#✨┃vfx-and-particles

1 messages · Page 5 of 1

verbal sky
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hi, i was wondering if i could ask for a liltle bit of help, im not sure where to post since my issues is about particle and/or? shaders so i hope its fine here.
im trying to create a bubble particle with mesh sphere and his own material with custom shader, its pretty much working like expected but the idea of putting random hue for each emission seems nice, i've been trying for a while but i dont find much information about this online and i spent quit some time trying by myself already, does someone have some advice please ? idk if i provided enought context.

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verbal sky
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particles system

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# verbal sky particles system

Particle System's modules write color to vertex color, meaning you can use vertex colors in your shader to utilize them
The default particle shader multiplies main texture by vertex color
You can also use custom vertex streams for passing many additional sorts of per-particle data from the particle system to the shader

verbal sky
pulsar galleon
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Hi all, trying to make VFX for "walking/running dust clouds" and I'm having a problem here where I've set the VFX particles to world space in the graph, however when I moved the object the VFX is parented to, only the rotation is copied to the parent and not the position. In other words, the VFX rotate with the parent, but doesn't move. Is this something I have to configure in VFX graph?

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actually, im noticing that moving the actual VFX object doesnt move the particles at all...

ashen robin
viral marsh
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bump

warm torrent
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https://youtu.be/1vZKVlQnwio if you want more than the color attribute, you can also use custom vertex streams for a lot more types of data to use in the shader

viral marsh
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ok, I've thought of another approach for this

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You can use a set position from map, the problem is that I am not entirely sure how I'd set it over time

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this is an instant change and I'd like to somehow lerp between 2 maps but I don't know how to do that, any advice would be appreciated!

stiff topaz
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For people interested into VFXGraph, two short sessions from the GDC2023 are now available:
"How to get the most out of your VFX", (optimization in VFXGraph) :https://www.youtube.com/watch?v=HTLA1tEvTKA&list=PLX2vGYjWbI0TkxPwhWgsBhvj-EwxJDt5x&index=27

Real-time VFX are often performance intensive, especially as your game scales. In this session, you will see how VFX Graph works, in particular the new instancing feature that enables you to create many instances of your VFX in an efficient way. Using practical examples, you will learn how to identify issues and potential bottlenecks, as well as...

▶ Play video
verbal sky
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viral marsh
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Hi, I've made some progress with the particles but I am stuck on a small problem now.
Transition and everything is working but for some reason there are particles flying down when the transition starts and coming back to center towards the end.
In the first part of the video I've shown the setup and in the second it's a transition+slow motion so that you can see it better, thanks in advance.
https://youtu.be/VCLO8YKjGHs

verbal sky
warm torrent
# verbal sky

Custom1.x (TEXCOORD0.z) would be the Split Node's B, not A, I think
As RGBA is the same as XYZW

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Nice looking soap film by the way

verbal sky
viral marsh
viral marsh
pulsar galleon
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I think I've angered an eldritch god somewhere:
My particles look perfect in the preview panel, but in the scene, dare I move them for world zero, they spawn in obscene random spots that dont remotely conform to the objects origin... What's happening lol? How do I fix this?

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Making a parent gameobject to hold the particles also does nothing

pulsar galleon
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Figured it out mostly.. LOADS of little L's and W's that change certain aspects of the vfx object position. Apologies for clogging the chat!

royal oriole
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Hey I’m looking for an easy to understand guide to VFX for complete beginners if anyone has a good one in mind

coral grove
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Hey guys
One question,
In the previous version of the shader graph whenever we created a blank shader graph.
There was an option to set a target.
There we could choose, Universal or visual.
Later on visual was removed from the target and now is being set from someplace else.

I am looking for an option in the shader graph which will make it compatible with VFX graph.
I am using Unity version 2021.3.21f1

coral grove
warm aspen
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I have a particle sprite that is white in the middle on a black background

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How do I apply this to my particle system?

acoustic dove
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Am I crazy or is there no way to actually provide a UV coordinate to a texture sampler node in VFX Graph?

white arrow
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hi i want to make a particle system from this image :

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but in the particle system its shows that :

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i turned the Alpha is Transparency on but didnt do anything

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white arrow
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warm torrent
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It should be using a particle shader that gives those options you need

white arrow
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it worked

viral marsh
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Hi, do I have to keep the vfx object disabled before I want to use the effect and disable it once again when the effect finishes or does it not make a difference?
Asking because this graph lowers my fps noticeably even after it is done emitting so if that's the case I should do what I asked about earlier in the message:

        IEnumerator DieRoutine()
        {
            float lerpPos = 0;
            var startingPos = transform.position;
            _deathEffect.Play();
            yield return new WaitForSeconds(1);
            while (lerpPos < 1)
            {
                lerpPos += Time.deltaTime / 3;
                lerpPos = Mathf.Clamp01(lerpPos);
                float t = NnUtils.EaseInOut(lerpPos);
                transform.position = Vector3.Lerp(startingPos, CheckPoint, t);
                _deathEffect.SetFloat("Transition Position", t);
                yield return null;
            }
            yield return new WaitForSeconds(0.25f);
            Sanity = _startingSanity;
            _deathEffect.Stop();
            _deathEffect.SetFloat("Transition Position", 0);
            ToggleComponents(true);
        }
viral marsh
ripe pollen
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Hi guys, I'm experimenting an issue, I have the latest version of unity 2021.3, and on a simple Unity URDP project, I show a VFX Graph, on the editor it works fine but on Android it does not appear...

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i dont know what to do 😦
i have an Samsung S22 for testing the project..

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ripe pollen
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Yea but i tested on the latest Samsung S22, it can't be a problem no?

warm torrent
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I don't know the specifics but you should be able to find those requirements based on this and compare to your device
Supporting compute shaders is the important part, I believe

ripe pollen
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i printed that on the console :

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And supportsComputeShaders is on True while maxComputeBufferInputsVertex is on 0 and maxComputeBufferInputsFragment on 24

ripe pollen
ripe pollen
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ripe pollen
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ripe pollen
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ripe pollen
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For exemple my VFX graph was that :

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I use the Particle Strip features of VFX Graph :((

warm torrent
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I see, beziers too
Though it could be tedious this looks like something you could implement with a custom script, or a script + a particle system

ripe pollen
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Like manipulating the particles etc..?

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Its that, the problematic :xx

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ripe pollen
viral marsh
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that's not the case, clamp clamps it to the min of 0 and max of 1

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inclusive

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the while loop and everything works fine

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I asked a very clear question, do I need to do some kind of a cleanup after playing particles

pulsar galleon
opal star
# viral marsh Hi, do I have to keep the vfx object disabled before I want to use the effect an...

The graph itself is not very complex. One problem that sticks out is the huge capacity. You see when you set the capacity memory is actually pre-allocated for that amount of particles. This is a performance loss. Since you are bursting from a point cache I suggest you set the capacity to the point count. And yea disabling the graph would free up the resources allocated for it. But if you plan to reuse it it might be better to keep it active.

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Also sorry I didnt answer about the position maps before I was very busy

opal star
raven vortex
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Hi ! Beginner and particle system and have a question ! I Want to make star particles that rotate in a circular fashion around a center point (like the red arrows in the image) but after tweeking around the parameters can't find a way to make that happen. Can anyone guide me in right direction (which keywords/parameters i should use) ?

burnt coral
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As well as set a Start Rotation if you want it to rotate while moving around the center point.

raven vortex
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That's exactly what I needed thank you very much !

stiff topaz
# opal star You seem like the right person to ask. During GDC a demo for vfx instancing with...

So the VFX demo that you saw was related HLSL block. We've created this small and stupid game to stress test the incoming HLSL Features in VFXGraph.
I've been working on the different VFX of this project and will be happy to extract the explosions for you.
The VFX (Impact/explosions) are using the 6-way lit shader for smoke and explosion and the textures are free to use and already available. You can find the link on this Blog Post page: https://blog.unity.com/engine-platform/realistic-smoke-with-6-way-lighting-in-vfx-graph

Regarding the demo that you saw it's just a test , but we might push it further and make it available for everyone later on.

zenith grove
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Is Unity recorder restricting VFX graph functionality in any way or am I doing something wrong? I have made a particle effect that uses the block from the screen. It basically changes the rotation of particles. Everything works well both in scene and game view but once I try to record it using recorder it seems like this block completely stops working

pulsar galleon
compact abyss
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This is my first time using the unity particle system, I want to make an effect of falling leaves being blown by wind. So far I was able to have one particle system emitting leaf particles that rotate as they fall, and each leaf particle has a sub emitter that is supposed to give it a wind trail. I want to make the trail particles rotate with the leaf, thus making the small loop in the image which looks more natural imo. I tried duplicating the trail particle system and moving it around the scene in a corkscrew pattern manually, and it created the look I was going for. does anyone have ideas for how to basically attach the trail particle emitter to some vertex of the leaf sprite so that as the leaf turns, so will the trail particles?

compact abyss
prime dome
dull obsidian
# stiff topaz So the VFX demo that you saw was related HLSL block. We've created this small an...

thanks for the the insight Orson 🙏 @opal star and for what it's worth, i noticed post game dev conference there is a gif of this mech shooting spider like creatures demo on the VFX graph roadmap item for the custom HLSL block (in progress) https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/114-custom-hlsl-block
which according to Vita- at Unity this feature is already on a pull request in review. https://forum.unity.com/threads/visual-effect-graph-public-roadmap-now-live.884713/#post-8917499
presumably this is an internal pull request that will appear as a commit on one of the upcoming automated internal/master pull requests that happens every ~2 weeks on the public github repo and then hits a unity alpha release shortly after.

opal star
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I mean tons of vfx driven enemies are also very interesting Im sure I can find a use case for that too🤣

dull obsidian
opal star
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I bet the spiders are

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You know your vfx. How would you handle projectiles with the graph?

dull obsidian
# opal star You know your vfx. How would you handle projectiles with the graph?

in most cases i would keep projectiles in c# and/or cpu particle system (fka shuriken) to stay aligned with gameplay logic and largely out of vfx graph simulation (init &update contexts) though likely i would still take those c# projectile positions into vfx graph and only use vfx rendering (output context). and possibly use the C# projectile position as source for some secondary sub-spawner / sub-emitter effects that are cosmetic only and not important to gameplay logic.

opal star
dull obsidian
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ah my mistake i haven't done this setup in a while. you are correct in suspecting something is off with my thinking lol. one still needs to use some simple "deterministic" initialize and update contexts to set the initial and updated positions but disable the velocity integration and angular integration in the update context (called "Update Position, Update Rotation") and instead use a set position block in the update context to set positions every update from the C# position / exposed attribute buffer (most likely a graphicsbuffer, that has particle attributes that been uploaded from a nativearray.

dull obsidian
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@opal star i am going off memory and the documentation but i want to test this now to confirm

jaunty tree
ashen robin
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Make some 2D line texture, or use a particle trail then pump up the noise valuessss

jaunty tree
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Ok, I'll try that

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line texture is just a black and white texture with lightning-like lines that you then scroll?

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Thanks!

ashen robin
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yeah, probably the most simplest way, but if you want it to fork then you're looking at multiple systems or some alg/shader stuff

hidden quarry
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How do you make a particle stay in the scene for longer? I.e, a shell casing that would not disappear fast, but after like 10 seconds.

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torpid snow
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im making rain for mobile

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will reducing the values of these parameters have any effect on performance?i.e improvement ?

opal star
naive pulsar
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i want the triangle to rotate over lifetime to the left, what setting do i need in the graph ?

ashen robin
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Rotate over lifetime?

naive pulsar
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yes

ashen robin
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That's the answer ;p

naive pulsar
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yea but there is no rotate over lifetime there is only a set angle function

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and idk how to use it

ashen robin
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Ah, let me check if unity ever loads

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Ok, yeah I swear there was a rotate over time, but I do use the set angle for some of my stuff

naive pulsar
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@ashen robin and how can i rotate it ?

ashen robin
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Experiment with it and in the update particle, add to an axis over time.

naive pulsar
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ok thanks

ashen robin
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Rather, in update you can just do Add, but in the output you can also do Add angle over life

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I think. Little rusty ^^

naive pulsar
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oh thanks it worked

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i just did that

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whats the difference between add and set angle?

ashen robin
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set will always set it back to that angle. You'd usually just use that in the instantiation part of system, unless for some reason you're trying to prevent rotation then you could probably do it in update.

dull obsidian
# opal star Yeah my initial idea was to stick all projectiles in a graphics buffer and draw ...

ah okay true glad you brought that up. there is that vfx graph instancing / batching, i haven't tested that yet but i believe there are some settings to tune the instance batch size. i think there are currently a few limitations in features as well like maybe particle strips aren't supported for graph instancing yet? Vita- goes over what was in the first iteration of the feature vs what was planned to make it in the next. not sure how much is implemented in the current master branch / 2023.2 alpha https://forum.unity.com/threads/how-to-use-vfx-graph-instancing.1301430/

stiff topaz
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How to use VFX Graph Instancing

silent crypt
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Hey mates, I'm not sure if I should ask here, since I already asked in #archived-shaders, but I'm not sure if it is a shader-problem: Basically: I want my shader to be affected by a light-source. Working on 2D. Other Sprites are affected by it. I assume it has something to do with the material Sprite-Lit-Default, but since I added an own material to my new sprite, it seems like this property isn't affected. Is there a way to give an object 2 materials, or do I have to somewhat update the existing one, so it does get affected by the light-source? Or is there any easy "fix"?
Or shoud I ask this question in #archived-urp or #archived-lighting? I can't tell which the correct channel for that is

hushed wadi
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Can I do something like this https://www.youtube.com/watch?v=X79yINOhdo0 in VFX graph? I don't really need collisions... just some tentacle-animation stuff 🙂 with some cool effect...

Optimized logic of particles behavior compared to the First tutorial.


0:00 - Ribbons reorder in a single emitter + gravity force
1:15 - Velocity affected color change
2:48 - Length increased
5:01 - Multiple ribbons reordering to Independent Parents (two emitters only)
6:10 - Squid gun, Projectile with t...

▶ Play video
dull obsidian
hushed wadi
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thanks

naive pulsar
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how can i stop this particle from moving with the camera, in vfx graph particle system

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fixed it

carmine ether
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Hi. Is there a way to like fix the particles not spawning properly with the spawn over distance node? Like, while moving slow it looks good, but at high speeds it appears as if the particles spawned one by one and are too separated from one another

lone helm
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I need some help understanding particles relative to shaders and textures. I want to make my emmitted particles fade over time, but for some reason I can't get the alpha values to blend properly and my particles just pop out of existence at the end of their lifetime. Attached are some screenshots to show what the particles look like at the end of their life, the configuration for the emitter, the configuration of the color over lifetime module, the configuration for the material, and the configuration for the texture. is it just something wrong with my alpha values somewhere, or am I using the wrong shader?

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lone helm
warm torrent
# lone helm yes it is color over lifetime

Just as a sanity check you should be able to create a new particle system from the GameObject menu with default settings and give that a similar alpha gradient color over lifetime

lone helm
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actually no

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its so weird. Is there something different between emitting particles through the particle systems versus using ParticleSystem.Emit()? Whenever I use a burst, they fade like normal, but whenever i use .Emit(), the albedo doesn't fully work???

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IVE FIUGURED IT OUT

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my objects explode, and when they do, they disable all visible components and then delete itself after 3 seconds

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so what happens is my particle animation is being cut off because the object is deleting itself too early

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crazy.

warm torrent
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Makes sense
This teaches us to preview effects under many circumstances

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If all else fails, what usually solves any problem is to make something that works "for certain" such as the default particle effect, and see how the settings or circumstances differ

lone helm
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so true king

soft current
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Can anyone help me with using the decals? I will gladly share the issues I have as well as the code

pulsar galleon
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Having this issue where moving a vfx effect either restarts it or plays it really really fast. When my vfx object isnt moving, the rate is just as intended. But be it in scene view or game mode, whenever it moves it plays at lightspeed.

How can I keep the rate constant even when the vfx object is moving?
https://i.gyazo.com/8ef84d9b08c6a81362b98de6b6e3f0a5.gif

clear spruce
pulsar galleon
clear spruce
pulsar galleon
clear spruce
pulsar galleon
# clear spruce What sort of shader?

Made a bunch of tweaks to the end result of this tutorial:
https://www.youtube.com/watch?v=dPJQuD93-Ks&t=2s

In this Unity Smoke Tutorial we are going to see how to achieve a stylized / cartoon effect using Visual Effect Graph and Shader Graph! A quick technique with an awesome outcome!

Enjoy!

Wishlist our game :D https://store.steampowered.com/app/1763860/Rabbits_Tale

00:00 Intro
01:00 Smoke Shader - Start
01:50 VFX Graph - Start
02:43 Smoke Sha...

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(including a much lower poly version of the 3d object lol)

jaunty tree
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It does not look like one scrolling texture, since the lightning that goes from player to enemy 1 and the one from enemy 1 to enemy 2 etc look a bit different when you look at it

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ah no, apparently a scroll book is used. so is there one single mesh between each of the targets (one fro player -> enemy 1, one for enemy 1 -> enemy 2, etc), and each of them just flips through a texture book?

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that would distort it in case the targets have very different distance to each other

warm torrent
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They also overlap in time just a bit, which points to multiple arcs

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How the arc "jumps" from one point to next progressively seems to be from different length arcs with a tapering end
In each "step" the arc is longer, but the previous sprite remains for a moment

ashen robin
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Grabriel does a good job at at making similar lightning using mostly a bunch of noise and curves with the graph if you don't want to go through a flipbook process

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Though that blood lightning looks really stylized which may be hard to recreate without doing some arts

jaunty tree
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Thanks, that explanation helps me a lot!

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And also for the tutorial link 🙂

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I think I'll take whatever I can recreate haha, quite new to the area. But it is lots of fun

rustic saffron
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I'm extremely new to VFX graph, so sorry if it's a simple mistake, but I have the issue that my VFX gets culled on a second camera when the main camera looks away from it. I set the VFX asset's culling flags to "Always recompute bounds and simulate", but that doesn't seem to fix that
How do I prevent the VFX from being culled on the second camera?

warm torrent
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No crossposting please

tender vine
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https://youtu.be/Gj_R72oyTfE
How could i make a particle that has a start and end point, and have particles move between them? video for reference.
It doesn't necesarily have to be as advanced as the reference, but i'd like to know where i could start and what i'd need for it.

Got the medigun beam sorted away for regular heal, charged and Uber states. For some reason the Medic's Uber skin kept glitching so I took it out. I have found that it takes a ridiculous amount of lighting to keep things from getting lost in shadows. This one had six different lights set up and its still not enough for broad daylight.

I wrote ...

▶ Play video
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tender vine
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mhm...
does he explaint VFX graps? because i don`t know what they are :/

warm torrent
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The medi-beam is rather simple, just particles moving from start to end via a bezier curve
Uniquely the particle itself is a flipbook animated billboard, with flipbook frames progressing by time, but also with each new particle frame being offset in time as well

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tender vine
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tender vine
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I could do multiple systems for that, no?

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altho it doesn't have to be as... advanced as that!

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my goal is
beam go from A to B

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and lave it be movable!

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so then A moves the beam ofc adjusts and vice versa

warm torrent
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If that's sufficient is up to you

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Could also be used with a line renderer

cinder pewter
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Anyone know why my particles collide with the ground but then immediately fall through it ?

ashen robin
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Uh, perhaps the bounce is set to 1?

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I think there's a bit more to that but I remember that being part of the reason

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Ah, that's just the amount of force applied. I had a similar problem with that but it's been quite a while since I used the shuriken system.

tender vine
ashen robin
cinder pewter
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Thanks a bunch that did in fact fix it!

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Now I'm just wondering why this isn't changing the emission count of my index 0 burst 😞

stoic marlin
north palm
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Anyone got an idea why this is happening?
the particle weirdly goes to the other side

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        {
            var emitParams = new ParticleSystem.EmitParams();
            emitParams.position = startPos;
            emitParams.applyShapeToPosition = true;
            emitParams.startColor = startColor;
            beamParticle.transform.rotation = Quaternion.LookRotation(direction.normalized);
            beamParticle.Emit(emitParams, 1);
        }```

this is the code that controls it slightly
fluid lagoon
north palm
fluid lagoon
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So that thing is rotating on the z axis?

north palm
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particle system's rotation is confusing
as you can see on the top right

fluid lagoon
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Basically I think the issue here is you're not providing the second parameter to LookRotation

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When you don't provide a second param to LookRotation it assumes Vector3.up

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which obviously is a problem when the thing is looking up

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Try perhaps direction.normalized, Vector3.back

north palm
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idek what axis it's rotating on
it's only supposed to
Ah i see

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i'll try it out then

elder latch
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I am trying to voxelize a character model in vfx graph (to make it explode etc.) So far I figured it should be a good idea to prebake a point cache to use for the voxel positions and colors. Unity's built in solution seems to only generate points on the characters hull. Is there any way to generate a uniformly distributed point grid inside the models volume?

warm torrent
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@tender vine I forgot that another way to make particles sort of move in a "path" is to use external forces
You could place a particle system force field with gravity onto the target gameobject, and then by enabling external forces on the particle system the particles would gravitate towards it

tender vine
prime dome
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hello guys, the vfx graph dosent seem to render any particle on android builds
is there anything im missing

unity version 2021.3.19f1

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prime dome
warm torrent
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There's no way "around" it, as far as I know, either the platform is capable or it's not

prime dome
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oh okay, well thank you for the detailed reply,
i guess ill use shuriken instead as it as most of the vfx might not show so its better i roll back.

stoic marlin
warm torrent
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@stoic marlin Particle Systems have a "sort mode" in renderer for transparent particles

stoic marlin
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yeah?

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oh thanks that seems to also work :)

tender vine
warm torrent
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which are a separate gameobject/component

tender vine
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ah! oke lemme try!

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i uhh... don't get how to use it :/

prime dome
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I created a a particle effect almost everything is on default and unchanged expect for my material, color and shape

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and when my 2 objects crash in to each other I dont see any particles

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void OnCollisionEnter(Collision collision)
    {
        Debug.Log("Collision occurred " + collision.gameObject.name);

        if (!hasExploded)
        {
            Debug.Log("Entering if statement");
            var effect = Instantiate(explosionEffect, collision.transform.position, Quaternion.identity);
            effect.transform.parent = collision.transform;
            hasExploded = true;
            Debug.Log("Particle effect wkring");
            Debug.Log("Collision object wrking: " + collision.transform.gameObject.activeSelf);
        }```
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but my console shows that its working

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when i hit play nothing happens when my objects collide

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but i can see my particles in the scene view

prime dome
stoic marlin
warm torrent
stoic marlin
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yes, but im also working with clouds now and those clouds are particle sytems

ashen robin
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Should be like a general system render queue somewhere on the component

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otherwise I think a urp renderer object may work

stoic marlin
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i dont want the tornado to be clipping through the cloud like that

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i put on another material on it (the one with alpha clipping) but i wanna use the same material as the clouds

ashen robin
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If by clipping, you mean you don't want them to pop out in front of the clouds sometimes, then you could consider shrinking them quads and adding more of them to the system

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An alternative way to create a tornado is making a 3D mesh and doing some shader worker.

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Probably quite a few tutorials on that on youtube

stoic marlin
long orchid
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I'm having an issue in Unity with my particle system. There are no layers in this project, the particles are visible in the editor mode, the game is receiving the correct input to start emitting these particles and just a few hours ago I had no issue with the particle system. Now when I press play and press LMB the particles don't fire at all. All of the settings in the inspector have not been changed either this just started when I loaded the project.

ashen robin
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I've had something similar and solved it using alpha clipping and using a large amount of particles, but the performance wasn't the greatest

stoic marlin
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also alpha clipping makes it just solid

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with like a cutout effect

ashen robin
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Yeah, but mixing transparent volumetric systems creates problems as you see, so the idea is substituting one with opaques

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The reason I was suggesting the 3D model and shader is that the tornado itself would be opaque, but with alpha clipping you can scroll a texture for that illusion of blending

tender vine
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oh wait, you can comission?

tender vine
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You mean... make something for you?

midnight grove
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@dusty creek !collab

gleaming flickerBOT
dull obsidian
# elder latch I am trying to voxelize a character model in vfx graph (to make it explode etc.)...

I recommend to look into converting the character model mesh to a SDF (Signed Distance Field) which will typically be represented as a 3D Texture / *Texture3D * or a RenderTexture with dimension set to Tex3D that can then be sampled by VFX graph similar to a point cache. Or maybe you may want to reduce it to a point cache or compact Texture or GraphicsBuffer before sampling / loading the data into VFX graph. You have two options that Unity provides (there are others floating around in the community but these are the most official options and the most well developed that I'm aware of.)

  1. There's the VFX Graph's "SDF Bake Tool" which as the name suggests, aimed at baking SDFs that are essentially static but can be very high fidelity and robust. for your use case, the docs say "For Skinned Mesh Renderers, the SDF Bake Tool uses the Mesh in its rest pose." https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/sdf-bake-tool.html
  1. And then there is the Unity demo team's "mesh-to-sdf" aimed at real-time SDF generation even for a dynamically deforming SkinnedMesh but limited to a lower detail to maintain real-time performance. Note that this is not a production ready or officially supported feature at this time just something the demo team put together and released in a sort of experimental state. https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf
pastel prairie
#

why is my graph an annoying volume? I just want a line

#

I'm under Velocity over time

#

I don't understand what is going on with this graph either. What does it mean when it's a volume instead of a line

warm torrent
pastel prairie
#

bruh it was Curve I was meant to select, not random between curves 😂

#

now it makes sense lmao

spiral moth
#

Curious if anybody has any ideas how to set something like this up in VFXGraph:
So i want to spawn a bunch of grass clump particles..
But i have a large area to cover and it's way too many particles..
So i was wondering if it would be possible to somehow spawn the grass clumps in to cover the area within the camera view, and then if the camera moves it destroys the clumps no longer visible and spawns in new ones for the area now in view..

#

I guess the unity Terrain system does something similar for grass and vegetation

#

So the problems i forsee with this would be:

#
  • everything 😛
#
  • grass clumps would have to have some persistently mapped values for like rotation ( for example if i would normally just spawn them in with random rotations for variation, in this case these rotations would need to be persistent ( and positions actually ) so that when moving the camera away and despawning these out-of-view clumps, they would spawn back in to exactly the same positions and rotations when the camera moves back to those spots in the world again
#
  • i guess this could maybe use a world-space tileable noise or texture, or even sample a large texture map similar to how terrain does it
#

But i think what i'm struggling with is how to actually implement this in VFXGraph.. is it even possible.

#

I did a quick test using the WorldToViewport node, checking if the current position on my ground mesh was within the 0-1 normalized screenspace value, and if not then setting Alive to false to kill the particles off.. this worked but was a bit of a crude test and i didn't get to trying how to spawn new particles in for new areas as the camera moves around, which sounds like a bit of a challenge

rotund sedge
#

anyone know any good assets or texture packs or sheets for good realistic blood splattering and popping. im making a mutation animation for a player character and i wanna make it gorey

slow halo
#

how do you make particle sized random

frigid haven
#

I'm using VFX to create a rain effect in a top down 2d game, I ran into an issue where layer ordering is not enough to prevent the rain from showing inside a building, but I cant find a way to have layer masking, am I missing something?

ashen robin
#

Assuming you're using sprite particles then the ordering in the particle system should do it usually. If that doesn't work, you can look into using renderer objects if you're using URP/HDRP.

obtuse plaza
#

I think I'm going insane. Not sure why but particles from assetbundles are really blurry (1st pic) while particels outside of assetbundles are crisp (2nd pic). Is it because the assetbundles were made in a slightly lower version or?...

elder latch
obtuse plaza
frank coyote
#

beep

#

show me the inspector for the material once you've done that

lilac peak
#

i've nothing but i think i get it

frank coyote
#

ah, there is no material

lilac peak
#

i have to select a material that render in front of the skybox right ?

frank coyote
#

i'm surprised you don't just have a big purple blob

#

yeah, i guess the default behavior is drawing it at a weird time

#

create a material, then pick... Particles -> Standard Unlit

#

and set it to Transparent

lilac peak
#

it's an asset from the assets store, the support doesn't answer soooo i'm asking here but maybe they did a weird stuff

frank coyote
#

if the material is marked "Missing", then maybe it wasn't bundled with the rest of the assets

#

or you didn't import it, or you deleted it

lilac peak
#

it's all good ! you're a king man

frank coyote
#

no prob (:

#

i've seen that exact issue a few times on VRChat avatar, lol

#

and in other projects where i was doing weird shader stuff

lilac peak
#

indeed there were all the materials i needed in the packages but it didnt bundled well idk why

gloomy storm
#

Got a question. Is it possible to have the particles of the VFX graph move along a mesh (while said mesh is being animated)?
And if so, how? I cant seem to find any information on this online or the information I do find is fairly limited.

stiff topaz
gloomy storm
#

Yes

stiff topaz
#

Well you can easily "pin" the Particles to the Skinned Mesh so that particles follow the Mesh. If you want the particles to circulate/over the surface of a animated skinned mesh it's way more tricky. Do you want them to be stuck on the moving surface, Or to move freely but be stay on the surface?

gloomy storm
#

I want to have them move around on the surface, almost like something is crawling on the mesh

spiral moth
#

Hey @stiff topaz sorry to bother you wondering if you've any idea about this - #✨┃vfx-and-particles message
Not sure if i'm completely barking up the wrong tree with this idea

stiff topaz
#

Curious if anybody has any ideas how to

tender vine
#

don't know if this is ontoppic, but the line renderer is broken when i use alignment transform Z as the option... view works fine but i want it to not always look at the camera

clear meadow
#

I'm fairly new to Unity, just made some rain particles for a game jam project a friend and I are working on.
After troubleshooting for a while trying to figure out what was happening, I came across the conclusion that the collision hitbox for the particles are spherical (and not centered around the center of the particle...?)

I messed around with a few of the settings and a random thing to note is that the collision hitbox scales solely with the Size over Lifetime Y curve (the x and Z curve have no impact on its size) [The size by speed Y axis also impacts the collision for it, but again neither X or Z)

Any thoughts on how to fix this? [Making it so the subemitter particles are actually on the floor instead of hovering above the floor that is [and also hopefully make it so the rain particles dont despawn prematurely cause of the large hitbox]

if anyone knows literally anything on how to fix this or somethin ping me ploz if not dats cool too heheheha

clear meadow
#

nevermind found it after like 15 google searches can line up the radius my b stupid question

#

for anyone wondering [probably nobody but byeah]

visual cove
#

Hey all, does anyone know how to use VFXgraph to emit particles from a textured mesh ?

You can't just bake a point cache of the texture because that's not wrapped around the mesh ...

and you can't bake an SDF of the mesh because it doesn't care about the texture....

maybe you somehow do both and combine the data inside the VFX graph itself ?

white plank
#

Particles turned pink after adding URP

#

not sure of what to do, they told me to change the shaders but there's no shaders in this object

#

fixed

spice mural
sleek venture
#

Hi guys is it possible to put a material on a Timeline? I'm making a attack effect and I want to be able to move the tiling and offset properties at certain points of the attack

ashen robin
#

I would assume it's possible assuming you expose the tiling values on your material

#

On the vfx graph you could probably just create a curve and change the value over the lifetime

sleek venture
#

I was trying a way to be able to alter the position of my material using the particle system with custom data

#

but that for some reason is not working (I probably didn't do it correctly)

ashen robin
#

Ah, I'm not sure about changing it with the shuriken system beyond changing the material manually. There's probably plenty of ways though, but usually I just automate it in the shader itself.

#

There's also the flipbook process which could be used as a pseudo texture scrolling effect

white plank
#

I need to keep myself alway from the particle system, it's too addictive.

white plank
#

Particle editor does not show any particles, but they appear in the project.
Things I have done:

My time setting is not at 0
My material is correctly set
I did try turning on and off the renderer and resimulating

warm torrent
white plank
warm torrent
#

Or have a scene for it

white plank
dark kestrel
#

Is there a way to kill a specific VFX Graph particle without stopping the entire system?

frank coyote
#

I'm considering using a VFX graph to create hitscan bullet traces (so, a line from one place to another, in its simplest form!)

#

Does it sound reasonable to have a "fire" event that triggers a Spawn with a burst of 2 particles

#

which then creates 2 particles in a strip

#

where the positions come from a pair of "source" and "dest" properties?

#

i'm a little concerned about how it'll behave with multiple shots in one frame

#

I understand that there's this "direct link" thing that lets me send attributes per-event

#

but I'm really fuzzy on it and it appears to only be documented in a random unity forum thread

dull obsidian
# visual cove Hey all, does anyone know how to use VFXgraph to emit particles from a textured ...

you should be able to set the position of spawned particles from a mesh and then use the uv vertex attribute(s) from the mesh to then sample that mesh's associated texture and set the color you want the spawned particle to be from say, the albedo texture map. i think this can all happen in the particle initialize context. start here, and you may need to enable vfx graph experimental nodes / blocks https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Block-SetPosition(Mesh).html

fiery elbow
#

apparently the trigger module from the particle system does not interact with composite colliders. I have tried:

  1. setting both the composite collider and tilemap collider in the particle system's collider listt
  2. Checking the layer collision matrix
warm torrent
frank coyote
#

doing it like this, all of the events fired in one frame use the same positions

#

if I change "Location" to "Current", nothing appears at all

#

I'm missing something here, I think!

dull obsidian
frank coyote
#

the tooltip says that "Source" gets the value from a GPU event or spawn attribute

#

the latter sounds appropriate

#
                var attr = vfx.CreateVFXEventAttribute();

                attr.SetVector3("Source", firePoint.transform.position);
                attr.SetVector3("Dest", dest);

                Debug.DrawLine(attr.GetVector3("Dest"), attr.GetVector3("Dest"), Color.red, 1f);

                vfx.SendEvent("Fire", attr);
#

the debug lines all point in different directions, but all of the particle strips are pointing in the same direction

#

ah! it seems like it's because i use the event to trigger a Spawn context

#

i plugged Event in directly, and now I get several lines

#

the idea was to draw four randomly oriented particle strips at once by triggering an 8-count burst

dull obsidian
#

@frank coyote i want to let you know there are some limitations currently on sub frame spawning and updating. this is officially "planned" to be addressed soon on the roadmap.
https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/101-sub-frame-interpolation
in the meantime you may want to look into peeweek's vfx graph extras. this doc explains the limitations and how he has worked around them (for spawning at least) with custom blocks / nodes that distribute the spawn payload across multiple updates as quickly as possible given the update rate of vfx graph (which can be faster or slower than the render frame rate)
peeweek / thomas iché is one of the original devs of unity vfx graph that is currently working as a vfx artist on a production videogame (endless dungeon) at amplitude studios
https://github.com/peeweek/net.peeweek.vfxgraph-extras/wiki/MultiplexSpawn

GitHub

Additional Draft tools for VisualEffectGraph. Contribute to peeweek/net.peeweek.vfxgraph-extras development by creating an account on GitHub.

frank coyote
#

pew pew

frank coyote
dull obsidian
warm torrent
frank coyote
#

I don't need faster updates; I just need to spawn a bunch of things at once

#

if a weapon fires fast enough to shoot more than once in a single update, I just fire twice (or however many times are needed)

#

i guess it might look slightly more accurate if the visual effects were updated faster, so that each part of a one-frame burst appears to have been spawned at a slightly different time

#

i could probably throw in an attribute to offset their lifetime in that case

#

actually, that's a decent idea..

dull obsidian
# frank coyote I don't need faster updates; I just need to spawn a bunch of things at once

ah yeah, that's what i mean. if only it were that simple. expect issues if you are using multiple events to determine the number of particle spawned "at once" within a game update / rendered frame. things like increasing the vfx update rate and bursting the events spread across vfx updates as fast as possible is the best workaround for multiple spawn events right now, as far as i know.

however, another way around it may be to batch all of the particles desired to spawn in a single vfx spawn event per update if possible. which perhaps could be managed in C# scripting with a "one in, all out" queue " (one in at a time from user input, etc via a custom c# event system, all out at once in a single vfx spawn event.) but i haven't tried this, i'm just speculating at this point.

frank coyote
#

the only problem I'm having is that, if I plug a spawn event into a Spawn context, it looks like they all get piled up and then executed in one go, thus losing the per-event attributes

#

that makes sense now, at least

dull obsidian
frank coyote
#

so if the game was running at 1 frame per second and I fired 10 shots per second, it'd add 0.0, 0.1, 0.2, 0.3, ... , 0.9 to the age of each bullet trace

#

i think this'll be noticeable for very fast-firing weapons that have very short-lived tracers

dull obsidian
#

ah i see

frank coyote
#

my only concern now is that i'm sending a lot of individual events

#

8 per shot (since i draw four particle strips at random orientations)

frank coyote
#

this is updating the weapon once per second, to exaggerate the effect

fiery elbow
dull obsidian
# warm torrent Composite collider is _only_ 2D Particle System collisions are only 3D Assuming ...

ah i see what you mean. though what about this forum post? perhaps this changed? it seems to show particlesystem (fka shuriken) collisions with composite collider 2d / tilemap? cc @fiery elbow this thread seems to have a lot of info on this topic in any case. I'm not an expert on ParticleSystem or 2D. https://forum.unity.com/threads/tilemap-collider-with-composite-doesnt-work-with-particle-system-collision-trigger.833737/#post-5512003

fiery elbow
warm torrent
#

@fiery elbow What's the particle Collision module's "Type" set to?

#

The very first setting of the module

#

@dull obsidian I was mistaken, didn't remember there was the Mode setting to swap between 3D and 2D

fiery elbow
#

I also tried testing with the collision module if that's what you want

warm torrent
warm torrent
#

@fiery elbow You're totally right, composite colliders specifically fail when used as triggers

#

My bad going on a loop about ultimately unrelated stuff

brave trail
#

Hi, where can I find transparency?

warm torrent
brave trail
#

Just a project, try to find I want transparency

warm torrent
signal condor
#

hello, i am unable to get graph inspector in the view
i need to make double-sided mesh

inland tusk
#

If you run a vfx graph in a predetermined scene twice and everything is the same, will the graph look exactly the same? Or are they using some random seeds under the hood etc?

signal condor
#

i need to make textures doublesided

civic bane
#

how do you change characteristics of the particle's emission shape via code?

civic bane
#

thanks

fiery elbow
warm torrent
fiery elbow
#

I have thought of just using prefabs instead of particles and just spawn them in bursts but I think it's going to be too much work.

warm torrent
#

/or do you really need a composite collider

#

I think a tilemap wouldn't need a composite collider, since the composite collider is meant for rigidbodies which doesn't seem necessary for a tilemap

sharp flare
#

I'm having a problem with the particle system, hopefully somebody can point me in the right direction.

I'm spawning some fish using a prefab with instantiation. This prefab has a particle system on it.

The problem is, my fish spawns just outside of the cameras view. This causes the particles to not load, even when the fish enters the camera view.
If I change the spawn point of the fish to inside the camera bounds, the particles load just fine

Also, if I run the game and wait for a fish to come into the camera view without particles, if I switch to the scene tab in Unity and back the particles load like I'd expect them to

dull obsidian
# inland tusk If you run a vfx graph in a predetermined scene twice and everything is the same...

by default i believe vfx graph simulation is non-deterministic or at least not guaranteed to be deterministic. if you wish to have deterministic playback that is predictably the same every time or across multiple instances of a visual effect with the same start seed, i recommend reading this document: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Timeline.html
See also https://docs.unity3d.com/ScriptReference/VFX.VisualEffect-startSeed.html

fiery elbow
warm torrent
fiery elbow
#

By the way, the script would still need to be attached to the particle system right?

warm torrent
#

I've used OnParticleCollision on just the colliders being hit
(Looking at my old script looks like it likely was on the particle system)

sterile umbra
#

Is VisualEffect.HasAnySystemAwake() the proper form to check if a visual system has at least one particle in the scene? Basically, an equivalent of ParticleSystem.IsAlive(true)?

fiery elbow
#

Now I just need to put a spritemask

dull obsidian
# sharp flare I'm having a problem with the particle system, hopefully somebody can point me i...

take a look at the options here: https://docs.unity3d.com/ScriptReference/ParticleSystemCullingMode.html
and check the discussion here that has some other methods / workarounds if needed: https://forum.unity.com/threads/how-to-stop-my-particle-systems-from-being-frustum-culled.997268/

sharp flare
# dull obsidian take a look at the options here: https://docs.unity3d.com/ScriptReference/Partic...

Thanks for the links. I actually figured out that setting Culling Mode to Always Simulate fixed the problem, which your first link also mentions.

I still don't understand why it doesn't work though. These options specifically say the particle system doesn't run while offscreen, but my objects were on screen, they just weren't Instantiated inside the screen.

Always Simulate seems like it's probably not very efficient, but my game is small so I don't think it will matter too much in this case

Edit: I tried the option mentioned in that forum thread, and it worked except it causes the particles the particles to appear very weirdly, in a much wider span that it's supposed to, so I'll be sticking to Always Simulate for now

native folio
#

im having an Issue with my VFX graph. Its a basic tracer fire, with parements for start and end . in the first picture you can see it firing, I set the start to the position of that sphere in front of my player and i set end to the position of the enemy in the distance

it is set for world sim space so im not sure why these coordinates arent lining up.

you can see my graph in the second image

in the 3rd is just proof its set to world
4th is the debug log of the positions being set
(and heres the code that spawns it)

        {
            if (timer <= 0)
            {
                VisualEffect tracer = vfxPool.getObjectFromPool(vfx_tracer).GetComponent<VisualEffect>();
                tracer.SetVector3("start",shootPoint.position);
                tracer.SetVector3("end",data.targetedZombie.transform.position);
                tracer.transform.position = shootPoint.transform.position;
                timer = coolDown;
            }
            else
            {
                timer -= Time.deltaTime;
            }
        }```
Anyone have any idea what Im doing wrong here?
native folio
dull obsidian
#

@native folio can you upload the vfx graph file as well or a simple example? i can't look at it right now but I can over the weekend

native folio
zealous ore
#

For some reason, my particles are moving in the direction which their parent object is after emission. How can I stop this?

indigo dome
dull obsidian
#

!collab

gleaming flickerBOT
warm torrent
fallow isle
#

Ive never used unities VFX graph before, but how do I play the effect? I have the effect and i reference it in a script where i do Effect.Play() but nothing happens

fast scroll
#

how would i make a particle that looks like liquid nitrogen steam

icy steppe
#

I'm trying to make muzzle flash and when i adding model to VFX i getting just a plane like this, when my model looks like.

zenith grove
#

Any idea on how to make this background trasparent? I tried different blend modes but additictive gave me the most transparency. I got this asset from unity asset store so I assume that it's not the issue with the import or export.

viral marsh
zenith grove
viral marsh
frank coyote
#

My visual effect component (which is attached in a component's Start method) isn't working until I mess with it in the inspector. Toggling it on and off, changing a random property, or even toggling other random checkboxes all work.

#

I am very confused!

#

it's attached in a method that looks like this

#
    public override void Init(Weapon weapon)
    {
        this.weapon = weapon;
        vfx = weapon.gameObject.AddComponent<VisualEffect>();
        vfx.visualEffectAsset = vfxAsset;
        vfx.SetVector4("Color", color);
        vfx.SetFloat("Thickness", thickness);
    }
#

that seems fine

#

I went back to my last commit and it's working fine there. I'm probably doing something goofy somewhere..

frank coyote
#

now this is getting interesting!

#

I used a coroutine to wait for one frame to assign the vfx asset

#

if I pause the game, then start it, and then step through a few frames until it's assigned

#

it works!

#

if I just start the game, it doesn't work

#

i'm guessing it starts working as soon as OnValidate gets called

#

i'm baffled

frank coyote
#

more progress: if I put the visual effect on another object, it's fine

#

oh my lord, I worked it out

#

it was my fault

#

i was being extremely lazy in my "Entity" class and wrote this to make a damage effect work:

#

GetComponentInChildren<Renderer>().material.SetFloat("_Damage", Mathf.InverseLerp(100, 0, health));

#

instead of actually getting a reference to the right renderer

#

this was grabbing the visual effect renderer and breaking it

#

i guess messing with the visual effect's properties caused it to no longer be targeted by this

#

this is what i deserve for writing something so awful

frigid atlas
#

does anyone know if it's possible to make particles not move as if time was frozen?

halcyon junco
#

hey, anybody know how in 2d I can make particles appear behind objects? I have cloud particles and they cover every model in there

#

some of them spawn behind but mainly cover the pipes and bird

primal ember
#

So I have an issue where I set the particle effect I want on the prefab (it is the child object of a gun, and the gun is a child object of the character prefab) but the gun is pointed up in the prefab so when the character starts up the muzzle flash is pointing up and not relative to where the gun is pointing now…what am I doing wrong

frigid atlas
halcyon junco
frigid atlas
#

that one (not the one at the top?)

#

and made it lower than your sprites

halcyon junco
#

oh i didn't know about that

#

hold on

#

still not

frigid atlas
#

hmmm idk then sorry

#

I found that online and it worked well for me

chilly solar
#

Hello! Does anybody here have experience with effekseer in unity?

"CommandBuffer: built-in render texture type 3 not found while executing Effekseer Rendering (Blit source)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)"

This is the warning I get when I use a effekseer effect emitter.

native folio
# spiral moth Possibly this?

oh snap I didnt know you had to change it there, had assumed changing the sim space to world changed the whole thing. Thanks!

hazy stirrup
#

Does anyone know how to make a blood type particle system? Blood comes out and lands on floor, spawns decal? I am currently using URP and got into unity about a week ago.

dry dove
#

Is it possible to "get vertex position" from a mesh in VFX graph?

paper bough
#

Can somebody explain me why is this happening? The sprite just stops and then spped up. I wangt it ot go trought the camera

#

please

warm torrent
paper bough
#

I want it to go through the camera

warm torrent
paper bough
#

I have tried to chnage values but

paper bough
warm torrent
paper bough
#

its wrking thak youuuuuu

#

@warm torrent Thank you

kind osprey
#

is there some way to make the black transparent?

#

i want to make the texture into particle

warm torrent
hybrid tiger
#

what should i do for a bubble pop particle? Like what options are useful and what should the sprite look like

halcyon kettle
#

Hmm I'm getting an annoying window/editor bug when I have more than one vfx graph tab open: if i navigate around the vfx graph in the first tab, it seems the navigational input has also affected the second tab because when I switch to it I'm usually in some random place or it's just blank and I have to pan/scroll/frame up to get back to it. Does this happen to anyone else? It's pretty annoying if I want to work in two specific places at once D:

raw flint
#

im not sure why there is this white ring around these particles. With alpha is transparency disabled they become jagged artifacts, what I want is for the circles to be one solid color. The darker the value is, the less apparent they are

zenith grove
#

Is there something in VFX graph like Trigger Event on Die (GPU Event) that triggers at the start of particle initiation instead? Or maybe some other way around to achieve such effect?

gaunt mango
#

I'm trying to understand the OnParticleCollision and GetCollisionEvents. Let's say 5 particles hit the floor (during the same frame) and then 3 particles hit the floor in the next frame. My understand is that OnParticleCollision will only trigger twice. So if I run GetCollisionEvents will it return 5 the first time and then 3 the next? Or 5 and then 8?

midnight marsh
#

Hello, I'm trying to spawn particles from multiple positions each frame using a Graphics Buffer. I got the Graphics Buffer working but I'm unsure where to go from here to trigger a spawn for each element in the Graphics Buffer each frame. Any ideas? Thank you

spiral moth
#

Which looks like:

#

It would be simpler to spawn one single particle per buffer element, but what i'm doing is for each buffer element spawning a burst of particles..

#

The stuff on the top left generates a random number based on the BurstCountMax number multiplied by the random number within a range ( normally like 0.8-1.2 or something, just to give variation to the burst amount ).. So the actual current particle index is divided by this burst count ( and converted to int with Floor ) to extract the current buffer index from the current particle index, if that makes sense..

#

The modulo part just loops around the current particle index to give a 'local' burst index if needed - for example if the burst count is 18 it'll loop from index 0-18..

#

The GraphicsBuffer itself is updated in an ECS iSystem like this:

#

ECS stuff isn't required obviously it's just because the game i'm building is built using DOTS.

#

Oh - important thing is make sure you're Sample Graphics Buffer node is set to your buffers datatype like this:

#

And ensure your buffer struct is registered like this:

#

( again, doesn't have to be IBufferElementData, this is just an ECS thing )

#

I really wish this whole process was easier tbh.. I think there's a way with VFXGraph now to update the graph with a bunch of events on the same frame, but i didn't really like the idea of doing that maybe a few hundred times per frame so just stuck with this approach.

merry acorn
#

Can I use VFX graph without GPU?

warm torrent
#

At least whatever components used for graphical processing in the device need to be Compute Shader and SSBO capable

warm torrent
# hybrid tiger ?

It should look like how you want it to look like in your chosen art direction
There really isn't any one answer that can be given

steel verge
#

how do I make my project tab like this?

warm torrent
#

Looks a lot like how it's by default
Except smaller and pixelated

zenith grove
#

Is there a way to make an exposed property from a capacity value in VFX graph ?

midnight marsh
steel verge
#

I have this

#

it shows a big picture

#

I dont want that

spiral moth
steel verge
steady wedge
#

could you describe whats the problem i mean i see the things you circled, but you didnt say what you want to archive and whats the problem

hybrid tiger
warm torrent
hybrid tiger
#

like do i just make particle sprites actual sprites or just shapes?

#

like a white circle or someting

warm torrent
hybrid tiger
#

whjere do i find particle system examples?

warm torrent
hybrid tiger
#

ok thank you for the advice

dry ridge
#

I'm getting my feet wet by emulating particle effects on games that I like

fast grotto
#

Do a lil boop bop beep, make some missiles and ur done

static tinsel
#

Hello everyone! I have problem how to add streamline to particle system?

#

need like this

#

but my particle doesn't move down. How to add streamline?

#

I know that a particle has gravity, but if I turn on gravity, it doesn't work well with that system

ashen robin
#

https://www.youtube.com/watch?v=hiyv9vZAOvA
Gabriel does something similar using the vfx graph, using set paths.

This time we are going to see how to make particles follow a path in Unity. With the Particle System and with Visual Effect Graph. Bezier curves are a most when it comes to this, so let's see how to use them here!

Realistic Smoke Flipbook Texture: https://www.patreon.com/posts/61632332
Sebastian Lague Path Creator: https://assetstore.unity.com/...

▶ Play video
clear spruce
dull obsidian
# zenith grove Is there a way to make an exposed property from a capacity value in VFX graph ?

i don't think so. it's not meant to be changed at runtime due to memory allocation stalls. the idea is to set capacity at the maximum you would ever need (memory budget permitting) https://forum.unity.com/threads/vfx-capacity-and-performance.1013098/

dull obsidian
zenith grove
cosmic girder
#

Hi, I'm tryuing to follow https://www.youtube.com/watch?v=8NWqTKYEIlU, but I cannot find Output ParticleStrip Quad element in my Unity

In this Unity tutorial let's create an Electric Arc with Visual Effect Graph. It's an awesome technique that opens a few interesting doors. An arc effect can be used in a chain reaction for example. Enjoy!

00:00 Intro
00:39 Particles in a Bezier Curve
04:48 Particle Strip
06:18 Improving Aspect
07:25 Controls for the Bezier Curve
09:06 Electri...

▶ Play video
#

any Ideas why?

ashen robin
#

may need to enable the vfx graph experimental package somewhere in the project settings

sinful badger
#

I need some help. I managed to figure out how to emit particles from my skinned mesh renderer, but they're all facing the same way. How do I make the lightning bolt always face away from the mesh it spawns on?

warm stratus
#

Guys i have a game build around collecting particles, therefore its build around a particle trigger callback, wich trough codes causes the particle to delete itself suddenly it stopped working 50% percent of the time, i made a debug and it happens to be the case that the particle trigger collider on my player only works sometimes, and is another time just ignored... Does Anyone have a idea what could be the cause of that?

pallid sluice
#

does anyone know how to achieve this transition effect? it's akin to old psx games

vital eagle
#

I've made this animated swirl in VFX shader graph but when I put it into the output node, the resulting vfx in the scene just outputs quads. anyone know what's up?

compact sentinel
#

Hi, Im trying to add a particle trail effect to my enemy which bounces around the screen, kinda like a dvd logo, and Ive implemented the particle system. Only thing is that my particles are mobing in random directions from my enemy rather than acting like a trail behind it, any ideas? Thanks in advance

spark fog
#

Asking for a colleague of mine, how difficult would it be to use VFX graph to spawn particles which link between two of eight given points?

ashen robin
#

Not exactly sure what you mean by link, but you can have multiple different sub systems in a graph, which you can then send in a multitude of coordinate information

spark fog
#

Essentially we want to select a point at random, and shoot a beam to another point at random, and do this many times in succession. The points can move based on the positions of transforms, so I have to be able to update the position data on the fly.

spark fog
#

Right now the system only supports a single beam going between two separate points, so I have to spawn a ton of them and it's really inefficient. We instead want to bake this down to a single effect that spawns many of these beams.

ashen robin
#

Ah, off the top of my head, you could maybe accomplish something using branch nodes and changing the target position, but I'm feeling like I've tried something similar like that in the past with not much success. I think I managed to do something with events and spawning a whole new particle at each point, but I still felt like that was more effort than just writing the position logic via script for a gameobject and throwing a particle system onto that instead.

#

But if you are spawning a bunch of particles, it would make sense to try to just make it all work with the graph if possible.

dry ridge
warm torrent
#

@pallid sluice @dry ridge The rendered image is stored as an RT texture and applied as a full screen overlay with partial opacity which makes it fade and "trail"

#

This creates a feedback loop essentially
So even just a bit of offset/distortion can create swirls and vortexes as each subsequent frame will be distorted again

#

In the old days it was called "motion blur" though it was a crude approximation in that purpose
Now searching by that only gives you the real motion blur effects

pallid sluice
#

so it's as simple as creating a copy, rotating it and changing its opacity? im assuming it's done recursively

warm torrent
pallid sluice
#

That was very informative thank you

surreal gale
#

Are there other settings I need to tweak to get my VFX Graph to be prewarmed? I put some counts and time on the vfx asset, but it's not prewarming

dull obsidian
# sinful badger I need some help. I managed to figure out how to emit particles from my skinned ...

it sounds like we want to multiply the particles' velocity by the mesh's surface normal vector. the normals should always be pointing away from the mesh's surface.
i don't recall the exact mechanism to do this in vfx graph but that's the basic idea.
the velocity / direction the particle travels is not to be confused with the direction the quad or quad strip trail is "facing" which for many effects should be facing the camera, as quads have no thickness so if they were perpendicular to the camera they would become invisible. this "orientation" is only for rendering and typically independent from where the particles travel in the simulation space.

sinful badger
#

Oh sorry I should clarify. When I said "facing" I meant that the particle effect is a single lightning bolt sprite sheet, and I want one edge of the billboard to face the mesh and the other to face away

#

Specifically I'm trying to make a lightning aura on my character model

dull obsidian
sinful badger
#

I think I may have fixed it, or at least found something that works enough for a passing grade

obtuse palm
#

Hi, I'm doing this trail effect, and I switch the Color over Lifetime whenever the ball enters a specific area. My problem is, it changes the entire color of the trail, as in, a part that was gray before switches to purple instantly upon the ball entering the area. Any way I could make a spawned particle behave by its own rules, or is the updating handled by the Particle System?

#

Or maybe have the Color over Time only change the alpha, and then use the Start Color as base?

kind hedge
#

Hey I want to create a "laser show" effect. I have a loose idea of how I'd make one using quads or triangles as (or even cylinders if I wanted to avoid manual billboarding towards the camera and have them always visible) and then just rotate randomly. Anyone with experience with particle/vfx give me an idea on what properties to look at to achieve a similar effect? To basically animate one "end" of the particle while keeping the other at the effects origin?

kind hedge
# kind hedge

actually line renderers look decent enough, but I hate that my mind goes to animating this in code since I'm a programmer. But I think I can use the animator to animate arbitrary game objects, will give this a try now.

neat patio
#

whats the best way to start learning and getting used to the vfx graph

hearty flare
neat patio
#

ok ty

spare depot
#

Hey guys, noob question here. I have some particles being shot when my player hits the ground. It works just fine when the player is facing left but when it flips (using transform.Rotate(0, 180, 0)) the particles don't flip with it and thus are being shot towards the white line instead of the yellow one...

granite linden
#

Hey, we got a problem with the particle control panel flickering when multiple particle systems are selected in the hierarchy

#

Anyone else seen this and know a solution?

#

It only happens on one team member's computer, and only when more than one particle system is selected

dry ridge
dry dove
#

Does anyone know how to suppress these warnings from VFX graph?

surreal gale
shy jolt
#

Hi guys. I'm making up the interface in IU Builder. Please help me add effects (partial systems). How can this be done? Adding texture render to the background. But the particles are not displayed correctly.

opaque knoll
#

Hi all
I asked a long time ago but it seems this is still the case now?
Is there any alternative to aliveParticleCount that can detect the current number of particle strips?

jade rose
#

Anyone know a fix for this. Im using the particle system but when I press play on the particles nothing shows up.

cerulean anvil
#

Guys is it possible to change shader of a particle on particle die ?

warm torrent
cerulean anvil
warm torrent
cerulean anvil
#

I mean i guess it is better if i explain what i am trying to do, i have a shader that handles rainbow color and rotation. I am trying to add an extra disolve shader into that effect graph so it can disolve on last second of particle lifetime

#

this is the basic visual effect Graph i am using , and shader graph that handles rainbow colo and rotation and this is the result i have atm. I want to make it disolve at the end

warm torrent
# cerulean anvil I mean i guess it is better if i explain what i am trying to do, i have a shader...

You can do it like this with the Particle System
https://youtu.be/1vZKVlQnwio
I'm not familiar enough with VFX Graph but I assume you could find some equivalent way to send data per-particle to the shader
Or use the PS instead, if you don't need VFX Graph's power or unique features
In any case you can't "swap" shaders -within- a particle system, and I assume this limitation applies to VFX Graph as well

cerulean anvil
# warm torrent You can do it like this with the Particle System <https://youtu.be/1vZKVlQnwio> ...

Thanks for the video i will look into it, i asked like "swap" shaders because of this video : https://www.youtube.com/watch?v=taMp1g1pBeE it looked pretty simple to do with a shader so if i could just swap it somehow it would be really good ..

Let’s learn how to create one of my favourite effects: Dissolve!

Check out Skillshare: http://skl.sh/brackeys6

● Download the project: https://github.com/Brackeys/Shader-Graph-Tutorials

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

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

♥ Subscribe...

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warm torrent
ashen robin
#

What exactly is preventing you from dissolving it with the shader? If you expose the variables on the shader graph, then you can control the values using over life time curve nodes

cerulean anvil
ashen robin
#

Yeah, you'd have to combine it together

#

and then control the values

cerulean anvil
#

i am not so sure how to control the value of starting disolving animation since i am beginner would you recommend any document or tutorial for it if possible ?

ashen robin
#

Beyond what you can find in the docs, forums, and youtube, I've not really a good source for the graph lol. All you really need to do though is expose some variable that dissolves it primarily, and then you can stick a one of those curve nodes onto it in the output system there.

#

Brackys video there uses time for the dissolve, but you want to control it yourself

#

And do it by a step process instead of something animated

cerulean anvil
#

i guess i will play around a bit xD

ashen robin
#

Yeah, honestly that's how you learn with this stuff

cerulean anvil
#

Is there any difference to use a GPU event ?

warm torrent
#

But I am jumping ahead a bit with this logic
Maybe having it per particle is not necessary after all

cerulean anvil
ashen robin
#

Ah, yeah I'm not sure how that resolves with multiple particles out at once, I've some ideas I want to test once I get back to creating some more of my own.

#

As for gpu events, they're usually used for branching into a whole `nother particle system which you can continue using data from. It's good for spawning like an explosion or something that's completely independent from the first.

cerulean anvil
ashen robin
#

Pretty handy, graph could use some more of these events since 3 just doesnt cut it lol

#

Yeah, that you can then use another shader on if you want to do that.

cerulean anvil
#

I guess this might work xD

ashen robin
#

gotta inherit all the position data using the previous attributes

cerulean anvil
#

yes on it

warm torrent
#

Its power mostly comes from being able to simulate millions at a time

cerulean anvil
#

i just started learning things around a day ago so i am trying my best to go step by step xD

warm torrent
cerulean anvil
warm torrent
cerulean anvil
#

you can create a simple particle system in vfx graph

warm torrent
#

100% different from Particle Systems

#

Ain't that clear?

#

"VFX Graph" is GPU particle simulation: extremely efficient per particle but bigger overhead cost, more complex to use and more limited due to being limited to GPU data
"Particle System", formerly Shuriken, CPU particle simulation: simple to use and quick to set up, benefits from other components like lights and colliders as well as collision events, cheap to instantiate but can't easily handle more than a couple thousand particles usually

ashen robin
#

visual scripting for shuriken when

warm torrent
# ashen robin visual scripting for shuriken when

I think that would address the biggest limitation of Shuriken which is that using math or reusing variables that drive modules isn't easy
But it might also risk making it more complicated to get into, which VFX graph really suffers from

#

(e.g. there's force over lifetime and gravity, but you're out of luck if you want gravity over lifetime or another unusual linking of variables)

ashen robin
#

which is funny because it already feels like it's crammed with too many options such that I find myself having to navigate through each of the sub containers to find what I need

dull obsidian
#

we've developed a VFX graph add-on to provide some of this functionality. we're not sure if it makes sense to productise it however as it depends on the use of internal Unity APIs, making it challenging to maintain and support.

#

it's also great for debugging VFX graph as you can inspect individual particle attribute values and print debug logs or attribute spreadsheets, plot graphs, for individual or even millions of particles.

ashen robin
#

Just got to get some attention and maybe unity will buy it out instead of remaking it

#

like tmpro

dull obsidian
#

ah that's a possibility, true.

ashen robin
#

mobile is still the market, so cpu simulated isn't going away anytime soon

dull obsidian
# ashen robin mobile is still the market, so cpu simulated isn't going away anytime soon

ah, great point. though unfortunately the add-on isn't able to provide CPU simulation, only GPU to CPU readback (sync or async). though that could still be useful on GPU compute capable mobile platforms to provide close feature parity to particlesystem/shuriken with particle lights and more flexible rendering modes for mobile (as you no longer have to use a vfx graph supported material/shader, you just get a simple buffer with the attributes you can do whatever you want with.)

ashen robin
#

Sounds pretty interesting, ya developing that for a specific game or just a tool in general

dull obsidian
#

it was being developed for general use in experiments, then for an in-development game that to be safe i won't mention, now it's back to general use as a tool for experiments and limited interactive productions use but not for videogames per se since

ashen robin
#

let's see if it outpaces the official vfx graph development haha

#

I await the release

dull obsidian
#

yeah, exactly. that's the main risk, to accept the chance of getting "sherlocked". so from a business point of view we wouldn't want all our eggs in one basket with products like this. but ultimately it's a win for the entire community to have the tools to achieve our creative goals and see what we want in the world.

warm torrent
#

Also helps the creative process that you can make functional changes with so few clicks

woven matrix
#

i use alot of waterfalls on my mountains (imagine cascade kingdom from Super mario odyssey amount of waterfalls) they are particles, so they only activate in editor if i open the asset and select each particle inside the asset

#

is there a faster way to just activate all particles in the scene in editor?

#

because it's hard to build from my imagination if i can't see what it looks like without having to start a playetst every goddamn second

dull obsidian
#

@woven matrix there is the "always refresh" and something like "show vfx" options in the scene view, in the drop down menus, i think. and in regards to speeding up playtest there are now also "fast enter/exit play mode" options by disabling domain and scene reload in the project settings.

woven matrix
#

damn i swtg every time i get an answear to a question about unity i learn about 5 features the engine has that i've never heard off

#

ty very much : D

dull obsidian
#

sure thing! the iceberg is quite large at this point lol.

woven matrix
#

hmmm

#

always refresh doesn't seem to work

#

and i even think i know why

#

all parts of the waterfall is inside an empty

#

and the always refresh keeps the waterfalls i've already activated still active

#

but it doesn't turn on the ones i haven't touched this instance

gloomy fern
#

How the heck do I use lens flare? No matter what I try I just get the lens flare texture just... 300 meters away from the camera??? Like, off the map

spiral moth
daring loom
#

how can Spawn a mesh on the direction that is facing? i wanna span the earth rock with the same angle that is set in the initialize (the angle is random via Set Angle)

ashen robin
#

If you're not setting the position/rotation via gameobject then you need to send that information into it

red hatch
ivory vault
#

Hi I have a particle system for rain and when the playback time is low all the rain drops together pour down once and then never pour for next very few seconds and this cycle continues but gets more constant (better) with increasing playback time and when playback time is 999 the raindrops are falling as expected (consistently and constantly)

left hearth
#

Hello humans, silly question here, I can't see any of my .PLY files in my game tab, I can see them in the scene tab, and the plugins are installed but it won't show up in the game scene 😦
(it's not a clipping issue)

opal star
#

I can share the graph too if it's needed

warm torrent
opal star
#

how woul I smooth/ relax the distances ?

#

I am using the vfx graph

#

I can try a periodic burst instead of a constant spawn rate

#

nope that didnt work

warm torrent
torn tiger
#

Does anything speak against using the vfx-graph for grass and some other foliage in my game vs other approaches like meshes with alpha textures or similar?

warm torrent
torn tiger
dull obsidian
#

@opal star i wonder if some of this could be mitigated with a different blend mode and back face culling? i assume it's set to additive or alpha right now? worst case it might require opaque and dithering blend which would affect quality. alpha to coverage might be possible in forward with msaa to combat this but not sure if that's possible in unity and has performance drawbacks

opal star
#

I did try all the blend mdoes

#

not sure how to set the culling in the graph

#

maybe if I do a custom shader graph

warm torrent
#

Opaque with dithering might work since that wouldn't care about self-overlapping polygons

light garnet
#

why is my vfx showing icon

#

and not the actual thing

#

how fix

light garnet
#

anyboody

ashen robin
light garnet
#

like its not playing

ashen robin
#

Can't really debug it for you at the moment, but I suggest making a whole new system and dragging it out onto the scene to make sure a default system is working

zenith grove
#

Could someone please help me figure out why does my particle strip in VFX graph shakes every few seconds? The issue seems to be occurring only in the inspector and only when some kind of force is applied to the strip. It is the most visible using a noise in the Update block with pumped up values. I tried changing capacity and spawn rate values but nothing seemed to affect this effect

fast scroll
#

how would i make a particle that looks like the liquid nitrogen steam

prime dome
#

im using the particle system for the first time, and i want something like a confetti explosion but all the particles slide way too much. idk how to fix

#

i tried to use the dampen thing, but then it just sticks to the ground. i want it to bounce and spread a little, but then just stop

prime dome
#

i didnt even see the gravity modifier variable bruh oml

#

nvm that didnt help

potent valve
#

Hey everyone,
I am looking for VFX/Particle Effect/Shader Freelander. Any idea where I can find any or am allowed to post for the search? Couldn't find a job posting channel in here

dull obsidian
sinful badger
#

does anybody know why my dragonball z style particle system setup is playing properly when I test it but when I press the play button to give it an official test, the explosion doesn't trigger the first time I activate it, as if there was some ghost animation of it in the background that had to finish playing before I could trigger it again?

#

the same happens when I try to use it in vrchat, if I activate the animation, I have to wait several seconds before I can play it again, because the blast attack's lifetime is 10 seconds and if it detonates before then, the game still acts as if it's playing and won't let me turn it off and back on again

#

also how do I make an audio source follow the projectile?

rigid thistle
#

so as I understand it

#

I need to make a custom shader, then export a texture from it, then use those textures as particles in VFX graph correct?

#

also why do my special effects look like this? imported from official particle pack

potent valve
potent valve
rigid thistle
#

yup

rigid thistle
potent valve
tiny heart
#

hey guys im creating a game and im doing pickups and power ups .... and i need to put a pickup effect and for some reason idoesnt allow me to put smt that i downloaded, how do i import like effect to unity or import it to be in the assests?

zenith grove
#

Hi, I am trying to set the particles in VFX graph with a help of Property binder to make an effect of collecting coins after colliding with them. However from what I can see, it is not possible to drag the Player's position from a scene into the coin asset. Doing the opposite and placing a Player prefab from the assets into a coin prefab will result in a incorrect position. So the only solution I found is to drag a Player from a scene into each and every coin in the scene since multi-object editing is not supported for Property binder. Does anybody knows any way around it?

tiny heart
#

well i have Similar problem as u have

zenith grove
#

Because it works for me it is just annoying to insert the Player's position like hundred times manually

tiny heart
#

well

#

from the scene the effect will just appear and i want it to appear only if the player has collision with it

#

and i dont have this from the asset

zenith grove
#

Well, then you can either drag it as an object into a scene and disable it. And through something like OnCollisionEnter or OnTriggerEnter enable it. Or you could also serialize it on the object that is supposed to collide with your Player and then trigger it in the same way as before but using something like vfx.Play();

tiny heart
#

oh ok

#

but how do i disable the effect?

zenith grove
tiny heart
#

well i have a problem that if i move into the like power up then it doesnt get destroyed for some reason

zenith grove
#

Do you have any script on it?

tiny heart
#

yea i do

#

it doesnt work

#

how do i fix it?

zenith grove
# tiny heart yea i do

Lets talk on priv because the conversation starts to move away from the topic of particles

tiny heart
#

ok

warped pine
#

When I decrease my particle's "brightness" (highest rgb value), it makes the particle appear more transparent.

The alpha is maxed, color by lifetime is disabled, I'm using the standard Particle/Standard Surface shader. Any ideas how to fix this? Looking to make a dark + mostly opaque particle effect

warm torrent
warped pine
#

Hmm, now the particle is really dark/faded, even when the color is as bright as can be

#

The preview of the texture looks fairly bright, but the preview of the material itself is dark/greyish now, and the actual particle is a darker version of whatever color I put in

warm torrent
warped pine
toxic umbra
#

What is the most simple way i can apply a blur shader to a canvas with sprite renderers attached to it?

#

I want to apply a shader to the entire canvas, with the fog planes being effected by it

#

like i know i can use a seperate camera to render the fog to a render texture and apply a shader to the raw image but that sounds needlessly complicated, is there a way i can just render the fog to that canvas renderer and then throw a shader on that?

ashen robin
#

and just use a layer to overlay the effects

toxic umbra
#

is that possible in the built in render pipeline?

ashen robin
#

I'm not entirely sure honestly, I just know both URP and HDRP has some similarities with it all

#

Says it was introduced to the srp in 2018

solemn granite
dull obsidian
# solemn granite https://assetstore.unity.com/packages/vfx/particles/particle-pack-127325 - Has a...

Download Here: https://www.bigrookgames.com/2020/08/20/free-assets-particle-packs-converted-to-hdrp-part-1-unity/

Unity Particle Pack Converted To HDRP | Explosions - free VFX special effects asset download.

Unity did post some useful shaders for Shader Graph that will help with the conversion. Luckily, they have added it into the High Definit...

▶ Play video
mortal vessel
#

Ok so I'm working on a team we use gitlab as a repo to manage the code for our project. For some reason some of my team members myself included can't see some of the VFX in our game when they play even though others can on identical branches. We are using VFXgraph and have no idea why this is happening any advice?

ashen robin
#

Perhaps the experimental package isn't present throughout all your project settings preferences

ashen robin
#

It's for the vfx graph to reveal more features on the graph

mortal vessel
#

Also to note the effects appear in the hierarchy for the scene when they play they just don't appear in game

mortal vessel
ashen robin
#

It's in preferences

azure delta
#

where is the documentation on custom particle data for built-in? i want to change a float of a shader over its lifetime without worrying about scripting. if thats even possible

azure delta
#

i figured it out thumbsupani

azure delta
#

isnt there a way to fade out the cut-off when a particle intersects with a mesh?

warm torrent
azure delta
#

So i its done in the shader not the particle system then?

rigid thistle
#

I can't seem to be able to set a shader graph to an output particle mesh

fast scroll
#

how could i make something that looks like this. doesnt have to have gravity, just the steam thing (making a liquid nitrogen tank(dont ask))

desert latch
#

I can't seem to figure out why my particles are flickering. I mouse over the Update Particle, Initialize and Output and it makes it flicker more for some reason. Attached is what's happening.

Any ideas why this might be happening?

I was reading the forums and it seems it might be some kind of GPU problem possibly? but I wouldn't know how to fix that if that's the problem.

desert latch
#

found the solution. doing things by speed seems to break it

ashen robin
#

yeah, I've some weird glitches like slow down and such when just dragging parts of the gui

#

mostly editor related

rocky lichen
#

Hello, how can i set up a particle effect so that it doesn't look glitchy when rotate the game object it's attached to just like this in the video :

warm torrent
#

Maybe will need to make the particles smaller to better conform, or use some kind of more accurate smoke simulation

#

Many ways to do it depending on performance budget and art style

warm torrent
rocky lichen
warm torrent
#

Trails aren't meant to rotate with the object they emit from are they

#

You can't use the exact properties of the local particle system and expect it to look the same with global, because your character is moving fast

#

You probably want a much shorter lifetime (try 1), zero speed and much more emission over time, or perhaps more fittingly emission over distance

rocky lichen
warm torrent
#

So probably not in this case

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Unless you're also using pixel perfect camera component with the upscale render texture option

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That will make them fit right, but the pixel perfect workflow is considered difficult by many

rocky lichen
#

thx a lot 🙏

rocky lichen
#

ok, this looks much more like a trail effect now. I set start lifetime to 1, start speed to 0 and emission rate over time to 200. I noticed 2 settings tab on the particle effect component; rotation over lifetime and rotation by speed, do you think they could help to improve the effect further?

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there should be a way to rotate that ski trail sprite

ocean jetty
#

i'm trying to replicate some quantum break vfx but it's somewhat weird :

idk how to apply chromatic aberration to specific volume and still visible from outside the bonding box ( layers doesn't work that way does it ? )

see the video i'm gonna send the reference

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the npcs have their won chromatic aberration , I don't wnat to create another shader .. I just want some simple post processing overlayed in object mask in layer or something but still be visable from outside the range ( no blending as it breaks the iullsion )

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another great example this effect where he shoots projectil and the color desaturate around the enemy , in another words , I want post processing _shader mixer-blender any a asset available in the store can do this without writing custom shaders ? (Voulme based )

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I think the keyword here's custom /stencil pass but idk how to do using the built-in rendering pipline

ashen robin
#

Distortion/Refraction shader would probably be easiest

ocean jetty
#

I have distortion shader, urp and hdrp doesn't support grabpass natively, that's why I'm using the built in rp

ocean jetty
#

I think I might get some results if I excludes object from layers but idk if that would work with particles vfx

ashen robin
#

You could try fooling around with the custom render objects, but otherwise I'd feel like you'd need some custom render passes do what you're trying to do, if not shaders

ocean jetty
#

I don't want urp

ashen robin
#

oooh whoops ;p

ocean jetty
#

nvm , ty , thx

ashen robin
#

render objects would easily solve your question in #💥┃post-processing too unfortunately, but shouldnt be too hard with some shader work too

spiral moth
#

Weirdest and most annoying bug ever.. i appear to require to have added and then disabled 'Set SpawnEvent Spawn Time' in order to force the Set Spawn Time block to do it's job ( without that top block it doesn't write to spawnTime ):

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Spent hours trying to figure out why in the hell this wasn't working

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2022.2.13

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vfx 14.0.6

pallid kernel
#

simple question, how do i get the particle system to stop facing the camera if Mesh isnt working

dull obsidian
# ocean jetty I have distortion shader, urp and hdrp doesn't support grabpass natively, that's...

that's a misconception. URP and HDRP can access camera buffers for these effects in the same way that GrabPass did for Built in RP, and more.

if you are attached to or have a sunk cost bias into using Built-in RP and are willing to write code to glue things together: it's not impossible to achieve with BiRP --but it seems you would prefer to avoid code.

Even if you were a into coding for this, I cannot recommend investing in the past / a render pipeline that isn't actively developed or has much market worth in gaining skills or experience with in 2023 onwards.

All that said... If these effects and low code / no code was my goal, I would either use Unity HDRP and a Fullscreen shader graph with a custom pass or custom post process or URP with a Fullscreen shader graph and a custom post process and/or render objects. You don't need to write code to do most things here in shader graph but you could later if you wanted to go deeper.

HDRP: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/fullscreen-shader.html

URP: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@16.0/manual/containers/post-processing-custom-effect-low-code.html

unkempt topaz
#

Hello! 🙂 I have a question in regards to sprite effects (pretty much animations of those). Is there a easy way to store them, for example in a class for buffs and debuffs?

Because I am doing such a system and it seems pretty bulky to do with a large amount of different Animators.

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the idea is that each time a enemy suffers from a buff, it should play an assigned animation (its a 2D turn based RPG)

topaz robin
#

is there a way to rotate which direction the particle system is facing

dull obsidian
topaz robin
solemn granite
#

Assertion failed on expression: 'task.vertexBuffer == NULL' - someone know this error?

finite vine
#

How can I make a VFXgraph particle strip follow this kind of pattern?
My plan was to use a force to shoot the particle out straight, then blend their position using an arc circle.
The set position arc circle gives me exactly the curve I need, but how do I blend it with the starting position to get the desired shape?

#

ok I got it to work, I need some sleep 😩

dull obsidian
native folio
#

I have a question with vfx graph, basically im creating a bullet tracer for raycast based shooting but it looks different depending on the distance to the target (when im shooting offscreen the distance is 1000, otherwise its calculated) im not reall sure what parameters to change to make it look consistent (i prefer the look of the distant shots)

so far i've tried playing with lifetime, spawn rate, and particles per strip

ashen robin
native folio
ashen robin
#

Should just be a set velocity node you can toss in the instantiation block

manic shore
#

nvm its because I didnt have a rendering pipline thing set up

native folio
ionic wagon
#

guys anyone got any idea how to fix these particles

#

they are so transparent here that they look like they aren't working

#

in another scene they work like this

zenith grove
#

Is there a way in VFX Graph, Output Particle Mesh to choose randomly between 2 different meshes and assign their probability of spawning? Something like Probability Sampling would fit well but sadly it doesn't work this way.

frank coyote
#

What is the error?

zenith grove
#

From what I understand it is just that the VFX graph is not built for this kind of operations. Currently I just made a separate spawn system for the second mesh but I am wondering if there is any other way around it

ashen robin
#

If I were to go about that, I'd probably do similar and have the probability calculations before spawning the particles

winged basalt
#

Hey how much is vfx graph affecting a games peformance? How many objects with a vfx graph can i use?

noble osprey
#

Hey all, is it possible to have VFX Graph particles render 'on top' of everything else (except UI) in a scene? I have a system that's working but the particles are going through geometry and it's annoying me. lol.

clear spruce
winged basalt
clear spruce
#

How many of those are you going to use?

winged basalt
clear spruce
#

Oh wow, discord is so screwed up

winged basalt
winged basalt
snow hamlet
#

hi

clear spruce
#

Anyway, what was the amount of particles on a system again? (Thanks to discord cant see it anymore)

#

@winged basalt In any case the total particle count doesnt sound like it would become a problem no matter what. If you are using unity version 2022 LTS or newer, you shouldnt be in troubles (effect instancing supported), on older versions the effect count would become a problem at some point. Profiling is the only way to find out the exact numbers as I said earlier

winged basalt
clear spruce
winged basalt
zenith grove
winged basalt
zenith grove
clear spruce
winged basalt
#

Ok thats good to hear

clear spruce
#

Testing yourself is the only way to find out but I wouldnt be worried at this point

dull obsidian
# zenith grove Is there a way in VFX Graph, Output Particle Mesh to choose randomly between 2 d...

it seems that a solution has been found:

Hello, In unity 2021.1 (available in the unity hub) you can add up to 4 meshes on a particle mesh output and use the Mesh Index nodes to create mesh changes behaviors, like a randomization for example.

lone elbow
#

- In the shuriken particles, is it posiible to manually reposition all active particles? I don't need to target specific ones or whatever else, just loop and apply an expression

gentle umbra
#

I'm looking for a good asset to simulate dust/fluid/particles in 3D? I want to be able to specify a 3D vector field and have dust particles advected around inside of it. I think VFX graph can do this, but I'm using BIRP so unfortunately isn't an option. I'm happy to pay for a good asset!

torpid fractal
#

Anyone run into a problem where Shuriken particles go through an object that has a Mesh Collider? But it apparently hits when you're like 1 cm away?

#

i'm finding it might be my FBX export settings

torpid fractal
#

My particles are definitely not hitting the mesh... WHEN I export the mesh with armature. Bizarre, not sure what's going on

earnest tapir
#

why are these particles not showing up in game

#

im rly new to making games

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so if its something obvious then thats why lol

earnest tapir
#

nvm found the issue it was the y level lol

rapid latch
#

how wou;ld i make my particles initially inherit its parent's orientation, but not rotate alongside the parent

rapid latch
#

omg shut up

#

stop stalking me

#
  • how wou;ld i make my particles initially inherit its parent's orientation, but not rotate alongside the parent
midnight grove
#

!mute 908289249739161650 5d Spamming

gleaming flickerBOT
#

dynoSuccess aucticslic#7968 was muted.

prime dome
#

If I want a dust particle every time a character moves, do I need to do .Play() in my PlayerMovement script?

midnight grove
#

You need to do it wherever you want it to start. If it's easiest to do in that script, then go for it.

rose plinth
#

how tf do I change the curves in particle systems

ashen robin
ashen robin
warm torrent
spiral moth
#

So i have a VFXGraph setup, quite simple using a SampleBezier to create this curve from StartPos to EndPos:

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What i would like to achieve, is to have particles corkscrew along this path, kindof like this:

#

I'll post what i have tried, which i thought would work, but doesn't..

#

Well interesting, after trying many different combinations of things, this seems to work:

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So i'm setting the orientation of the circle based on the Tangent from the Sample Bezier..

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Ideally i'd like the orientation of that circle to follow the curve ie when the curve dips down towards that last point those loops should tilt around also, if that makes sense..

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Atm is seems to just be oriented to world Up ( maybe this is coming from the up field itself but i've tried many variations of this so far to try and get it to work as i'd like )

#

Well damn..

ashen robin
#

that's pretty neat

spiral moth
#

Simply setting Up to x ( Right ) works

#

Funny how the moment i finally give in and post for help on this i figure it out.

ashen robin
#

don't worry, my help was going to just give you the motivation you needed to finish it :)

spiral moth
zenith grove
#

Any idea on how can I set the rotation of each particle to look towards the center of its spawner (Circular spawner). Can't use the "Orient: Look at..." because the camera movement affects the actual angle. I saw a possible solution on the forum but it doesn't seem to be working anymore

spiral moth
spiral moth
#

i think z is generally the axis you want 'facing' the camera.. the other two more useful for actual particle rotation/orientation

zenith grove
#

but wait, do you mean to set the z axis to camera location or direction?

spiral moth
#

Actually i think possibly if you try two orient blocks - first one with lookat camera, second one with specific axis and set that to point to spawner

zenith grove
spiral moth
#

Maybe face camera plane?

zenith grove
#

same issue

ashen robin
#

There's that advanced setting that sets the look direction independent from where the camera is facing

spiral moth
#

Still relatively new to messing with these myself but yeah there's definitely a way

ashen robin
#

otherwise maybe updating the angle every update?

zenith grove
#

But particles are basiclly in the same position after 2 seconds

#

so I need to set the angle only once

spiral moth
#

kindof odd that FaceCameraPlane isn't an option in the drop down, but is an option in the spacebar context list:

spiral moth
#

So many odd things with VFX Graph, i can't tell you the time i've thrown into the black hole of figuring things out

spiral moth
zenith grove
zenith grove
spiral moth
#

It's an incredible tool but damn is it a bit all over the place

#

Each time i think i have finally mastered it and achieved unlimited power something really simple and obvious sets me back to square one

#

I honestly think they should refactor a lot of the code, how it's structured etc etc.. Documentation needs some serious work imo.

spiral moth
#

so it's locking the z axis then i guess

zenith grove
#

no idea tbh, but glad it works

pearl hound
#

Is it possible to get the particle position in a shader? Object position dosent seem to work

dull obsidian
pearl hound
#

im using shuriken my bad

#

What node do I need to get the vertex pos in the shadergraph?

#

The position node with the object returns the world position or the position related to the particle gameobject not quite sure

fast scroll
#

how do i make it so particles get affected by lighting

warm torrent
fast scroll
#

in hdrp theres no lit

#

theres surface that just makes it purple, idk how to solve that

warm torrent
fast scroll
#

no way

#

||show me your ways||

warm torrent
fast scroll
#

oh god i did not know that

#

i made the smooth circle default material thing myself

#

for the particles

warm torrent
fast scroll
#

haha fair, also it wouldn't break if i just imported all of them right?

#

just in case i need them

warm torrent
fast scroll
#

alright, thanks :)

warm torrent
#

Extra folders*
I haven't tried each one of the samples though
I assume they won't replace anything but I can't guarantee

#

At least all the ones called "samples" should be fine, just some extra assets

fast scroll
#

yea ill just get the samples and remember where that menu is if i ever need amything else

#

ty tho

solar trellis
#

hi,is there anyway to make VFX particle collide with each others? or it can only be achive using unity particle system

#

in URP

spiral moth
#

Matrix4x4 doesn't appear to show up in Inspector when exposed from VFXGraph ( Unity 2022.2.13 VFXGraph 14.0.6 )

fast scroll
spring portal
#

Hey there, currently making a mod for a game (Yes modding is permitted)
It's got this Fire VFX, and my intention is to change the color of the fire. What would be my best method for this?
Obviously I will have to do this at runtime in code, I'm just not 100% sure how.

warm torrent
warm torrent
fast scroll