles that are yet to spawn? Whenever I change the color, the color of the already emitted particles are changing as well

warm torrent
# drifting jacinth I can see the colliders though

One possible cause is that the colliders are moving too quick relative to their small size, so they clip through the collider before collision is registered
This happens because particle colliders are limited to "discrete" collision detection which doesn't track their path, only position
You could try to check if that's the problem by increasing their size and/or slowing their speed
Also, I believe collision against "planes" works better because planes (in this context) are infinitely thick, unlike "world" colliders

stiff topaz
# halcyon kettle hey! I'm trying to set up a simple vfx graph so that there are 2 particles spawn...

So the "spawn index" is the index of the particles born in this frame. So this will change from one frame to another one.
The "particleID" attribute is constant and can be used for what you're looking for.
I'm taking the particleID, that keep increasing for every born particles, and use a "Modulo" operator. ID % 2, will always give 0 or 1.
I can then use this value to lerp between Size and or to have "First" particle bigger or whatever.

For the delay between particles, there are several ways.
I guess the easiest solution is to use a "Single burst" and set your "Loop Duration" and/or Loop Count.
By selecting the Init Context, you'll find options in the Inspector for Loop Duration and Loop Count.
If you set the Loop Duration to 1.0, your Single Burst Block, will spawn a particle every one second infinitely. And with what I described earlier, you should be able to get the behavior you're looking for.
If you just need 2 particles. You can set your Loop count to 2. This way, your system will do 2 loops where it will burst 1 particle with a delay of 1.
In this case, you don't even need the Modulo operation, as you know, that particleID would only be 0 and 1.

Another way is to use the periodic burst...

Hope this is helpful.

stiff topaz
stiff topaz
slate lily
jaunty tapir
stiff topaz
#

Textures can be added via a database so

bold kindle
#

Hi! I'm trying to work out why one person in our team can see the Voronoi attributes in "Output particle mesh", whereas when I try to add a "Output particle mesh" I am presented with something entirely different? Not too experienced around this so any help is so appreciated!

#

We're using PlasticSCM for version control hence the difference, but so confused how its ended up so different when neither of us have touched this 😅

#

(Noticed that the output particle mesh in the second image is set to world, changing it to local doesnt make any difference)

stiff topaz
# bold kindle Hi! I'm trying to work out why one person in our team can see the Voronoi attrib...

What version of Unity are you using and what SRP version are you using ?
By looking at the two Particle Mesh Output, I would say that one might be using a shaderGraph with exposed properties while, by default, the output context is not using a shaderGraph.
In recent version of unity the ShaderGraph option is directly visible in the output but maybe, this option is in the Inspector in older version?
When you select the Output Particle Mesh context, can you see an option related to ShaderGraph ?

bold kindle
#

It's just so strange that on his PC the effect works as intended but on mine it is broken. And he has a completely different set of attributes, like shown in my two screenshots

halcyon kettle
dry dove
#

How can I disable shadow casting in a VFX graph?

dry dove
#

All good, found it. It was a choice within the shader, not the VFX graph. :-)

dusty flicker
#

How do i make a particle system make all of the particles in one short burst?

naive spruce
#

Hey all, I'm a newbie and got an issue and don't really find the issue.. Tried it now for almost 2h and don't get it to run.
So I created a waterfall shader (URP) with an tutorial and a mesh in blender --> fbx unity. Basically everything is fine, but in Blender the shape is pretty smoth and in Unity, when adding the Material of the created shader, you can see every single face on the mesh.

(I‘m using the particle system for that)

Anyone knows what the issue could be? 🙂
Thanks!

warm torrent
#

That often happens with "lightmap pack" UV unwrap

naive spruce
#

ok that's what I've done, then I will play with it arround a bit more :p

warm torrent
naive spruce
#

much better now 🙂

spiral moth
#

I've had an issue since moving up to a newer Unity version my vfx graph particles no longer spawn at the positions i'm feeding in via custom nativearray.. Instead they are all spawning at the root graph object position. Just thought i'd ask if there's something obvious changed before i dive into trying to figure it out..

spiral moth
#

It does seem to have disconnected outputs on my buffer sampling subgraph operator but even after reconnecting it's still spawning particles at 0,0,0 and ignoring the positions being fed in via the buffer. I guess something has changed inbetween versions of the package.

#

For reference i've moved up Unity versions 2 or 3 times recently ( in line with ECS changes ) from 2022.2.1f1 to 2022.2.12 and more recently 2022.2.3... I'm pretty sure this was working okay back in 2022.2.1f1.. Will need to look at package versions and changelog etc.

stiff topaz
spiral moth
potent valve
#

I have a particle system that launched 4 magic bolts. I'd also like to add some kind of "magical trail" behind those moving magic bolts. What is the best practise to do that? I can't add a particle system to a spawned particle can I? Like a "child-particle-system" so to say?

#

Ah ok SubEmitters is the keyword

hollow scroll
#

I'm trying to start a burst in my particles, but I can't see it. In the preview, the burst is occuring, so what's the issue? This is the code:

private IEnumerator MovePlatform(GameObject platform,int journeys)
    {
        GameObject particles = platform.transform.Find("Particle System").gameObject;
        particles.SetActive(true);
        yield return new WaitForSeconds(1);

        platform.GetComponent<MovingPlatform>().journeys += journeys;
        particles.SetActive(false);
    }

    private IEnumerator ActivateJumpPad(GameObject jumpPad, int uses)
    {
        GameObject particles = jumpPad.transform.Find("Particle System").gameObject;
        particles.SetActive(true);
        yield return new WaitForSeconds(1);

        jumpPad.GetComponent<JumpPad>().uses += uses;
        particles.SetActive(false);
    }```
marble karma
#

(i think this could be considered VFX idk) i did a shadergraph implementation of this weird and awesome GLSL shader: https://twitter.com/MisterCroww/status/1644839713839149066?s=20 link in the twit

I did a shader graph implementation for #unity3d of the organic fractal shader by @TheMirzaBeig and @zozuar :)
Link of the unitypackage with the whole thing(including individual files): https://t.co/c337sc5TYp

#organicfractal #shadergraph #VFX

mystic vigil
#

I am trying to make a particle for the first time now with unity but it seems that it turns out looking very boxy, am I suppose to create a transparant background for the sprites for it to look decent, or is there another way around?

I really don't want to go over every frame 1 by one and remove the background 😩

clear spruce
mystic vigil
#

I used to do particles in unreal engine a few years ago, i am pretty new to unity, so there is a way thank kyou 🙂

mystic vigil
clear spruce
mystic vigil
clear spruce
#

Btw is this vfx graph or shuriken?

mystic vigil
#

it an animation grid sprite I made so I can create a fire particle affect when ever there is movement

#

just starting it, but it appears so boxy so I am trying to solve it first

warm torrent
mystic vigil
#

you mean it doesn't loop well?

mystic vigil
warm torrent
#

It may help to explain what feature from Unreal you are missing exactly

mystic vigil
#

You're right I did a Horrible just at avoiding the edges, i'll fix it ♥

craggy haven
#

Anyone know how I can rotate a particle subemitter based on its collision normal?

inland tusk
#

Hi, is there a way to use a list of gameobjects as spawn positions in VFX graph?

#

or to for example randomly select between 3 transform properties per particle

inland tusk
#

Figured it out after asking as always, using a bunch of property binder vector3s into a switch with a random number gen

warm torrent
craggy haven
prime dome
#

can anyone tell me how to rotate a particle effect ?

warm torrent
rugged mural
#

Having a weird issue in my particle system where the Auto Random Seed box keeps getting unchecked randomly when I start my particle system.

warm torrent
rugged mural
warm torrent
dry dove
#

Does anyone know how to stop the issue where VFX don't work randomly, especially after reimporting?

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It's causing massive problems and slowdowns for development.

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I was hoping the new version of the package would have a fix, but no. I can't even work out how to reliably fix it in bulk when it happens (short of opening each VFX asset graph editor)

autumn island
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question why does my particleSystem not shot up in the editor but it works fine in game/ scene

dusty willow
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is it possible for the vfx graph particle systems to emit light?

stiff topaz
# dusty willow is it possible for the vfx graph particle systems to emit light?

Not at the moment. You can use Output events and or Event Binder to spawn light with some C# . This is really powerful when you just need to spawn one light when a VFX Graph is triggered (ex: for an Explosion) .
If you want "Multiple Lights" (ex: 1 Light per Particle) and if you don't need Shadow casting, usually faking the lights is a better option. You can do some Shader trick an get nice Fake light with only Billboard quad. Take a look at this example:
https://twitter.com/klemen_lozar/status/1033409819116359681?s=20

If you need more infos, help about of of those solution don't hesitate to ask 🙂

Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev

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dusty willow
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hmm, I want to make a flamethrower effect and figured that it would be kind of a no-brainer for it to cast light, I dont know if any of these solutions will work well enough

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I think it would be best to stick with the Particle System component for this use case

bold kelp
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Hi, how do I make a sprite that has a 3D start size to not grow with the distance of the camera

dull obsidian
# dusty willow I think it would be best to stick with the Particle System component for this us...

for now yeah, if you really need there are workarounds to read the particle data from vfx graph back to the cpu but it has performance drawbacks and not a great workflow. there are a few cards on the unity vfx graph roadmap you can send feedback to help prioritize improving this as an official feature

another way is to use a combination of built in particlesystem for primary simulation and particle lights then feed those positions into vfx graph for fancier rendering and or sub emitter / sub spawning of more particles that start from the parent particle positions

dusty willow
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I found a way to kinda "fake" the lighting. Deep Rock Galactic inspired me, because if you look closely when you fire the flamethrower in that game the flames do not give light but rather your character/shooting point does

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So i can just use events to toggle the light

dull obsidian
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you could even have a virtual pole or line or curve with a few lights along its length that point in the direction that the flamethrower is aimed

dusty willow
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I think the light toggle will suffice for now

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I actually tried to remake this in the normal particle system but it was kinda tanking the framerate with lots of particles

dull obsidian
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yeah every particle as a light gets really expensive. just a handful of local lights, 3 or 5 or less at a time will keep it in check depending on hardware

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deferred render path or forward+ (tiled) render path can help with this also

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@dusty willow adding a bit of a bloom post process can also give a nice impression of emissive light

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you may already know

dusty willow
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Huh, I noticed a weird thing: If I shoot my flamethrower and walk to the left, right or back then it is fine, but if I walk forward (essentially making the particles go into my player character) then the game really tanks the framerate (drops from 55-60 fps to 20)

potent valve
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I just downloaded Unity Particle Pack. Tested it and the materials had issues. I just read that it's compatible with Built-In Render Pipeline. I always thought the Built-In pipeline is always "available". So I can't use the Particle Pack with URP. Is there a pack made for URP?

slate lily
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Does anyone know if it's possible to spawn 1 particle via script in vfx graph?

inland tusk
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Is there such a thing as subframe emission in VFX Graph? I am trying to create a trail behind a fast moving object, and as it's not sampling the position between frames to create new particles it isn't spawning in enough positions to create a line, just a line of dots...

dull obsidian
torpid snow
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Im asking a quick suggestion

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what'd be the best optimised technique to render 'rain' on a huge world in multiplayer game in mobile?

ashen robin
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Mobile eh? Could try to just use a particle system without enabling any collision perhaps

dull obsidian
slate lily
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Ah I'll look into it, thanks!
Now I just enable and disable the spawning bool haha

dull obsidian
rotund sedge
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Any recommendations? Mind you I'm stuck to render pipelines so no fancy vfx graph available x.x unless there's a free shader for it I can attach to this

dusty willow
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But I have a question: I'm trying to make a flamethrower effect that is more realistic in its behaviour (starts out thin, almost white/light purple and then spreads out into actual flames) and I've been stuck. I think Deep Rock Galactic actually did the flamethrower amazingly but I have no idea how to remake something similar in Unity...

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https://www.youtube.com/watch?v=H65xkxttGEY you can see him using it in the first few seconds

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0:00 - Flamethrower
0:50 - Light Tanks overclock
2:32 - Sticky Additive overclock
3:57 - Compact Feed Valves overclock
5:34 - Fuel Stream Diffus...

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warm torrent
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The example has a separate flame puff effect spawned as the "damage projectiles" where the spray hits something

dusty willow
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The thing that gives me the most problems is making it look (i dont know how to exactly describe this)... consistent? I don't want for the separate particles to be that visible, it should be more like a single stream (at least at the start). I either spawn lots of particles (which can lead to performance issues) or the particles are so small you can see gaps in the stream :/

cosmic lake
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Is it possible to combine the activation time of a Particle System and Visual Effect Graph?

gray ravine
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why do my particles stop emitting when I change the clip threshold to be anything other than 0?

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oh, i thought it would condense the amount of particles being emitted into that area, not simply not emit a particle if it wasn't going to be in that area. I needed to up the emission count to 120. That doesn't seem like the behavior it should have.

warm torrent
gray ravine
warm torrent
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@gray ravine If you want the emission to be condensed into the shape, you could make a mesh in the shape of your texture instead

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And use Shape: Mesh instead with Type: Triangle

gray ravine
latent lynx
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How could I add a "drag" to a particle effect? Its a particle effect attached to a gameobject and id like to have a drag when the object moves if its possible?

plush delta
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Delete your other posts first though

gray ravine
rare sand
gray ravine
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also wtf. Is my project just bugged? I did other particles and they were fine.
Using bursts, on a 7 repeating burst:

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on a 5 repeating burst:

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2 more per burst shouldn't make that much of a difference

tiny patrol
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why are particles only spawning over here

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none spawn on the othersides

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they spawn exclusively in that line

tepid helm
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What hapens when you turn off noise

wet bison
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im trying to fit a particle system fora projectile from a asset i got soem time ago

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but it kinda dont work as i expected

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idk why the object dont stay in the same position as the project

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projectile

warm torrent
# wet bison

I'd first confirm that the particle effect is parented to the projectile gameobject, has no additional components and is in Local simulation space

unkempt peak
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hello

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so I made a cool effect in blender and I am wondering how would I go about importing it in unity

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it's animated

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but idrk how to import it

warm torrent
unkempt peak
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I converted it in this

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this is now geomtery

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also animated

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would this be able to go inside unity???

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cuz I'm feeling pure desperation rn

warm torrent
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You can use Shader Graph to make shaders pretty much exactly the the same way you can make them in Blender, provided your render pipeline / editor version supports it

unkempt peak
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like I'm super new at unity but I've been using blender for over 3 years so I'm familiar with it

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as for the pipeline I think I'm using URP

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@warm torrent anyways thank you very much for the help I'll go ahead and look it up and see how to do it properly

warm torrent
unkempt peak
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thanks

wet bison
viral marsh
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Hi, I would like to make a vfx graph that takes in 2 text mesh pro texts(or sprites(alpha values), I don't mind having to export text renders and import them as pngs or whatever), creates lots of particles on top of them, adds an explosion force(or just an offset call it whatever you'd like) and finally moves them to fill second text's alpha mask.
Is this possible and if yes, which nodes am I supposed to use because I've been trying for the past few hours w youtube, googling and chat gpt and all my attempts were unsuccessful.
Here is what it should look like+add merging to another text at the end:
https://www.youtube.com/watch?v=Op6kgayifzU&t=11s

READ BELOW

Well, I have finally released something thats over 1 minute (yay :D). I really want to thank Sparkles, wouldn't be possible without you man :). I spent a lot of time on this, and learned a bunch of new things along the way. The edit is dedicated to a friend (Riko Kaspar Madisson a.k.a Defuzahh), who died in a car crash earlier this y...

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I don't need the exact particle movement from the vid or anything like that, just a way to spawn them in the shape of a text and then move them to the shape of the other text.

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If you are able to help, please @ me.

unkempt peak
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so this is pretty cool but is there any way to add more destortion on it, cuz the noises included in this shader graph are limited

opal star
# viral marsh If you are able to help, please @ me.

https://youtu.be/VZXvf1mQc9s Ive used the approach before to do particle text in vfx graph

In this video you will learn how to dissolve your logo using Visual Effect Graph (VFX Graph) by applying fade out to the logo synced with VFX Graph or applying the glowing dissolve shader graph which we created in previous video.
00:00 Intro
01:30 Point Cache Bake Tool
02:30 VFX Graph Settings
07:00 Creating the time line for logo dissolve into ...

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viral marsh
opal star
# viral marsh I've just watched that video, problem is that it uses point cache which can't be...

Ah I didnt get that was a requirement. Well we have done something similar but for 3D objects. You will have to use the Set position from map node and bake your data into a texture. For text I suppose you can render out a high res black and white version of it. Sample that, for every pixel that is white, write its x y index remapped to r and g values in a new texture and use that as your position map

viral marsh
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I've tried plugging in the texture into the color and position from map nodes and setting the particle count to 200x200(size of my image) and it just didn't work, everything was spawned at 0,0

opal star
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Thats why I explained that you need to bake the data into another texture, the count in that case would be the total pixel count of the baked texture

viral marsh
viral marsh
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I've tried a lot more things since yesterday but since none of them worked here is a thread with all the info I currently have, any help would be appreciated.