#✨┃vfx-and-particles

1 messages · Page 6 of 1

fast scroll
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this

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oh shoot, its under the rendering tab, sry

warm torrent
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I think light layers operate by gameobject layer, not "rendering layer mask" which is for rendering

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Though I don't know why they're named light layers

fast scroll
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no im pretty sure they dont, i dont have them set up like that

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why is my fog shiny lol

winged basalt
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Hey is there a way to reuse a sample curve in visual effect graph for set scale.xyz over Life? (I want to use the same curve for x and y but not for z)

ashen robin
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Add them as properties instead of putting inline on the graph, then throw them into a curve node somewhere else

winged basalt
ashen robin
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You're looking for a gradient value, right

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I think they're in there, I may be wrong though

winged basalt
ashen robin
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ah nice

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Oh, I was reading that wrong. Yeah, there's curves in there, also just checked and there is gradients too ;p

warm torrent
prime dome
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why im not able to have add shape node in vfx graph

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only node i see is set position shape

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anyone knows what wrong im doing

prime dome
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I've been trying to follow this tutorial

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However the materials step hasn't come to fruition

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I made a material from a png with a white circle

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And a transparent material

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But it doesn't quite work

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What's the proper way to set them up?

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It ends up looking like this for me

novel kayak
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i need help making realistic splashes and ripples can anybody help

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me

daring loom
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Hello, does anyone have a problem with HDR colors in Unity (URP)?
After some intensity the color goes white. I check the Quality HDR from URP Asset but still got this problem, any solutions?

daring loom
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well i high intensity i understand that the color would be white, but at intensity 4-6 i still wanna see some color (on the videos that i watch he use intensity 6 and still got the color, for mine at 4 is already white)

zenith grove
gaunt idol
atomic storm
zenith grove
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Is there a way to make bools in VFX graph enable/disable specific blocks? For examaple I would like to use VFX property binder with a bool to enable/disable Turbulence block with a button press.

ashen robin
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Not 100% sure but disabling nodes throughout the graph seems like something that needs to be resolved before compilement. May need to create system variants to obtain something like that.

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some nodes you can just zero out, but that's probably not that doable with turbulence node?

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Oh, here's something

zenith grove
prime dome
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do any one knows whats the best way to populate vegations in unity? is it possible to use vfx graph to populate vegetation on a generated mesh through vfx graph?

zenith grove
signal condor
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here is my current game version how it looks
i am using VFX graph and particles to do this

and here is a problem: i dont know how to exactly know how to pull material from object to the VFX graph

ashen robin
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Oh, that's pretty cool

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Not sure what you mean by pull material though, if you mean expose the shader properties on the vfx then the shader properties themselves must also be exposed via shader graph

manic shore
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Hey, I’m looking to make a sort of Sonic boom looking effect. I think I could make it with Vfx graph,
However, I was wondering if anyone has a different suggestion thst might be less performance intensive. Thanks

ashen robin
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Would work fine with vfx graph

chrome wren
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I’m trying to create sand that stand in place and falls is it possible with the particle system?(if it is how)

zenith grove
still maple
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hello everyone, someone have some tips how to do Smoke effect in Mixed Reality? I try to do something but I notice that the Smoke it's hardly visible

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or some reference

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I'm using URP

obtuse summit
tame belfry
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Hi, does anyone know why my cloudy fog is just disappearing instantly despite me using particle system to fade out?

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You can see Ive tried to attach the alpha of the output to the colour, and animate the colour output in the Particle System gradient editor for Color over Lifetime

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Ive set it to gradually fade out, but, as you can see from the video, it just disappears instantly rather than fading nicely (the same is for appearing too)

ashen robin
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Could be a bounding box issues and it's being culled

tame belfry
ashen robin
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Hmm, are you using alpha clipping or is this completely transparent

tame belfry
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Yes alpha clipping

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Is that incorrect?

ashen robin
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Alpha clipping can be a little snappy even with a linear curve

tame belfry
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It seems to default to 0.3 if I remove it as a param

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Is there a way to remove it?

ashen robin
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You can disable it, but I was wondering if the clouds are using clipout

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and if it's not using transparency then it is

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but you do got alpha in there

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Perhaps just removing it from the system and try that maybe

tame belfry
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I removed alpha clipping completely, still similar effect

ashen robin
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HMMM

tame belfry
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It seems that the material isnt respecting the the colours that I set in the particle system component

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Ive set the only colour param as the "Main colour"

ashen robin
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Not exactly sure too much with the shuriken system, but I assume the main colour is in the material section, right

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otherwise you'll probably have to change that there

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material/rendering

tame belfry
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This is the material

ashen robin
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The system itself probably also changes the color so doing it on the material may get overriden

ashen robin
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Ah, pulled it up. It does actually just use the material params

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I thought there would be more support with it for the particle system , but I guess that's only been implemented with the vfx graph

ashen robin
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Better to post it here so others can see anyway. Spazi's probably got the better idea when they're around

tame belfry
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Ok ty

ashen robin
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It looks to be more of a shader problem though, mostly alpha clipping (if it were) honestly lol. But if it's not smoothly dissipating, may consider lessening the reduction in the alpha over time (if possible)

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otherwise your particles are timing out quicker than it dissipates

tame belfry
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I dont think the particle system is effecting the colour at all 😦

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Ive changed the graph to take alpha from the main colour

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So I can change the alpha on the material and see it come and go

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But the particle system still has it pop in even when Ive reduced the alpha reduction

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My blend here is basically 255 in the centre, 0 at the start and beginning

tame belfry
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Ive fixed it

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Using Vertex Color in the shader graph rather than a normal colour

ashen robin
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Yeah, so how do you use the gradient editor on the shuriken system then

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I would assume you have to add it all to the shader itself, there doesn't seem to be support for that

tame belfry
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This seems to work for me

ashen robin
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Ah, ok I see

tame belfry
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It seems the strength has reduced compared to the last clip

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But ultimately has the effect Im looking for, Ill tweak the shader more somehow

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Importantly you cant see the clouds pop in and out of existence like the original clip

ashen robin
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Much better than before though that's for sure

tame belfry
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Yeah

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Ty for your help regardless!

ashen robin
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^^

signal condor
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ey, guess what

ashen robin
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Haha, hey that's not that bad

signal condor
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jaa

surreal gorge
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I found this video of an effect someone made that has ribbons of magic flowing towards a point, I was wondering if anyone knows if those ribbons are generated when you activate the effect or if they were manually modelled.
and if they were generated, how do you do this? all I can think of is making a plane deform to a randomly generated spline (no idea if that's a thing though)
this is the effect: https://www.youtube.com/watch?v=ilHdthe4v4M

This is a work I made for ArtStation Challenge "Dragon's Rise: The Forgotten Realms" In the link below you can find a small blog about this work, inside there is a link with explanation of all major particle systems I used. https://www.artstation.com/challenges/dragons-rise-the-forgotten-realms/categories/163/submissions/69632

▶ Play video
ashen robin
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Line renderers / particle trail probably easiest. Perhaps you can also cheat by letting the shader progressively render it from front to end.

surreal gorge
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thanks

ashen robin
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^For the vfx graph... you could also just do the position stuff via gameobject

dusty willow
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hey, I have a shader that essentially materializes an object, starting from the bottom (similar to the ones in this video https://www.youtube.com/watch?v=OzyLWXTr3Io) and I came up with the idea to emit particles from that glowing part - is it somehow possible using either the VFX Graph or the Shuriken particle system?

✅ Get the Project files and Utilities at https://unitycodemonkey.com/video.php?v=OzyLWXTr3Io
Let's make this Awesome Construction Shader Effect built in Shader Graph!
🌍 Get the Complete Builder-Defender Course! ✅ https://unitycodemonkey.com/coursebuilderdefender.php
👍 Learn to make an awesome game step-by-step from start to finish.

Make Awesome...

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hard geyser
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I would like to ask is it possible to make a "curve" in the simulation speed in particle system? I want the speed to be 2.0 at the first half part of the play and trun the speed back to 1.0 at the latter part. How to do it?

surreal gorge
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in VFXgraph I am trying to set the spawnrate of another system in relation to the lifetime of another system. but this ends up not spawning anything.
any suggestions?

surreal gorge
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can you just not change that value?

prime dome
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is it possible to use a mesh and rgb texture to spawn particle on a mesh plane/terrain on red vertex colours in vfx graph?

surreal gorge
zenith grove
surreal gorge
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that's not what I'm trying to do, I'm trying to use the lifetime of the main effect as the input to a sample curve node

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thought maybe I can multiply it by 1 and then drag it over, gonna try that

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nope

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and as far as I know, I can't set custom parameters either

zenith grove
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So you have a single burst system, and all particles will spawn and die at the same time, and you need to get a float from their age at the current time for a spawning rate in the other system, right?

surreal gorge
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I have a burst system that only spawns 1 particle, I want to control constant spawning systems with curves that use the burst system's age over lifetime, mainly their alpha to make sure all the particles disappear when the burst particle does

zenith grove
surreal gorge
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what's that

zenith grove
# surreal gorge what's that

You can put it in the Update of the single particle burst and set the spawn rate over time. The pro of using it is that it will only spawn particles over time as long as the main particle is alive

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Looks like this

surreal gorge
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I also have particles that live for quite a while, can I use this to get rid of them too?

surreal gorge
zenith grove
zenith grove
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Just remember to check the Experimental blocks in the preferences if you want to use it

surreal gorge
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I have it on

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it works O:

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now I just have to fix the long lived particles disappearing earlier

zenith grove
surreal gorge
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get attribute age?

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oh to put it in the rate

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that's genius O:

zenith grove
surreal gorge
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then with the long lived particles I can do the same but with a straight curve that cuts off early

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you're a life saver UnityChanThumbsUp

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omg it looks so cool

ashen robin
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Still waiting for more gpu trigger events :(

sinful badger
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I'm trying to animate a blast effect, but in order to make it look good, I need to set the emission to 3 particles per second, and the cap to 10 particles. How do I make the velocity of all of these particles syncronize with that of the first spawned particle?

ashen robin
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Why would the next particles have different velocity than the previous particle?

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Unless you mean you're trying to sync all three systems together when you play the vfx, but assuming they all start with the same property info, it's not likely they would differ from each other.

sinful badger
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they're all part of the same system but I put velocity over lifetime from 0 to 1 at .3

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I want them to all start moving at the same time

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basically I have the particles spawn in one by one to overlap each other and make a nice effect before launching the blast, but it's launching them one by one

ashen robin
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Ah, maybe the idea then is to try multiple system then perhaps, otherwise maybe need more of a burst emission effect?

zealous ore
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I'm having issues with layering my particles over the rest of my gameobjects in unity2d

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anyone have any ideas?

ashen robin
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The layering order of the particle systems should respect the layer order of the sprite renderers

zealous ore
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the sprite layer is set to a far higher value than the surrounding sprits

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but its still getting overlapped by some

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however, it does overlap others...

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its almost random tbh

ashen robin
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Uh, if you're using sorting groups then you have to make sure those follow ordering correctly too. Another idea is you've got particles traveling via z axis, but I would expect the ordering to still work correctly with that. Maybe I'm wrong though.

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Beyond that, maybe some material you're using overriding the rendering queue.

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If this is shuriken too, and you're just using unity's default particle material, you can also turn on debug and change the rendering queue inside of each system

zealous ore
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changing the z scale of the gameobject with the particle renderer worke

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*worked

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idk

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¯_(ツ)_/¯

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it was 0 but i changed it to 1 and it magically worked

ashen robin
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Haha, yeah that's another way to sort too

zealous ore
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why did they make 420,691,337 ways to order particles

ashen robin
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z changing is more the traditional way

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but I'd assume sorting groups get some use out of them for larger projects. I've not really made much in 2D to really put use to them.

hushed blaze
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Hey there! I'm trying to create a basic particle animation and I'm trying to change the Size Over Lifetime curve, but can't seem to figure out how to do it. For reference, I'm using Unity version 2021.3.16f1. Thanks for any help!

ashen robin
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Shuriken system? Size should just be a scale multiplier of your particle, so the growth depends on the set size.

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And it's over the whole particle duration

hushed blaze
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I understand that part. For reference, I want the particles to shrink over the course of their life time, or start to shrink towards the end I'm not sure what yet. I figured using the Size Over Lifetime curve would be easiest, but I can't change it. If I click on it the line just turns red and no observable change occurs

ashen robin
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Actually, it doesnt say scale in the docs, but that's strange that it would be of a specific size

hushed blaze
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I think there's a way to do it with scripts but I'd like to avoid it if possible

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The curve works, but its opposite what I want

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And I'm trying to interact with it to no avail

ashen robin
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You can drag the curve on the UI and positional points

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Hmm

hushed blaze
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oh really?

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hold on lemme try

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nope nothing

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just the red change

ashen robin
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Let me take a look. Been a while using this haha

hushed blaze
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no worries

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now for some reason when i turn it on it shrinks the particles like crazy

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i was trying the dragging thing you suggested and i didnt see any change on the ui but it changed something ig

ashen robin
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Ah, I know what's wrong. The window may not be expanded for the curve

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Go to the bottom of the particle system in the inspector and it should say particle system curves

hushed blaze
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i dont see that option

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i mean i could just be blind idk

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lemme send a screenshot

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nvm

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im blind

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lmao

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yup there it is

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thanks!

ashen robin
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oh, and it does seem like it affects the scale of it all (a multiplier to the start size)

hushed blaze
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ahh alr

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gotcha

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thanks! probably will be back lol

inland seal
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Hey everyone so I am making a 3d game and have a pixel shader graph on the camera to make it look retro yk. I was wondering how I can have it look retro but certain things show up a lot clearer to see without changing everything else

ashen robin
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You'll have to change rendering order on the stuff you want unaffected

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Such that render after you apply the mask

inland seal
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oh ok got it

ashen robin
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You can do it a few ways, one by using URP render objects and doing it via layer

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otherwise the stuff you want to render later need to have their own custom material

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If you can't do it with render ordering, then you can try some stencils with your shaders

inland seal
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ok thank you!

prime dome
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so im trying to spawn particles on a mesh via red channel and mesh have vertex colors rgba but its not working as it should be am i doing some mistake in vfx graph

sinful badger
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is there a way to make audio happen every time my sub emitter producer a particle? I have a lightning attack that produces an explosion on impact, but for some reason, the sound spawns when the base system spawns instead of spawning when and where the particle system it's attached to triggers

sinful badger
prime dome
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Yeah thats what im asking how? I couldnt found a solution

sinful badger
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I'm not sure but I see "use mesh colors" in my version of unity, 2010.4.31f1

sinful badger
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is there some kind of way to convert a c# script into something I can use in my vrchat avatar?

gleaming flickerBOT
rapid latch
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Hello everyone, how would i make my particles be circles rather than rectangles (squares, more specifically)?

warm torrent
rapid latch
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any other way?

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is there a way to remove the edges, making it circular

warm torrent
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I assume since you're asking for that, there's some constraints in your specific use case that make the first solution incompatible, or there's some misunderstanding about how it works

surreal gorge
ashen robin
surreal gorge
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I'm making mine a bit more simple with just the arm changing texture, but I don't know how to only target the arm and make it grow from the hand to the arm. though that might be more of a shader than a vfx

ashen robin
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In that case yeah, you'd do all of it on the shader

glossy maple
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hello, how do i limit emission > rate over distance to spawn particles only if the distance**.y** is positive for example

warm torrent
sinful bone
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anyone knows how I can make particle trails not be aliased?

warm torrent
sinful bone
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tried trilinear filtering too

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in case that helped

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and tried increasing the aniso level

zenith grove
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Is there a way to get attributes of a specific system in the case where there is more than 1 system in a single VFX graph?

ashen robin
ocean jetty
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I'm not sure if there's an easier way but find something useful and wanted to share it, I want someone' experienced in shaders and vfx explained what's the difference between this approach and using multi layers shaders/dynamic shader variants ?

https://tryfinally.dev/unity-custom-srp-volume-components#global-shader-properties

tryfinally

You can create custom Volume Components to find a blended set of parameters determined by the camera’s position within the scene.

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additionally found an asset which kinda do what I wanted but it's for vegetation /terrain system

ocean jetty
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I think what I'm trying to do is reconstructing the camera depth - to world position (inverseDepthInverseProjection) and then find the normal vector values and do something with it like add vetrex distortion or rpg split but perhaps probably I can archive something similar with camera stacking system ?

carmine ether
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Hi. Does anyone know if there's a way to remove the particles spawning with separation between them please? (using vfx graph)
Like here, I would like a continuous kinda line of particles, not just separate particles

ashen robin
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Increase the particle emission if you want to continue using those same particles, otherwise look into line renderers

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particle trails

warm torrent
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Simple Trail Renderers likely would work well for an effect like that

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Emission frequency is ultimately limited by framerate, as Sub Frame Interpolation isn't supported yet

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(Which is kinda crazy big missing part imo)

carmine ether
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Like, I said line of particles because I would like them to look like the particle system does😅

carmine ether
carmine ether
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like this is how it spawns the particles

warm torrent
warm torrent
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It'd leave a 2 meter gap between every particle

carmine ether
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lemme increase it rq and see if something changes, but last time I tried it with rate per unity at 5 nothing changed

ashen robin
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I notice there's some limitation on spawning with it

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Could be better off just continously spawning them

carmine ether
ashen robin
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¯_(ツ)_/¯

carmine ether
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guess I'll just try

warm torrent
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Sub frame interpolation problem gets worse the faster the object is moving / the lower the framerate is

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VFX Graph can't spawn more frequently than each frame

carmine ether
warm torrent
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Going at 100 units per second at 60fps each particle would have a whole 1.6 unit gap

carmine ether
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guess I'll just use the default particle system then

warm torrent
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Or trails

carmine ether
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but how do I make trails look like fire and smoke?

warm torrent
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How do you make anything look like fire or smoke? Hardly any one answer to that

carmine ether
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but like, with particles you already have a particle image that looks like smoke and you only have to change the size and color of it and spawn it over an area so it seems kinda 3D.
With trails I don't know how to make a trail have that 3D feel

warm torrent
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Or multiple bundled up trails are used to break up the flatness

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Usually you need a new trail-shaped texture for it

carmine ether
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Well in that case I'll try trails. Thanks for explaining 😄

dull obsidian
# rapid latch is there a way to remove the edges, making it circular

you could use output particle mesh https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Context-OutputParticleMesh.html and a circular geometry. not truly a circle but enough sides to look like a circle anyway. or use the output primitive octagon https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Context-OutputPrimitive.html and/or Use Alpha Clipping. https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Context-OutputSharedSettings.html

some reasons one may do this is to reduce overdraw for better performance (in some cases). or for a cleaner edge look especially if using, say, forward rendering and multi sampled anti-aliasing.

@warm torrent it would have been nice to know the reason up front, but those are the first that come to mind fwiw

dull obsidian
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like, a long wisp of baked smoke that would still look natural if it was stretched and deformed.

warm torrent
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@dull obsidian Indeed blobnod
@rapid latch If you're using the Particle System, you can designate a mesh as the particle shape from the Renderer module, or likewise use an alpha clipped material

ebon shell
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Can anyone help me with 2d particles

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They are not showing up on the game

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@warm torrent thank you for your help but i haven't fixed anything unfortunately i am a bit lost

warm torrent
vernal hollow
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Theres a delay beforee my particle shows how do i show them instantly when played?

runic thorn
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Hey. Anyone know how to change the mesh of a particle system on runtime from code?

grand summit
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hey so i just installed the visual effect graph and when i use it, nothing happens
no particles emit and if i put stuff it doesnt work
does anyone know whats happening?

warm torrent
ebon shell
grave berry
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Hey everyone, how can I calculate the distance to the camera?
I tried this but it doesn't work. The resulting value is constant.

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I think I just found the solution to my problem. I need to use world space instead of local space.

silent parrot
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ive applied a sorting group to a Sprite Mask so that it gets masked along with another mask within its heirarchy, however whenever the Sorting Group is enabled/added to the mask all of the elements within the sorting layer disappear, how can i fix this?

remote token
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hello, I tried using Set Position (Shape: AABox) with a box that is 1 x 1 x 0.1 but it seems when my box gets small in any dimension, and I have Position Mode: Volume the particles will always leave a weird hole in the middle:

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this doesn't happen if the AABox is thicker, i.e. from 1 x 1 x 0.5 I get the box properly filled with particles.
Has someone seen this before? Can we not have thin bodies as the origins of our VFX?

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I mean, we have Set Position Line and Set Position: Box . But we don't have Set Position: Quad so I figured we can use a thin box for that

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it gets even weirder when I make the box even smaller

merry snow
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For the VFX graph, is there a way to send the position of all of the particles to some script?

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I'm planning to write a octree-based collision system for them, and all I really need is the positions.

ashen robin
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Otherwise, making multiple gameobjects with independent systems would work too, assuming it's less about the performance.

merry snow
atomic storm
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Or create a standalone compute shader for calculating the particles

merry snow
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Yeah I was about to ask about thatm never really used Compute Shaders before.

atomic storm
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they are fast but a bit difficult

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might be a good idea to look into tho

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otherwise you could use burstcompiled jobs on the cpu with shuriken if compute shaders is too big of a rabbit hole

ebon shell
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@warm torrent Bro i managed to make them show up in the game, they are part of the canvas

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although i cannot sort them behind any layer

warm torrent
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The sorting methods are different

ebon shell
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Canvas for every layer

warm torrent
dull obsidian
# merry snow For the VFX graph, is there a way to send the position of all of the particles t...

there is a way as @atomic storm mentioned but there are a lot of caveats and limitations with performance and latency, complexity. i agree with peter it's best to keep it on the GPU if possible.

the latest unity 2023.2 alpha added support for custom HLSL nodes, so creating a custom collision system (or other behaviors) without having to do everything in vfx graph nodes or write all the compute shader boilerplate to do something more complex than what you can or would want to do with just nodes is now possible. https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/CustomHLSL-Common.html

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or if you don't have that many particles (say, only in the hundreds or a few thousand depending on target platform) then maybe just stay on the CPU as @ashen robin suggested

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then there's also DOTS for doing even more on the CPU but that's typically for more unique cases e.g. where a lot of entities require complex behaviors that affect game logic and synchronization in a critical way.
-or- DOTS / Jobs can sometimes be a suitable option if you've already exhausted a small GPU budget and just have spare CPU cores sitting around with nothing to do like with some XR / VR projects

waxen iris
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Hi everyone, I am developing a large scale interactive particle system for the Quest 2 in Unity using the Job System and I am getting great feedback for the current protoype so I thought I might share it here: https://www.youtube.com/watch?v=z7-R1Pw6eaA https://drive.google.com/file/d/18f6oQikGfIT-USqa1x0Ewi8F-1Nsi8uf/view?usp=drive_link

Always start the APK using hand tracking and not via controllers, otherwise Oculus will no activate hand tracking in the app.

controls:
index tip - index tip: toggle particles attached to your hands
thumb tip - thumb tip: distribute particles into space
Pinch aka OK-sign aka Mudra-Pose (index tip - thumb tip): attract particles to the correspon...

▶ Play video
royal rain
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Hiya folks.

Hoping someone can help me out.
I've got some Particle System goop on the ground and I want to be able to tell when my player is inside said goop (without moving the goop around)...
I've tried using the Collider module in the Particle System but can't figure out how to get it working without moving the goop around and destroying it with my player.
Screenies show the current particle system setup and goop mesh.

Also tried with the Trigger module but I feel like thats more of a control particles than the thing the particles are interacting with kinda thing.

dark kestrel
#

Is there any downside to setting VFX systems to Automatic Bounds? I try to use manual when possible but I have a lot of systems which change their parameters (position and size) during runtime.

#

This little warning makes it seem like an issue, although I DO want to recompute the bounds when playing them.

sinful badger
warm torrent
sinful badger
#

it's rotating while orbiting. I want it to orbit with a flat texture

#

the edges look wonky as is

hidden jolt
#

is it possible to link different weapon slashes to each weapon? for example i have white slashes i wanna use on a white weapon and blue slashes on a blue weapon

#

if so how would i link it with my attack system/left click

hidden jolt
#

currently what i have, i linked slash fx to the player attack animation, but that means the same slash will get played for every weapon

#

its very bad code but it gets the job done for now, i have 4 attacks which i linked to respectively

#

in the variables i assigned the slash object

ashen robin
#

More of a coding question, but ideally the PlayerWeaponSlash script should change its particle system references depending on the weapon you equip, otherwise what you got there is fine.

opal star
#

Sooo turns out collide with depth buffer is not a very good idea for far away or occluded effects 🤣

#

I was today years old when I learned this

hidden jolt
#

anyone know why or how the smoke disappeared from my game view?

#

nvm got it

#

apparently use depth was enabled

#

no idea what it does

dull obsidian
# opal star Sooo turns out collide with depth buffer is not a very good idea for far away or...

ah yeah, there's signed distance field / SDF colliders that can be baked for static meshes or generated in real-time for dynamic meshes. it's a bit of a pain to set up but gives you true world space collision not just screen space depth collision.

info for baked / static SDFs (edit time or runtime) and general info: https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/sdf-in-vfx-graph.html
info for real-time / dynamic SDFs (very experimental package, not yet an official feature)
https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf

opal star
#

At like edit time

prime dome
#

How can I set up a particle system to move along the radius of a circle, specifically following the red line? I have attempted some approaches, but they haven't produced the desired result.
my particle component = https://imgur.com/a/OkGdwmN

stray talon
#

Any way to have particles move towards a point w/o manually iterating over particles?

#

e.g. particles emit from a circle, move towards the sky and I want them to move towards the center of the circle as well

#

but not overshoot the center

warm torrent
stray talon
#

good ol legacy ps

warm torrent
# stray talon good ol legacy ps

You have "Radial" velocity in Velocity over Lifetime module which acts as gravity (or repulsion) towards the point defined by Offset above it

#

And also you have Particle System Force Field component which does the same but with more options, such as applying drag only within a range

#

Limit Velocity over Lifetime lets you add drag or damping if you need something to prevent overshooting

#

You could also use Radial velocity over lifetime combined with a Force Field that only applies drag, if you only need it for preventing overshoot
But overshoot might not be a problem, give it a try

#

Velocity over Lifetime can also be set as curves each, as can External Forces Multiplier, in case you want the velocity to only apply at a specific time of the particle's lifetime

stray talon
warm torrent
stray talon
#

There's a little tweak I'd like to do, any idea how I could achieve the following :

I'd like the particles to feel more like they're hugging the glass rather than this linear conversion towards the center.

So essentially, I'd like the Y(so speed I guess?) to be modelled a bit like the image(green curve is Y, horizontal is time), multiplied by how far a particle was emitted from the center.

Any idea how I can achieve this?

warm torrent
stray talon
#

Bit of vertex displacement on the baked particles in the barrel and it'll look outstanding, esp since this is viewed from a top-down ish angle.

I'm happy with the results and it's all thanks to you @warm torrent

prime dome
#

anyone have any idea why the gizmo moves with vfx graph particles

zenith grove
#

Any idea on how to get a current color of a particle in VFX graph that uses "color over life" gradient and then use it as current color of a particle strip spawned by GPU event over? For example, let's say that main system spawns particles that have a life time of 2 seconds and "color over life" blue for the first second and red for the second. So, now I want the particle strip to also be completely blue in the first second and completely red in the second.

I have tried different Get color attributes but couldn't get any of them to work, they would just render the particle strip grey

spiral moth
zenith grove
spiral moth
zenith grove
spiral moth
#

i think maybe when it does set color in output it's not writing to any particle attribute it's just applying the color in the shader, or something 🤷

zenith grove
#

Perhaps, but most importantly, it works now

opal star
#

What would the stretched billboard render mode from shuriken be in vfx graph? Orient face camera + scale xy by speed?

stray talon
#

Is there a clever way for me to emit particles (with legacy system) from a mesh's surface but add some sort of logic pass to determine whether or not a face can be used (e.g. dot product of (0, -1, 0) and the face's normal > X)?

#

other than rebuilding a version of the mesh that meets the criteria

grave berry
warm torrent
grave berry
#

Is alpha clipping currently not supported when using Shader Graph + VFX Graph in HDRP? I can't get it to work.

junior thistle
#

So I have a top down shooter game with realistic graphics. I need some kind of indication of where the bullets are going. I'm focusing on the shotgun which doesn't actually fire bullets, it simply activates (an invisible) trigger mesh, then disables it shortly after

#

How should I go about making it somehwat visible but not going cartoony?

#

best I can think of some trails. Multiple trails which stop at max range for the shotgun

#

I tried a distortion effect but it doesn't clearly define a cone shape and doesn't work as intended

#

any suggestions?

night path
#

Any ideas why particles are invisible when importing from a package? I converted the materials to URP, still doesn't show up

mortal vessel
#

Hi using vfxgraph and some effects wont render on my machine in the editor for some reason

iron oracle
#

why do my particles have delay from stopping to starting again

fierce gorge
#

how can i stretch particles in vfx graph?

opaque knoll
#

Hmm
It seems with different VFX version, the types of available Collide with nodes also differs
12.1 don't have Collide with Cylinder/Capsule...

#

Is there an easy way to direct a vfx graph to collide with in-scene colliders (selected or whole layer of colliders), like the Shuriken version?

vestal solar
opaque knoll
#

Update Particle.compute: Kernel at index (0) is invalid spam when having the Collide with depth buffer
Unity...

#

Oh it says only for HDRP. Right

half aurora
#

Is there a way for me to manipulate a single particle (with collider) like I would with a rigidbody? Say I want to make a particle move in a specific direction via script. Is that possible or no?

warm torrent
#

Usually the simplest way to get a particular particle to do something different from collision is to spawn a child particle system, or to instantiate a GO with a rigidbody at that point

half aurora
warm torrent
#

Maybe you can find some way to do it but I recommend to use child emitters, GO instantiation on collision or stick to rigidbodies

frank badger
#

can i spawn particles`(shuriken) from moving points using vat? textures are not possible (animated) so i thought of limiting the max particle amount and just changethe position of the vat points

iron oracle
#

im using stop() and start() to start and stop particles. but when i stop it, i have to wait 5-8 seconds before restarting it, and trying to do so before that does nothing. ayone know why?

warm torrent
#

And even then there might be some extra steps to get it to read the updated mesh
Probably will have to use skinned mesh renderer at least

broken quest
#

Hello. Please help me how to achieve this smoke effect? I twist the particles, but it doesn't work

frank badger
#

also would need to modify the houdiny shadergraph to play the flipbooks

warm torrent
frank badger
fallow star
#

i'm having difficulties with getting the custom particle data system to work properly.

i have this code which creates 2 set of custom data, each one of them used with the particle system custom data module, i do have the renderer's enable vertex stream and assigneed the first custom data to UV1 and the second custom data to UV2

the issue is that i'm getting an index out of range exception when i try to do customData[customData.Count - 1] = custom1Data

            var custom1Data = CreateCustomData(texCords);
            var custom2Data = CreateCustomData(texCords, 12);

            var emitParams = new ParticleSystem.EmitParams
            {
                startColor = color,
                position = position,
                applyShapeToPosition = true,
                startSize3D = new Vector3(messageLenght, 1, 1)
            };

            _particleSystem.GetCustomParticleData(customData, ParticleSystemCustomData.Custom1);
            customData[customData.Count - 1] = custom1Data;
            _particleSystem.SetCustomParticleData(customData, ParticleSystemCustomData.Custom1);


            _particleSystem.GetCustomParticleData(customData, ParticleSystemCustomData.Custom2);
            customData[customData.Count - 1] = custom2Data;
            _particleSystem.SetCustomParticleData(customData, ParticleSystemCustomData.Custom2);

            _particleSystem.Emit(emitParams, 1);```
#

does anyone know what could be going wrong with this?

#

i'm fairly new to toying around with particle systems and their capabilities

warm torrent
fallow star
#

i'm following a guide i posted on #archived-shaders to make particle based text displays

#

turns out i was emitting after ttrying to get the custom particle data

#

all other example usages of that method show the Emit method going first

#

so i'll try that

#

this is the guide if anyone's interested

light island
#

anybody know how to lock a trail renderer to a straight line?

warm torrent
ashen robin
#

ill put that on the ever growing list of things I need to optimize

vital eagle
#

i've been working on this visual effect and I have this nice prototype but I'm a bit stuck with where to go with it and how I'd like it to look. If anyone has any suggestions or references that would be really helpful

#

i'm also trying to figure out how to incorporate emmissives here

warm torrent
stuck gyro
#

Hello friends.
I need a particle system that emits particles from one object and goes to another object, that is, one is the source and the other is the target. The particle flow must be updated when the target object and source object be moved.

fluid lagoon
#

Then set those properties whenever you need to (each frame for example)

stuck gyro
warm torrent
#

Or use a line renderer curved between two points using bezier math with a shader-animated scrolling texture instead of particles

stuck gyro
#

By the way our scene is a 3D scene and I am not talking about moving in just two x and y axis.

vital horizon
warm torrent
#

Or just a sprite if its size doesn't need to change

#

For collision detection you could do an OverlapCircle centered on the character to also catch any colliders within the circle, or if you have the points that make up the circle you could do raycasts or linecasts from each point to the next sequentially

vital horizon
#

Technically in my case it's a 3D game.

#

But yeah I'm just not sure. I thought about doing a line render, but breaking it up/having it stop on walls I don't think would work very well/be a lot of work for very little Gain

sinful badger
#

can somebody help me? I'm trying to add a feature to change the color of particle effects as part of an animation. I click record, and change the "color over trail" in my particle systems but it's not sticking

warm torrent
#

Gradients are arrays of alterable length
Animator lacks the methods to create new color keys and to check how many there are

sinful badger
#

unfortunate

orchid geyser
#

I'm having trouble with my VFX Graph particles and Depth of Field in URP.
Particles that have nothing behind them are treated as max distance and get full blur. My guess is my particles are not writing to the depth buffer or perhaps there are some settings I need to enable in URP pipeline or something, not sure.
Does anyone have any ideas of why this isn't working?

hybrid tiger
#

my particle's sprte looks glitched. I am using a multiple sprite inside a texture sheet animation in a particle system to get random sprites but the sprites look weird i do not know why

hybrid tiger
#

where there is empty space in the sliced sprites it is strectehd and glitched for some reason

#

wait i might have fixed it

autumn umbra
#

I want to create magical trail particle animation in unity canvas so i followed some tutorials but they are using URP but i have doubt that it will not work in canvas. Any Suggestion guys

#

just asking if anybody tried it before so they can suggest me something

warm torrent
#

Normally only UI renderers can render on UI
There are probably some third party solutions for UI particles, but you can also just render the particles in front or behind a canvas

zenith grove
#

Is there a way to prevent particle strips from being this kind of see through for themselves?

tiny quarry
zenith grove
tiny quarry
zenith grove
tiny quarry
zenith grove
#

ohh you mean the graph?

tiny quarry
#

Whatever you did that makes that stuff appear on screen. IDK how you made it!

zenith grove
#

I tried removing block of Alpha over life but it doesn't do much

tiny quarry
#

OK I've not used this before but I would suggest (as a test) removing Soft Particles as that definitely requires alpha. IDK what shader it is going to use but you need that shader to draw in the opaque pass and fill the Zbuffer - you might have to make a bespoke Shader Graph asset if it's defaulting to an alpha pass shader.

zenith grove
zenith grove
tiny quarry
#

Yeah I guess the default shader is transparent because, for the vast majority of use cases, nice blending trumps accurate sorting. Grass is a bit of a corner case :/

ashen robin
#

Opaque and alpha clipping should be what you need here, no clue why it would go invisible though. I'd try it in another project perhaps.

ashen robin
solar trellis
winter parrot
#

hello
i have been trying to animate the Opacity property of a URP Decal Projector but it just doesnt work
the slider for opacity moves thanks to the animation
but visually there are no changes

ashen robin
junior thistle
#

Hey I'm struggling with something. I have portals that the player can create at will. It's a horizontal portal with a flat base right now. The issue is when the player spawns it on uneven terrain, it looks bad with the flat base. I'm looking into making some kind of magic cloud or something that has 3d volume to cover up for this.

I can't seem to find anything on yt or on the asset store. Anyone have any recommendations? Could be a shader or particle effect

ashen robin
#

There's a lot of tutorials on the web to create smoke if you want to try your hands at that. If you need more depth, then probably some mesh/shader approach could be what you're looking for.

junior thistle
#

Ye I looked into smoke, it doesn't rly look right to me. I'd want something a bit more complicated and I agree a shader approach would probably be better but I'm a noob

#

maybe some kind of magical fire fx could work

warm torrent
#

@zenith grove Particle System has options for depth sorting within the system's particles, I'd expect VFX Graph has something similar but I don't know
If it doesn't, one option might be to use a shader with ZWrite and Alpha Clipping enabled

winter parrot
tiny quarry
misty rock
tough arch
junior thistle
misty rock
#

@tough arch I tried and it still spawns sideways

tiny quarry
#

transform.LookAt( targetPos ) ;

misty rock
#

@tiny quarry I'll try right now

sharp quartz
#

Hey everyone! I'm using the visual effect graph to make a slash effect for one of my characters. I'm using a simple Set Angle (-90, 0, 180) at particle initialisation to orientate the particle properly as it is inversed if I don't. It works fine if I just input it in the Vector3 node or in the Set Angle.XYZ. I'd like to be able to offset that however and if I create a property, give it a value of 180 and link it to the Z of the Vector3, it doesn't give me a 180 degrees rotation at all. I tried to convert the property to radians just in case there is a hidden conversion but it doesn't help. Here are some screenshots. First is no rotation applied to the Z-axis, second is rotation applied wihtout the property (expected result), third is using the property (wrong rotation).

sharp quartz
#

It seems to just be a 90 degree rotation around the y axis

#

if the particle system is the top level object of the prefab, your code will overwrite the rotation you set in the editor, you'd need to compensate for that by adding some rotation to align

#

Instead of modifying the code, I'd rather modify the particle system to output the particle properly or nest the particle system inside an object and align the bullet with the new parent's Z axis

misty rock
#

It doesn't matter what I do to the frostbolt (particle system) it still goes the same sideway direction

sharp quartz
#

I don't know how it works tho, I can't really help with that as is

ashen robin
sharp quartz
ashen robin
#

^^

sharp quartz
sharp quartz
#

I've got another question, I've been using age over lifetime to animate my particle's shader but when I set the playRate to 0 or the pause value to true through scripting, my effect isn't stopped. What's the right way to just pause a particle system so that I can pause that animation?

#

I can pause the effect neatly using the controls in the scene but using a script to set vfx.pause doesn't do anything

heavy elk
#

hey there, ive created this simple fog particle system, but for some odd reason my fps goes from 80 to 60, is there is any possible sulotion for that?

misty rock
warm torrent
sharp quartz
misty rock
#

@sharp quartz I think the same, the particle system is stuck and can't rotate for some reason no matter the code.

misty rock
#

yes, it's mine

#

code/particle

sharp quartz
#

do you ever set the particle's rotation in the particle system?

#

or do any computation linked to world coordinates?

#

for the particle system I mean

misty rock
#

All I touched in the particle system.

#

if (isHoming)
        {
            // Calculate the direction towards the target
            Vector3 direction = target.position - transform.position;

            // Calculate the velocity needed to reach the target
            Vector3 velocity = direction.normalized * speed;

            // Move the bullet towards the target
            transform.Translate(velocity * Time.deltaTime, Space.World);

            // Check if the bullet has reached the target
            float distance = Vector3.Distance(transform.position, target.position);
            if (distance <= 0.1f) // Adjust the value as needed
            {
                HitTarget();
                return;
            }
#
// Calculate direction towards the target
            Vector3 direction = target.position - transform.position;
            Quaternion rotation = Quaternion.LookRotation(direction);

            // Instantiate frostbolt particle effect
            if (frostboltPrefab != null)
            {
                GameObject frostbolt = Instantiate(frostboltPrefab, transform.position, rotation);

                // Set the forward direction of the particle system to match the target direction
                frostbolt.transform.forward = direction.normalized;

                // Get the main module of the particle system
                ParticleSystem particleSystem = frostbolt.GetComponent<ParticleSystem>();
                ParticleSystem.MainModule mainModule = particleSystem.main;

                // Set the particle system's start speed to move towards the target
                mainModule.startSpeed = speed;
            }
warm torrent
# heavy elk I spawn ,3 only

It looks like you spawn 3 every second and they last for 50 seconds
So you eventually would end up with 150
Even 3 overlapping sprites can be costly on some platforms if they're really big

heavy elk
warm torrent
heavy elk
warm torrent
#

Right, because none of them can automatically solve the overdraw problem

heavy elk
warm torrent
#

Though shader operations and texture lookups aren't free, it could be cheaper than overdraw

heavy elk
warm torrent
# heavy elk May I know how can keep track that theres no overdraw in the sprites?

Anything that uses transparent blending (such as sprite shaders) will be drawn over each other
The simple way is to just look and select objects in the scene with the help of scene view wireframe mode to see where there's a lot of overlapping stuff
For more precise analysis the frame debugger and tools like RenderDoc can tell you precisely what's going on

heavy elk
misty rock
#

If I manually change rotation X Y Z, the particle won't rotate at all. Anyone knows why?

misty rock
#

It was the renderer alignment - set on world

quartz pumice
#

Not sure where is better to ask in shaders group or Urp group. Can anyone guide me what should I use for to get this effect?
#archived-urp message

ashen robin
#

It's some vertex shader stuff

quartz pumice
#

So that means each object I want to do it to, must have specific shader. Instead of having shader on object that hides stuff

ashen robin
#

You have two types of materials mostly, one that is to be dissolved, and one that dissolves it.

#

otherwise you can apply it to specific layers via render object feature

quartz pumice
quartz pumice
#

Thank you, will read this! ❤️

ashen robin
#

Pretty sure they use two different materials, and in this gif the character applies it in the proximity of them

dull obsidian
quartz pumice
ashen robin
#

Ayee that was quick

#

pretty good

quartz pumice
#

maybe you know if stencils is already available on shader graph? as Manual shaders is not my thing at all 🙂 as from what I found in forums it is not in shader graph, but that information is several years old

ashen robin
#

I dont think shader graph has stencils implemented with it yet

#

so yeah, either hlsl or render objects, or a mix of both

quartz pumice
#

thank you

eager dew
#

Hey guys, is there a way to use a particle system like a mask? Like you can see in the picture I want to have a static image (on the left) but it's only visible through the particles (on the right)

sharp quartz
sharp quartz
#

If its vertical movement is tied to its age, you could also use the age with an offset

eager dew
sharp quartz
eager dew
ashen robin
#

Aye, that's pretty cool

#

If you want to make it a little more trippy can add some relative screen position coordinates to the logic

eager dew
ashen robin
#

Haha, I was thinking about that too

#

looks legit

eager dew
#

maybe setting the scrolling direction to the dash direciton would look cool

open terrace
#

hi, somebody know how can I make the water move, cause it only moves when I touch the asset, thx

mental fiber
#

Hey guys! I'm struggling with vfx. I have started doing it since 2 weeks. I watched some tutorials and I'm stuck... I cant even replicate this single effect. How should I learn this skill as a complete beginner?

mental fiber
warm torrent
mental fiber
warm torrent
#

If you want to really learn how particle effects work, I recommend starting with Particle System
It has less settings to worry about and unlike VFX Graph it exposes those settings and doesn't start by assuming you know every step of the process already

mental fiber
#

Alright. So I should start with Particle system. Are you a VFX designer? I mean are you working as vfx designer?

warm torrent
#

The technical difference of the tools is that VFX are simulated on the GPU, while PS are simulated on the CPU
This determines how and where they can be used

mental fiber
#

We can continue this conversation in DM if u want

warm torrent
#

It's relevant to the channel so this is fine ^^

warm torrent
# mental fiber Ahh soo its decided by if we wanna burden our video card or, our processor

Indeed
The GPU is incredibly efficient for mass-particle simulations but it doesn't have access to the kind of data the CPU particles have which most notably means scene colliders and collision events
CPU particle systems have less of an overhead cost and you don't need to worry about pooling them for optimization for that reason
GPU particles can in many ways still interact with the CPU side (such as when needing to pass coordinates into or out of the VFX Graph) but this has an extra cost and complexity to worry about
I've done particles and visuals for studios, but it's just a part of what I do so I wouldn't call myself a dedicated VFX artist, yet anyway!

#

You can jump into learning VFX Graph directly by all means, especially if you know for a fact that you do need its GPU simulation capabilities, but it's going to be a rockier road

#

In my experience it's tough learning and using VFX Graph even if particles and their lifecycle are a familiar concept since there's so many more moving parts

mental fiber
#

Yeah I will start with Particle System. But what can I do if I want to replicate a particle effect on my own?

#

I want to deeply understand it not just copy and paste a solution

warm torrent
# mental fiber I want to deeply understand it not just copy and paste a solution

I think understanding of effects comes through understanding of tools, I think that's likewise true for all art, and code too
Particle Systems is helpful with that since the modules it gives you are enough to make some 80% of all types of effects
Sometimes it's tricky though since skilled artists tend to hide the marks of manufacture on purpose, and complex effects can be composed of many different particle effects, some being easy to miss just by blinking, and may include non-particle parts like mesh geometry with shaders

#

You may be able to start creating interesting effects already just by creating a particle system gameobject and tweaking its settings from the defaults

#

Old and indie games often have simple particle effects for you to look at and analyze, then try to replicate accurately, or partially to make something new
Youtube has period and comma hotkeys for going frame per frame which is very useful here

mental fiber
#

So you say if I only "brainlessly" tweaking some stuff in Particle System it will help me?

warm torrent
heady haven
#

That's how I learnt too. Poke every button, pull every slider.

mental fiber
#

Okey

warm torrent
#

VFX Graph doesn't quite in the same way have buttons or sliders so trialing and erroring it is way harder
It's all nodes and you kinda have to start by knowing what nodes to use and how to chain them together

#

But at the end of the day it's the same deal of spawning particles and controlling their individual properties

heady haven
#

Oh yeah. I've only touched that a little bit. Tutorials are great for VFX graph since a lot of things aren't as straight forward.

graceful cape
#

Hello! I'm trying to create a particle system with some sort of "cascade order" I have a rectangular shape and I'd like to start the first particle from the left side of the shape and keep spawing particles until reaching the right side and then back to the start on the left side. There's any option that I'm missing? I can't figure it out how to achieve it

heady haven
#

I'm not sure it's the best solution but I would use an animation.

#

Is it something like this you mean?

graceful cape
#

yeah, something like this but controlled from the particle system

heady haven
#

Don't think that's an option.

warm torrent
#

I don't know one either
Radial shapes have the "loop" option but other ones do not, so an edge shape animated to move might be the closest thing
Using an animated RT texture as the shape texture could work but I've never tried it

#

RT textures do not seem to work for it

rugged shadow
#

I have a very basic question on particles. If I have say a bunch of large cloud particles that move slightly, but I do not want them instanced in view of the camera and I want the despawned once they are out of camera.... Is that something you would do with a particle system or is there some other way I should be doing it..

zenith grove
vital eagle
#

how would I give a particle system emmissive properties? I'm using the VFX graph.

ashen robin
vital eagle
#

I have done that but it doesn't appear quite as intense as some of the videos I am referencing

#

video vs what mine look like

ashen robin
#

You may be seeing bloom via post processing amplifying the effect

#

Seems like it's working for you, no?

vital eagle
#

the intensity increase does work to some extent, it's just ones from videos look a lot brighter than what I've got

ashen robin
#

Ah, you mean those smaller particles, eh? They seem rather dim. This is the default particle texture too right

#

Try something with a little more surface area perhaps

#

Otherwise make sure the color isn't being overriden any later in the graph

toxic umbra
#

I'm in the built in render pipeline. What would be the most effective way to make a custom renderer that draws a single pixel to the screen with depth?

#

it needs to always render a single pixel regardless of scale or position, but only if the center of the renderer is not obscured

fast scroll
#

any idea why my lit dust particles reflect light

warm torrent
fast scroll
#

i just want something that is affected by other lights

#

is there a way to do that?

warm torrent
#

It could help to explain in greater detail what the problem is exactly

fast scroll
#

i need a particle system that can lighten/brighten based on the lights around it. the problem is that the particles also reflect the light source

fast scroll
#

i get the same effect on my particles as having the smoothness set to max on a normal material. the problem is that theres no smoothness slider for particle materials

#

never mind, apparently there is a slider for that in the shadergraph

fast scroll
#

its fixed

fast scroll
warm torrent
fast scroll
#

i dont see anything here

warm torrent
#

Of course since it's a shader graph material the graph is responsible for exposing that property
BiRP's Standard Surface particle shader and URP's lit particle shader have it by default

dense compass
#

How can I run a Vfx Graph from a script?
Naive try was: _explosionVfxAsset.GetComponent<VisualEffect>().Play();
But I get: "The specified method is not supported."

#

And I can't find anything related to that in the Unity docs.

twin basalt
#

Hi can you tell me what Class used for curves insdie ParticleSystem? I try to copy from AnimationCurve and paste to ParticleSystem curve and it is not working. Also templates different insdie both type.

twin basalt
#

Probably right click on AnimationCurve is ovverided inside particles editor... In simple AnimationCurve it is open 3 options, insdie particle system 2 options, inside MinMaxCurve it is opening AnimationCurve editor instead.

sinful badger
#

Is there a way to make a particle mesh copy of a skinned mesh renderer, which abides by all of the bones of the skinned mesh renderer it's copying?

sinful badger
#

is that like a coding thing? my platform doesnt support custom code

tame crane
#

anybody knows why my materials don't update when i change them in the inspector?

warm torrent
dull obsidian
dull obsidian
#

but yeah also like @warm torrent mentioned. i'm not sure what you mean by your platform not supporting code as they all do from a developer standpoint. or even if it is a legal "mod" like vrchat you should be asking in their discord / community. even "no code / low code" tools like vfx graph may not be supported in these situations, but i have no idea the specifics. or maybe there is a misunderstanding, idk.

onyx lake
#

Hey yall 🙂 I'm using VFX Graph for the first time and I'm getting this error message. Anybody got a clue what this means or where I could look for a solution? I'm using the Output Particle Unlit Mesh output in my graph with a custom shader made in shader graph.
I'm even getting this error when nothing in my shader is connected to the output. So it seems to be some general setting?

I'm in Unity 2021.3.16f1 with HDRP.

#

Okay, looks like the error message is gone when I disable "enable support vfx graph" and add visual effect as a target, which is deprecated. What the heck?

halcyon zealot
#

how do i make a light (that doesn't illuminate, just for UI) for a far away object like a planet that disappears once you get close to it? For example I have here Billboard from Space Graphics Toolkit

#

however i have no idea how to use it

#

i just want something simple

halcyon zealot
#

(i did fix this because my billboard transform didn't have 0,0,0 coords although another way of doing this would be cool stil)

frozen sinew
#

how do i change how my particles look like

#

i wanna make them look like this sprite i have

bold herald
#

on the button

#

click that

#

or the rendere

#

renderer

#

@frozen sinew

frozen sinew
#

no worries i got it

#

i want some particles on the screen as soon as the game starts , how do i do that?

#

game starts like this

#

but i want to have a couple clouds like this

opaque knoll
#

Unless there's already a breakdown somewhere?

#

I have more experience with vfx graph and less with shaders. Currently doing crash course for Amplify editor n ready to try stuff out

#

So i have a bamboo forest entirely made of vfx, that can handle "falling leaf" mode. Wind effect etc can also be added
So i guess the "turn into vortex" mode is pretty much about creating everything with vfx particles/lines and have a global "warp in circles" function?

spare bear
#

Anyone have experience with Houdini VATs and Unity? I have an effect/animation that's working well and all sorted, but when the center of the effect isnt visble, it's culled. Is there a way I can expand the bounds of this visible part, or something else I can do?

misty rock
#

Anyone knows why my arrow is not rotating?

zenith grove
misty rock
#

yes, that was messing it up

sinful badger
#

is there a way to go into the particle system and make the particles emitted by the skinned mesh render move when the part of the mesh they spawned at moves?

warm torrent
sinful badger
#

okay

spare bear
#

Hey all, does anyone know how I can prevent this from happening?

It's a Vertex Animated Texture effect.

low aurora
spare bear
#

Thank you, I will try this

viral star
#

Hello folks, I'm a bit stuck while trying to understand the vfx shader graph, in the VisualEffectGraph-Samples-Master project, in the bonFire vfx:
I can see that they've defined a shader graph to use for the output.

But I don't see where that option when adding a new output.
These two outputs are the same? But I don't have blend mode in the 2nd.

I'm using Unity 2021.2.9f1 for the VisualEffectGraph-Samples-Master project.

EDIT:
Had to enable Experimental features in the Preferences->Visual Effects.

onyx lake
#

Anybody got a good solution to stop VFX Graph from auto playing on awake? The only option I found online is to enable Initial Event Name and leave it blank, but that feels hacky.

unkempt peak
#

hello, so I have an issue where I got 2 particle generators that generate a sphere from the same origin, one sphere a bigger than the other, but for some reason, the smaller sphere looks as if it's cutting trough the bigger one and rendering over the larger one

#

when I move the larger one forward, only the forward side isn't eclipsed by the smaller sphere

#

so it has to do w how they decide to render them or smth

#

b4 it worked fine but I played w the renderer settings and now it's broken and idk what I changed

#

fixed it by changing the rendering layer of the bigger sphere to 1 so it renders on top

civic surge
#

how can i go about recreating this on the VFX graph? At least the rough idea of it (Mainly just the stab effect)? Do I need something like a cylinder mesh and have the particles run through there or something else?

fluid lagoon
civic surge
#

basically the lines move along side the direction you see

#

i want to believe it's just particles that are moving alongside a cylinder

#

@fluid lagoon here's another reference that does similar to what the pic is doing (The third hit of the character's normal attack)

fluid lagoon
#

it's a bit too fast to really see but they probably also kinda scale

civic surge
#

gotcha so i presume they used different sizes of the same particle, generate a bunch of them and have them move forward?

#

seems like one particle outlived the rest so i wonder if it's like a two layer thing where there's a second particle generated that has a longer lifetime than the particles surrounding it

ashen robin
# civic surge how can i go about recreating this on the VFX graph? At least the rough idea of ...

In this Unity tutorial we are going to create a Sword Slash effect! We will use Blender, Shader Graph and the amazing Visual Effect Graph tool from Unity! Hope you guys like it!

Rabbit's Tale - STEAM WISHLIST: https://store.steampowered.com/app/1763860/Rabbits_Tale

00:00 Intro
00:13 Rabbit's Tale Wishlist Shoutout
00:29 Intro
00:46 Slash Mes...

▶ Play video
#

Genshin's particle effects seem to be mostly very stylized quads, which makes sense since that game can run on a toaster

#

The mesh idea is fine too if you just want to go with that since it's easier to just add that depth to the effect than to create an illusion of it all.

civic surge
ashen robin
#

Ah, you actually want that stab effect. A cylinder sounds like a good idea in that case with some cutout. Otherwise multiple different systems in combination with similar effect

civic surge
#

i actually tried just pure velocity with the sprites

#

ended up creating this (let me boot up unity first)

ashen robin
#

aye, looks like the right idea

civic surge
#

i thought they were moving at first but upon creating a looping gif

#

realized it actually mostly just closed in on itself

#

which was what i tried to recreate

ashen robin
#

Yeah, if you localize the system I can see it working if the player is the one moving

civic surge
#

unsure though how to recreate that particle density

ashen robin
#

Can probably get away with throwing on some emissions

civic surge
#

tru

#

i do wonder dough how they make their slash effect

#

seems like sprite sheet

#

given how uniform the slash is

kind hedge
#

Trying to make a rain volume follow the camera, but I end up with this rainless strip, not sure where it's coming from, any ideas?

karmic bay
#

just wanted to ask, I am following a muzzle flash tutorial but their VFX graph looks like this while mine does not have any of these particle nodes at all

#

is this some version difference or am i missing something
I am using URP and VFX graph

#

nvm figured it out

fair plover
#

I'm trying to put wingtip trails on a plane, but for some reason, unless I set the time to a ludicrously low value, the trail just goes on and on and on and doesn't give me the effect I'm looking for. Can anyone tell me what setting I might have screwed with or value in script I might have set that might have caused this?

#

This is happening in 3D space btw.

#

The only thing that I can think of might be the fact that I'm using 1 unit = 1 meter, which I read is the common scale to use.

drowsy coral
#

ah this should be the right place

#

I'm working on a lightning dash vfx graph. Every time i add the 'set position' node to my 'update particle strip' context, all my particle strips stop showing

#

can i send a short video on it?

spice hollow
#

I'm looking for a vfx effect where particles continously 'flow' outwards from a central point. Any chance someone can recommend something for this?

tiny patrol
#

anyone know where i can get a 2d steam effect

#

like coming off food

inland tusk
#

if I have a VFX graph output cube unlit, is there a way I can put a texture on it where not all faces are 0-1? What I want to do is have a bit of 'fake lighting' in the texture of the cube - the upward face is brighter than the lower face etc

warm torrent
inland tusk
#

oh damn I didn't even know VFX graph had output mesh is that quite new?

#

hmm shader sounds great actually... and I guess would be more efficient? I'm targetting VR

#

hmm looks like custom shaders are only on quads

#

nm output mesh has it, just not particle cube for some reason

#

thanks for the pointers

warm torrent
inland tusk
#

Thanks. I have another question:

what's the best way to apply a 0-1 destaturation to a vector3 color in VFX Graph? I know there's some funky maths but it involves quite a lot of operations and such, is there a combo of nodes that could simplify that?

warm torrent
#

For example you could lerp the particle's color to its luma instead based on some factor

inland tusk
#

oh that's perfect

#

a bit better than my entirely incorrect r + g + b / 3 😅 thanks again!

near remnant
#

how do i view a trail renderer in unity? is there a way to make it play?

cloud plinth
#

Evening guys, how would I go about creating a Unity 2D project where the background is recognised as transparent by OBS? I'm trying to create particles that can be used as stream overlay effects and from what I can see there are no tutorials on how to achieve this very specific effect. Something like Stream Avatars is a perfect example of what I'm trying to achieve.

misty rock
#

Anyone might know why the light from a shader graph goes through the ground?

fierce onyx
#

how to make particles collide using visual effects graph

prime dome
#

hi is there something like elbow node in vfx graph for wire management like shadergraph?

#

any one knows any tips or solution for that

zenith grove
cloud plinth
keen delta
#

i have my white sprite in under texture sheet animation but its still purple boxes, also how do i change the size of them?

sudden mist
#

Anyone know how I can mask a VFX? Im trying to make these small particles only appear where the red is. Currently, the particles spawn outside of the red. The particles are a visual graph and not a particle effect, so I cant sprite mask it like how I would a particle effect.

warm torrent
#

What do you mean by "unlock"

#

To be precise they are not attached to any sprite, but if set to local simulation mode only exist relative to the particle system's gameobject's transform component

#

You can use a script to control emission based on gameobject velocity, or use the emission over distance option in the particle system if applicable

warm torrent
sudden mist
#

Im trying to make the particle effect match whatever the "fill" of the health bar is. Can anyone help with a solution for this?

ashen robin
#

It looks like you solved the previous step, so what would be different about resolving this now?

sudden mist
#

@ashen robin Well, Ive been looking into shaders but Im a complete beginner in unity, but I have a lot of programming experience. But the next step Id say is making a sort of "fill" for the particles that I can match to the UI fill statistic.

ashen robin
#

Is this all on the UI? Are any of the particles being hidden at all by the UI border there?

#

I've not really played around with particles for the UI, but I hear there's some issues with screen space canvas, and I believe there's a community package to help with that.

#

I think I remember reading about using multiple cameras, one to render the canvas, and another to overlay the particles

#

If you don't manage to make it work with particles, using shaders here would work fine too

dull obsidian
#

@sudden mist you mentioned this is vfx graph, so you don't need a custom shader or shader graph to do this though you could do it either way, it's the same basic concept dealing with the same attributes either way.

seems like the simplest way would be to (in the output context) use a compare node to set the particles alpha to 0.0 if the value of the fill bar is greater than local position or set alpha to 1.0 if the particles are less than the fill value. the fill value can just be an exposed float parameter. this assumes these values are all normalized between 0.0 and 1.0 and the bounds of the system are set to the total size of the fill bar.

sudden mist
#

@dull obsidian That sounds like an awesome and simple solution, thank you so muucch.

sudden mist
sudden mist
dull obsidian
#

@prime dome it depends on the fov of the camera and other factors. but forget about that for now, as this generally isn't how one would go about these things.

instead of the attempted method to achieve a unknown goal, it would be more helpful to know what the end goal is here: a heads up display, a pause menu / user interface, a screenspace status effect like damage / healing?

i also recommend #💻┃code-beginner and possibly #💥┃post-processing or #📲┃ui-ux depending on what the end goal is here.

#

also, this channel's name starts with vfx-which is short for visual effect graph which at this time is mostly for gpu particle effects. so it practically means gpu-particles-and-cpu-particles. sorry it is a bit confusing

#

@prime dome no problem! also feel free to come back to this channel for chatting about 2d particle effects for your game

grizzled turret
#

I'm trying to make a simple jumping particle effect. Particles moving to both the left and right of the player, growing in size over time and decreasing in speed, but the particle system is proving to be quite unintuitive for me. Could someone reference me to a place to learn more or to help walk me through it?

safe peak
#

the particle is looping idk why

inland tusk
#

VFX Graph : Can anyone think of a way to have a block in the initialise of a VFX graph that kills X % of the particles? So I can have a float for a percentage of the total particles I want?

#

altnernatively, to when you are creating particles from a point cache sequentially you only take every n vertex

mental fiber
#

Hey guys! Do you have any videos or advice how should I recreate a visual effect from a game for learning purposes? I think this would be the way to learn the most in a short period of time.

warm torrent
granite arch
#

Hey guys I'm trying to make a spike impaling vfx but I can't seem to get the movement right... I'm using Orient: Look at Position to get them to all point in the center and then using Lerp to go from the starting position to the target one but close to the end of the lerp the particle spazzes out and it "disappears".
If I change the target position and look at position from 0,0,0 to 0,1,0 it doesn't disappear but at the same time just points all of the spikes downwards. Here's a video if it helps https://youtu.be/A1pAnR5Z50c
EDIT: It is not the size over life node you can see it work in the video.

midnight marsh
#

I can't seem to figure out how to pass a position via the EventAttribute to the VFX graph with an event. How do I expose a property to EventAttribute?

#

Any help much appreciated

solemn granite
#

Why my particle with sphere bounce after hit first enemy?

ashen robin
#

And you've got bounce set to 1 there

opaque knoll
#

Hi all
Anyone have some resource on constructing trees/plants entirely out of particle/strips?
I've made it (with sways, growth) but wondering if there's a better/simpler way to do it

opaque knoll
#

I think 1 of the hassle here is that the "sub-emitted" particles don't have real-time/most up-to-date info of the particle that it spawned from, only the info right at the moment of the spawn event triggered
So i had to include certain "seed" info into some custom attribute and pass it to the spawned sub-emitted particle

Then in cases of "swaying", the child parts (leaf attached to branch, branch attached to trunk) each individually have to simulate from the trunk-onwards up til that leaf itself

opaque knoll
#

So simplifying the question:
Is there any mechanics/feature that can "parent/attach" a particle to another? In terms of movement?

opaque knoll
#

I get these humongous gizmo in Scene window when selecting the SDF node in VFXG
Anyone know how to turn this off?

warm torrent
opaque knoll
#

Nope doesnt

#

But anyways it's apparently affected by transform's scale

prime dome
#

does anyone have a actual working tutorial for lighting material in 2023

warm torrent
prime dome
#

like a cube that provides light

warm torrent
fading helm
#

how do i adda sprite to a particle generator?

vocal nexus
#

Hi, I'm having issues with soft particles working in URP, I've enabled depth textures, and soft particles in my material, but it doesn't seem to do anything.

worn fable
#

guys

#

i need

#

help

#

i am new on unity

#

and idk why the vfx

#

is coming like this

#

can someone help me fix it

warm torrent
worn fable
#

idk how to explain what rn

#

i am new on unity

warm torrent
worn fable
#

i see

#

alright

warm torrent
vocal nexus
#

Is there any way to do a weighted random for particle system ranges?

#

It's what I hoped curve did, but sadly not

warm torrent
vocal nexus
#

Shame I wanted some fast particles and some slow ones, which seems like it may require two particle systems

warm torrent
#

If you want complete control over particles you would use VFX Graph, though its technical back-end is also very different

#

And its learning curve which I despise

chilly dagger
vocal nexus
#

Thanks

pastel orchid
#

is there a way to change the direction in which the particles fly off without rotating the GameObject it is attached to, or do I just have to make a new empty GameObject inside it and move the to particles there and rotate the new GameObject?

#

Like for example if I have a GameObject with a particle emitter, can I change it to shoot particles in any direction other than the forward direction of the GameObject?

ashen robin
#

That should all be doable inside of the particle system itself.

#

You can also change the locality of it, so the direction can be relative to the GO or in world coords

warm torrent
pastel orchid
warm torrent
pastel orchid
#

it is not moving

#

just stands there, emitting

pastel orchid
#

anyways I got it working

#

well, not me, I got help

opaque knoll
#

Hi all
The Position (SDF) gets a random position?
Arc Sequencer is only an arc
Is it possible to make it "spawn from a random pos but Y pos be around 10" ?

gentle seal
safe vigil
#

I wonder is there some way to let particles live out their life even if particle system is disabled for example enemy dies with its ps emitting so what do I do?

opal star
safe vigil
#

ive got lots of enemies so I use pooling if I detach then it kinda breaks that enemy tho I know what im gonna do ill try to make enemies request correct particle system to start emitting and follow them for effect duration if its ok enemies wouldnt even need to have child ps for each effect

warm torrent
shadow gust
#

Hey guys, i've checked out 5 tutorials for the VFX Graph, but no matter what i try, when i create a VFX Graph etc i just see a teacup, no particles or effects. What am i doing wrong?

shadow gust
warm torrent
shadow gust
#

after installing URP package and restarting unity, i still cant find it and select it in the graphics settings

warm torrent
#

Well it's not supposed to be there yet

shadow gust
#

thanks, checking the docs

#

@warm torrent It works! except my game turned purple 🤔

shadow gust
#

@warm torrent Perfect, everything works now, thank you a lot 🙂

shadow gust
#

i've followed a tutorial to create lightning, but the author never mentioned how to increase the thickness / width of the "trail bodies", how can i achieve this?

ashen robin
#

Usually the size/scale nodes of the particle itself

fallow kestrel
#

my particle system wont play even though it should start playing at the location of the flameExit transform, does anyone know why?

    {
        if (!isShooting)
        {
            //Enable the flamethrower particle system and begin shooting.
            flamethrowerParticles.Play(flameExit);
            isShooting = true;
            Invoke("StopFlamethrower", shootDuration);
        }
    }```
shadow gust
#

i've imported an FBX mesh to use with my VFX graph. However its casting a shadow which i dont want. i cant disable the mesh renderer in the fbx object either, what can i do?

warm torrent
shadow gust
#

okey i see the info text, hmm

#

fixed 👌

#

ty

shadow gust
#

whats the best method of adding light to your VFX graph & particles? For this slash above and also another lightning bolt effect

warm torrent
shadow gust
#

i have 9 identical vfx fires with particle system lights, they are clones of a prefab. how come only 3/9 lights up?

warm torrent
shadow gust
warm torrent
# shadow gust oh.. can i remove that limit? why is it so low? Found the setting. Additional Li...

Ideally you limit light ranges and split meshes into smaller segments to reduce the number of meshes affected by each light
Deferred rendering path supports infinite lights but has drawbacks like no transparency or hardware AA
Forward+ rendering path supports a lot of lights with no drawbacks, but it's new and can be buggy
Baked lights have no light limits, but it's a whole different workflow and has its own drawbacks, mainly being entirely static and limited specular reflections

shadow gust
warm torrent
#

Likely

hushed nova
#

Hello y'all, I got a question about the Unity Particle Pack from the asset store, why is it when I look at the particle effects for bullet holes, the decal seems to stretch according to the object, but when I use it it doesn't, does anyone know how to fix?

warm torrent
tall remnant
#

How should i begin learning everything related to visuals (i have only done coding)? I have some fragmentary knowledge but it's better to start from zero, I dont even know what some things in Material tab are. Right now i want to make some visuals for spell like abilities, so fire, wind, barriers, explosions, smoke etc... I work in 3D

warm torrent
#

Particles, 3D art and shaders are all different disciplines, but you'll find they're very deeply intertwined once you start digging in

tall remnant
warm torrent
#

You can make cool and useful stuff with them without knowing any theory, but by using them more you start seeing opportunities to combine particles and shaders, which is when it gets technical

tall remnant
warm torrent
#

If you're not allergic to studying and not so concerned with getting instant results then you could read resources like the Shader Quest series, and start learning what VFX Graph can do

warm torrent
#

Usually only one of these two learning techniques works for a person depending on how they learn

sudden mist
#

Would love anyone who has very very good experience with masking particles and shaders to help me find a solution that mask the particles according to the fill size of the health bar. Private message is preferred for me so just DM if you are able to help, thanks!

dull obsidian
# dull obsidian <@941531700394070107> you mentioned this is vfx graph, so you don't need a custo...

@sudden mist did you give these previous suggestions a shot or have trouble along the way?

(btw, private message kinda defeats the point of this asking for assistance in the discord server here. unless you're trying to hire someone as a consultant. [which you can do by job posting on the unity forum if you want.] one of the reasons why i and others provide "free" assistance here is that everyone/anyone in the community gets to benefit from it and contribute to it.)

sudden mist
dull obsidian
sudden mist
#

Im using URP, but this does not sound bad at all either. I tried something like this before though. I read something like particles are world view and UI images are not so a sprite mask couldn't work. I could be wrong though, I just read it online while researching.

#

Thanks for the help btw.

dull obsidian
sudden mist
dull obsidian
#

@sudden mist sure. another way is if you can put this part of the project into it's own example project and post a link here or on the forums then i or someone can take a look

tawdry jacinth
#

hi all, having problems referencing visual effects, i dont want to have the actual vfx under the gameobject like is shown in the (hierarchy) picture, i would prefer just to drag and drop a vfx from my project into the inspector and 'spawn/play' it on the parent gameobjects start, but it wont let me not have the vfx be a child of the parent to reference it.

i hope that makes sense

sudden mist
#

@dull obsidian This is the code I did for a solution but it still doesn't work... I feel that I am super close to what I need though. If you could give your input, I would really appreciate it!

rugged mural
#

I just started using Unity 2021.3 and having a weird issue in my viewport on one particle system when I zoom with the mouse wheel, the particles seem to scale in the opposite size? Is this a bug or a setting I'm missing somewhere?

dull obsidian
sudden mist
#

It actually doesnt do anything atm but I feel the logic is there. I feel like Im just missing one thing thats making it not actually work.

#

What I mean is that Im not getitng the desired effect, it still looks the same so the code is probably doing something wrong.

random stream
#

Sorting Layers don't seem to work for my particles. They are either behind everything when I set the position to 0 or in front of everything when I set the position to -5. The Sorting Layer ID and Order in the Renderer module doesn't seem to do anything?
My game is 2D

warm torrent
random stream
warm torrent
#

Otherwise they use opaque sorting that's unaffected by any sorting layers

random stream
rapid hornet
#

Hey so I am making the game and one of the enemys of my game I want to kind of be warped and staticy kind like a mimic from "Into the radius" and the closer you get the more disooreted and staticy the screen gets. I have no idea how to go about this since I don't really mess with shaders, 3d models, particles, etc. So my question is how would I go about this? Any help would be greatly appreciated!

gaunt blade
#

wanna make this beam as a particle effect hiw would 1 do that?

solar trellis
#

.... unity,why?, why did we need to insert it by ourself?

hushed nova
ashen robin
#

Change the direction relative to the normal instead of a forward direction?

#

Actually I'm not sure what you're aiming for here. I'd assume you'd want to particles to go outwards, towards where the bullet spawns, but it looks correct if you want it to appear behind the object.

warm torrent
north acorn
#

I'm new to VFX/Particles and I am trying to achieve an effect where a projectile can collide against a wall and disperse the particles. I am creating the projectile animation in blender, I have very little experience working with these types of graphics.

#

Example of fire shooting from a flame thrower hitting against a wall, and or sphere and dispersing based on the shape of the object.

#

Does anyone have any ideas or resources that might help?

ashen robin
#

if you want that sort of ricocheting logic

#

The shuriken system does have some built-in logic for that if you prefer to just bind everything to it and use its collider events, but otherwise you'd make your own projectile controller and sprinkle the vfx on it

north acorn
#

Thanks, this skuriken system is perfect.

analog sorrel
#

Hello, how do you make a particle spawn from a fixed position?
I want all my particles to spawn at the local zero vector but in the Shape module there is no point option, only shapes. I tried to disable the module but then the particle has no direction or speed. It just stays there

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It would be great if there is a solution in which a custom script is not needed

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analog sorrel
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I think I solved the problem, I just picked the "Edge" option and it seems to work

analog sorrel
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the problem was that the particles spawned in a random place within the shape

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# analog sorrel I did

Oh I think I misread
You can get many shape options to act as a point if you decrease their radius / length / etc to zero or close to it

analog sorrel
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hm alright

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thanks

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A sphere with 0 radius just emits in all directions, a cone with 0 radius just emits towards the angle

analog sorrel
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oh ok

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thanks again

brave snow
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hey how do i prevent particles to be overwritten by depth of field/blurry too (built in rp) i don't want to create a second render camera because for example bloom should still affect the particles too

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wooden ruin
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I am having this weird issue of black patches around my particles in ar! Would anyone have any clue about this.
I am using Mobile/Particles/Additive shader here with AR camera backdrop. Currently my camera clear flag is set to solid black color with 0 alpha... which is required for compositing with ar camera image later. My guess is Unity's particle system uses the camera clear flag for filling the destination render texture, but particle system is not using the alpha value!
Or am I doing any wrong here??

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I am referring to these fiery particles which renders nicely over plane (the lava surface) but as soon as it exits that you can see the black border (quad mesh or billboard) around the fire particle.

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And if I use normal Particles/Additive then the particle are simply not visible outside of the plane surface.

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wooden ruin
opaque knoll
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Vfx can't do "inherit custom attribute" it seems.. gotta put some value on some unused builtin param?

wooden ruin
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Sorted... seems like the Unity particle system was always setting alpha value to 1 with default additive shader. A bit of customization around alpha did the job 🙂

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analog sorrel
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is there a way to make an instant laser with the particle system?
I tried to just shoot a particle and make a trail but it doesn't have the "instant effect". if I crank up the speed, then the particle goes through walls sometimes (I have the trigger module enabled to detect if it hit an enemy). Maybe make a custom script where I shoot a ray, get the distance, and spawn a particle with that length? Maybe there's an easier way to do it. If so, can someone tell me or direct me to a source?

ashen robin
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If it doesn't need to travel, then getting the length of the laser from the point of impact is probably the idea. As for the effect, you could just use a curve to increase/decrease an emissions value over the particle.

ashen robin
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manipulating emissions seems to be uniform over the whole particle, so I believe it shouldn't matter that much when scaling

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well, I guess that would make sense if you're just using textures consisting of a single color

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eager dew
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Is there any way to render particles above the ui without setting up multiple cameras?

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A Canvas has one sort point relative to other gameobjects, which is the center of its elements

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In 3D space

eager dew
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So I would have to create a new canvas for the particles?

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on a higher sorting layer?

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Whichever you prefer

eager dew
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ahh okay got you so just screenspace overlay is not working for that

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eager dew
obsidian parcel
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is there a channel for help

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cuz idk what software to use

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to make vfx and 3d models

ashen robin
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blender/photoshop usually what I use for basic assets

analog sorrel
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@ashen robin @warm torrent Thanks for the suggestions

rocky lichen
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Hello, is it possible to create a fire propagation effect with particle systems by using particle collision?

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Actually i did it to some extent but i ran into some serious issues, which i'm not sure if that they are fixable but there may be some workarounds

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A fire propagation system usually needs some kind of logic when or where the fire should spread

rocky lichen
# warm torrent Unlikely with just particle systems alone

no, i wrote a script too. The logic is when a fire particle collides with another fire particle, the other one is played and this will create like a chain reaction that will play all adjacent particles, thus creating a propagation effect of some sort. I managed to play the adjacent particle with particle collision but i have some problems with the way collision works. Which i demosntrate in the shared video

rugged shard
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Hi all! I'm trying to make a background of stars via particle effect, and overall I'm already happy with my results. But I'd like to make it so that the distribution of particles isn't entirely uniform or random, but weighted towards the ecliptic plane. Is there any elegant way of accomplishing this?

junior creek
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what I'm doing wrong? my particles are not slowing down at the end of their life. I use MultiplyVelocity over life in the output particle quad, but it doesn't affect the speed anyhow.

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(Please use mp4, it embeds)

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warm torrent
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Oh I misread

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What values do the curves have?

junior creek
warm torrent
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What if you move that to Update

junior creek
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I had similar error with color. so I did that nodes (left to right) before particle quad. as suggested on the forum. By the way I use URP

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junior creek
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I moved it to Update, and it works.

rocky lichen
junior creek
warm torrent
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Output context does not work for this purpose because it only operates on copies of particle data and doesn't create any changes that can persist to the next frame (the docs do not tell you this)

junior creek
junior creek
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I have not heard of that ever being a necessary step UnityChanThink

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They don't look very human readable, and probably don't tell you things the Graphs don't already

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Intuitively you'd want to check when fire particles make contact with unburned trees, which is more how it works in reality

rocky lichen
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"How can you get the collision against another fire particle to play the effect, unless it is already playing the effect?" one particle is set to play on awake, the other one is not. I did that, i played the next particle, that is not the problem i am having. The problem is that the particle is stuck on tree's collider. I added a code to make the particle ignore tree's collider with layermask but it didn't work very well

analog sorrel
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Is this possible to do with the Particle System? I feel like I saw this being done but I don't know where to look. When I scale the particles, I want the texture to stretch only horizontally

rocky lichen