#✨┃vfx-and-particles

1 messages · Page 7 of 1

warm torrent
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Triggers or colliders with tags or layers, for example

junior creek
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Scale node should work you can sepcify there which axis is caled. (not the size)

analog sorrel
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Is that in ShaderGraph?

warm torrent
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Particle System has 3D scale as well

analog sorrel
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yeah, I don't want to go into shaderGraph yet. It looks scary

junior creek
warm torrent
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Shader Graph is fun and easy
VFX Graph not so

analog sorrel
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Yes thanks

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@junior creek what snow toutorial?

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I'll look into that if it won't through the particle system route

junior creek
# analog sorrel <@84354001641934848> what snow toutorial?
Unity Learn

In this tutorial, you will learn how to drive the shape and size of your particles over time using a velocity field to create the effect of a snowstorm.

Note: You can download the tutorial materials, located above the left side progress tracker, to work through the tutorial.

analog sorrel
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thank you very much

rocky lichen
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or like a fire particle collides with an object tagged tree, a new fire particle is spawned on it?

warm torrent
rocky lichen
warm torrent
# rocky lichen how would you do it?

Trees have a BurnableTree component and a trigger
Particles ignore trees' collision layer to pass through them, but test for triggers
The flame particle systems have a "Fire" tag
Using OnParticleTrigger the BurnableTree checks for the Fire tag, if true, instantiate flame particles and disable the trigger and do everything extra the tree needs to do when burning

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Collision and trigger events usually always occur on both colliders involved and have both references, but if for some reason OnParticleTrigger only has info about the trigger gameobject, then you need a script on the flame particle system to TryGet BurnableTree component from the trigger that was hit and call its method to start burning the tree

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But I don't have time to test

rocky lichen
warm torrent
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Their collider would be on its own layer if you want to exclude particles from colliding with trees, mostly to prevent fire from being spawned stuck within the tree

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But also for stylistic reasons I think it's better that flames don't bounce off the leaves

junior creek
warm torrent
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@rocky lichen I'd place more importance on the trees assuming that in the future I'd want to change the tree's material, mesh and animations as it burns
Whereas the fire's responsibility would only be to tell the scripts that hello I'm fire and colliding with you, and optionally be destroyed when extinguished and replaced with a smoke effect as it dies out

rocky lichen
warm torrent
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Point is that's simple compared to what the tree might have to do

rugged shard
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Heya, sorry to spam, but over the past few hours I failed to find a solution here. Does anyone know how to influence the positions at which particles spawn, or how to reposition them when they spawn?

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ParticleSystem.ShapeModule.position is a simple offset, which doesn't work for my case.

warm torrent
rugged shard
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Some kind of listener on particle generation with which I could manipulate individual particles when they spawn?

warm torrent
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I suppose you could also figure out how to override individual particle positions and and do the average shape thing using mathematical SDF models or something, but who wants to do that

rugged shard
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Thanks for the suggestions!

warm torrent
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It would have tools out of the box to control spawn positions using maths, and can support particle counts required by starry skies with ease

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But it requires URP or HDRP and is not compatible with mobile platforms

rugged shard
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I only learned about VFX Graph today, never tried it. I'm using URP anyways though, so maybe it shouldn't be too hard to switch. But from what I saw it's all graph-based (whod've thought!), and I strongly prefer to handle things in code - do you happen to know whether those VFX graphs can be scripted rather than put together in an editor?

rocky lichen
warm torrent
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And you need to have triggers enabled in the particle system and Send Collision Messages also

rocky lichen
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all triggers checked, tree's one collider is also checked stll didn't work

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i also noticed this dropdown menu on collision settings. You can select the layer to which objects to collide here

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do they need to have rigidbody too for the collider to work?

warm torrent
rocky lichen
warm torrent
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When the flame particle touches the tree's collider, disable the collider or move it to Burned layer that particle colliders are set to ignore

rocky lichen
warm torrent
rocky lichen
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i think i should initiate the collision action from the fire particle, not the tree. Bcs it worked before when i did it on the particle. The Tree is the passive element here, it makes more sense to me that the fire particle should jumpstart the action

rugged shard
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For the record: Managed to solve my problem with controlling the distribution of particles in a ParticleSystem by manually emitting them via ParticleSystem.Emit.

rocky lichen
warm torrent
rocky lichen
warm torrent
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Double check your collision matrix as well

rocky lichen
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i think i need to check the isTrigger box in the particle's collider bcs otherwise it's crushed under it's own collider

warm torrent
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Or both, to save some performance

rocky lichen
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Now what is left is to, changing the tag of the tree after the particle is collided with it right. So that the trees will burn one by one instead of burning alltogether

rocky lichen
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i did that too!! Wow i made a homemade fire propagation system!! @warm torrent couldn't have done it without your help friend. Thank you very much!!🙏

shy geyser
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Hi, I'm still very beginner, especially when it comes to particle system. I have the following particle system you can see in the screenshot. What I want is that the number of particles emitted to be random (currently it is always 30 particles, which you can see in the emission section)

warm torrent
shy geyser
warm torrent
shy geyser
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oh I should limit the max particles I guess?

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so they dont stack and suddenly i have 50

warm torrent
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That's one option, but you can always figure out the largest possible burst by summing up the burst particle counts

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If you have 0-50 particles across all bursts, but set max count to 25, that means that half the time it'll be exactly 25 as it would go over

shy geyser
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right

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okay

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thanks

warm torrent
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But that may be okay with you

shy geyser
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no I now know what I have to do 🙂

warm torrent
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I prefer to have one burst with 1 probablity that determines the minimum particle count, then about three more bursts with decreasing probability and counts, for example
15, 1
8, .66
4, .33
2, .15

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This makes their distribution "smooth"

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If my math is right these would mean a burst between 15 and 29, with a weighted average of 21.9

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Then preview it a bunch of times and tweak

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Maybe you want a small chance for a big extra burst instead of a little one, depends on the case

pulsar valley
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Hii ^^ I made a material using shader graph and wanted to put it on the particle renderer material but after changing the color of the material in the script with setColor the particle starts showing a lot of black instead, does anyone know why this could happen?

warm torrent
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Or that's the proper way to do it anyway

pulsar valley
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Oh so the shader material needs to have a vertex color node? Im not sure where it would fit as my shader material only has a fresnel effect and blend to change the color

warm torrent
pulsar valley
warm torrent
junior creek
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I was wrong about cpu bound, and the principle is different. https://forum.unity.com/threads/vfx-graph-set-color-over-life.1353839/#post-8545457 here is a difference between color over time in Update or in Output. In my case it's possible to calculate color, but for verlocity - as it update position of the particle it's only possible in the Update

warm torrent
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Literally everything the docs have on the Output context is:

Output Contexts render the particles in a system. They render the particles with different modes and settings depending on the particle Data from the Initialize and Update Contexts in the same system. It then renders the configuration as a particular primitive shape.
To customize Output Contexts, you can add compatible Blocks to them.

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Nothing about what data it has access to read/write, not whether it operates on particles or vertices, nothing about effect on sorting order

junior creek
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@warm torrent yes. and some documentation huge sections in the API level. so it's hard to navigation. but whatever. at least now it become a bit more clear for me the difference. that everything in output is not stored.

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but still =)) better than in ECS package =)))

pulsar valley
warm torrent
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Accessing renderer material in script creates new material instances, and seems superfluous since particle system already lets you modify particle color via the vertex streams

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There isn't a "right" way to use the fresnel effect, it simply gives you a value from black to white based on viewing angle

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How the nodes should be set up depends how you want the fresnel to be applied

pulsar valley
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The fresnel effect is applied only when pressing the "play" from the scene window on particles, and it looks like how i want it. However when playing the particle during play mode the fresnel effect is gone

warm torrent
pulsar valley
warm torrent
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Just to confirm it

pulsar valley
warm torrent
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Like I said you don't need to access the material directly with particles

pulsar valley
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The nodes look the same as in the screenshot i sent, and i'm setting it to a normal color like "particleMat.SetColor("_Color", waterColor);" But how can I change the color inside the script otherwise?

warm torrent
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Why modify the color with a script?

pulsar valley
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and I thought it would be better to have a color property inside graph shader that i can change, because i need to apply the material to the particle renderer anyways

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But you are right i could just change the start color.. ``` ParticleSystem particleSystem = circleController.GetComponentInChildren<ParticleSystem>();
ParticleSystem.MainModule particleMat = particleSystem.main;
particleMat.startColor = waterColor;

I did this but the color is just set to white for some reason, same when i was setting the material's color itself. In inspector it just shows as white
warm torrent
pulsar valley
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I just want to set a specific color for that one instance of particle when playing it

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Inside a script

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But when setting the color it just turns it white

warm torrent
pulsar valley
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But how can i modify the vertex color? It doesnt have any color input in shadergraph

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And changing the color property and multiplying that with the vertex color doesnt work either (the color is not set correctly)

warm torrent
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You need to use its methods

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I'm still curious tho how exactly do you need to set the color, or like, why

pulsar valley
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but I cant access something called "Vertex color" with particle system in script

pulsar valley
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So i want the particle to have a specific color depending on the universe the player is switching to

warm torrent
pulsar valley
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I only have this one particle system in the game

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And each time the particle is played it needs to have a new color

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So i guess all particles work

warm torrent
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For that I think the best tool is probably global shader properties

warm torrent
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First it'd be best to test only one thing at a time
So far there's been the fresnel, the vertex colors and material color property all kinda mixed in

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So I'd plug just the color property into shader's color

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So there's no need to create material instances

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Since it'd be shared across all instances of the shader

pulsar valley
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I dont see what would be different to the first time

warm torrent
pulsar valley
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But it doesnt work

warm torrent
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All three options do work

pulsar valley
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the color is just set to white

warm torrent
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I would've suggested this as the first thing if I understood your goal

pulsar valley
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Same when setting the StartColor, instead of changing the material color

warm torrent
fervent bloom
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Hi there! I was playing around with VFX Graph in URP and after I pressed CTRL+Z my VFX no longer shows up. Does anyone have any suggestions on what I could try?

safe vigil
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I wonder why my sprite is shaped like that I want to line up particle system to sprite perfectly for break effect

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this is same sprite overlapped and those black triangles are bounds of sprite my particle system apparently sees

pliant trench
pliant trench
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I made a new 2d project, instead of 2d (URP), and I don't have this issue. Is this a known issue with URP?

prime dome
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I’m trying to use a GraphicsBuffer in a VFX graphic, but the GraphicsBuffer is initialized from inside a C# script and then sent into VFX through SetGraphicsBuffer. Which Target should I use in the GraphicsBuffer constructor for this case?

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There’s Index and Append and all that, but the documentation isn’t very clear on which one to use for VFX. I intend to just sample the GraphicsBuffer by index in the VFX graph

dull obsidian
prime dome
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Thanks. I got it to work with StructuredBuffer

tulip spindle
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I learned to make a sphere bounce on a flat plane, with physics material and then dragging the physics material into the Material box in the sphere collider.
So can you make a particle system fireball like this bounce off walls in a cave wall boss room, by adding a sphere collider, with Physics material to make the particle system fireball bounce off walls?

ashen robin
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Right, so basically you want to develop your own controller logic for the particle system which is fine. If you want to do it like this, you'll mostly be using the vfx to develop stationary particle technically and use the gameobject composition it lives on to make it move.

ashen robin
tulip spindle
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I am downloading the newest version of unity, I am using 2019.4 version currently.
What shall I check on these if I am using a Windows computer and my game is for Android mobile, and the Play Store?
So windows build support (Il2CPP)
Android build support?
ill check these 2?
anything else?

I am worried my project will vanish when I download thye new version anything I need to be worried about?

dull obsidian
oak glade
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Hey, Im new with particles. Im trying to make it so the particles coming out of a particle system are in the background. Ive made a layer called background which is behind all of the other layers and set the particle system and the particles but its still coming in front of all the sprites. Yall know how to fix that?

dull obsidian
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i'm asking because the Sorting Layers and Order in Layer values that are used to sort 2D renderers in Unity don’t work with 3D Mesh Renderers.

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or 3D particle sprite renderers etc as I understand

lyric lotus
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i just create a sphere in blender. when i use it mesh to the particle this happen,its not covering all the sphere

warm torrent
lyric lotus
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iam kinda new to 3d should i make the texture circle or full square, i use the opaque circle for the particle above

warm torrent
lyric lotus
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ahh thanks

inland tusk
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hi. I have a portal setup which works fine in URP. However, the objects inside the portal need a custom shader on them which has this inserted into the shader code before the pass. So I copy the shadergraph code, and paste it into a .shader as suggested in a tutorial:

    Stencil{
        Ref  0
        Comp NotEqual
        pass keep
    }

this works great for normal objects etc. with that material on them. However, I want this to be applied to a VfX graph strip geometry. it appears that you can only apply shadergraphs to VFXgraph geometry, and as I had to edit it to a .shader to get the portal functionalilty I can't assign the edited one to the VFX graph output node.

Anyone got any ideas (or am I missing any info here)?

shy flame
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hello i have a problem with the visual effect i follow a tuto to the letter but i don't have the same thing as him do you have any idea where this comes from? (i have arranged the uvs so that it is coherent but nothing works)

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first image it's me and 2nd its a tuto

ornate maple
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Hello, hopefully someone can help me out, I have some simple particles spawning when an enemy dies. They have gravity and everything yet for some reason, they start to float near the end. Does anyone have an idea?

ashen robin
# shy flame

You're talking about adding shaders to your mesh? You need to enable the experimental package probably for the vfx graph. It should be inside of preferences (not project settings for some reason)

shy flame
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thx

ornate maple
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to note, I am creating the effect on death like such, Instantiate(effect, transform.position, Quaternion.identity);

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and when I checkout the prefab on it's own and hit play in the world, everything behaves normally

ornate maple
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I figured something out, the particles are moving away on the z axis.

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I need to figure out how to keep them all on the same layer

solar trellis
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can i change the shader for VFX runtime using script?

maiden gate
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im doing a sword slash effect but it gets occluded by a mesh i made partially invisible using a shader

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Does anyone know how to make the slashes ignore the wall like the other models?

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Slash settings

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Wall properties

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Material properties

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im trying stuff like using layers, sorting priority, etc

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Particle properties

junior creek
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is there any existing node in VFX graph which do the same (set position which I send by event from script )

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I send position like this

_vfx.SendEvent(Play, _eventAttribute);```
fervent bloom
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Hey there! Anyone know why a visual effect from vfx graph would not play? This has happened to me twice already. The first time I just scrapped the entire thing and started over, since no matter how much backtracking I did I couldn't get the effect to play again. Now the same thing is happening and I'm pretty sure its some form of playback issue moreso than a graph issue.
I'm using URP, for which I know vfx graph is still in an early version.

prime dome
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Does anyone know why my particles are bouncing like this

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I have bounce set to 0

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And there's just a collider on that bridge

junior creek
fervent bloom
junior creek
fervent bloom
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This is the whole graph. Set the capacity to 500 just now to test

junior creek
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and you do not see gizmos in scene when you play this system?

fervent bloom
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This is all I see. The four dots are unity transforms with icons

junior creek
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2 things bothering me, when you get particle index you devide it to itself, does it give you constant 1 or I'm missing something. and 2d thing is why do you sample Bezier in Update, if your progress is constant in strip. Sorry for these stupid questions, I'm still newby in VFX 🙂

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oopps. sorry, I've never been working with UpdateParticleStrip, only used Update.

fervent bloom
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Bah, of course

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I can't believe how long I lost cause I accidentally connected the division to the same thing hah

fervent bloom
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Actually, I have another issue, probably due to lack of understanding.
No matter where I place my control points, my particle strip only goes from start to finish, doesn't curve with the control points

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This is what the graph looks like now

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For some reason my sample bezier seems to always be returning y=0

junior creek
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do you see th hash sign? can you hover over your mouse. what does it show?

junior creek
fervent bloom
fervent bloom
junior creek
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can you also select the swatch in the main texture or your output quad

fervent bloom
junior creek
fervent bloom
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I can select a texture but even then nothing happens

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Well it changes the look of the stripe but doesn't fix the issue with it not curving

junior creek
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mm... another thing. you don't not rotate mesh towards camera

fervent bloom
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Not yet no

junior creek
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hm.. it's super strange iv it only connect

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can you show the whole graph again please

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actually 🙂 sorry, I was in my playground project, so I used this node strip progress from unity samples

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here is that subgraph

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Also, as I can see on your last graph you used uint division which will always give you 0, try to change it to float

fervent bloom
junior creek
fervent bloom
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By the way, you mentioned that its not facing the camera. Is there a node for that or do I need to do the calculations and set the rotation myself?

junior creek
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let me check, there is something like FaceToCamera for output graph

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first one

fervent bloom
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Hmm, I don't have that. I'm assuming its from those samples

junior creek
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are you sure that you do that in vertical output node

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it's not the horisontal logic

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Interesting. there is no multiply node to multiply vector to matrix4x4 (((

junior creek
junior creek
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Is there the way to bind camera to VFX graph?

junior creek
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more or less works ( I spawn text bubbles) but I pass 4 Vector4 and do multiplication by hands in VFX Graph

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like this and then in update pass matrix rows

winged basalt
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Hey is there anyway to create pixelated trails with particle system?

junior creek
# winged basalt Hey is there anyway to create pixelated trails with particle system?

why not, https://www.youtube.com/watch?v=7aC93hHGN1k here is example how to use point cache. or you can get any position and clamp particle position e.g. to 0.1 grid.

Unity VFX Graph - Image Fireworks
Version:2020.3.37f1

If you subscribe my Patreon page, you can download the completed results here(Include textures,materials,VFX Graph):
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如果您訂閱了我的Patreon頁面,那麼您可以在此處下載完成的效果(包含貼圖 材質球與VEG檔案):
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Job about game fx can contact me :wangray0110@gmail.com
如果你...

▶ Play video
ripe frigate
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anyone know if its possible to use actual shader code files in VFX-Graph instead of Shader Graph references?

ripe frigate
junior creek
solar trellis
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is there anyway to use ASE for VFX graph?

stoic patio
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I made this interactive water shader that uses render texture to get information from the scene. I use red channel for the wave starting point, and green channel as obstacle which will reflect the wave. I created this simple Rain VFX graph where rain drops (marked blue) will collide with the plane and spawn the red particles(marked red). Red particles are working as source to create ripples on water. Now I want the Blue particles to be visible in the main camera but not the red one, and only the red one should be visible in render texture camera. How do I achieve that? Is there any way to separate them in layers or is there any way to link 2 visual effects?

ashen robin
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It's funny, but my pooling method atm is one of the more taxing features since I've tons of enemies on the screen at once too (no ecs sadly q_q)

fresh iris
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So I just started using VFX Graph and I wanted to ask a quick question. When using a object that has a visual effect component do I need one to spawn muliple effects or do I need to have one object per effect spawned?

ashen robin
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and each of those systems you can spawn subsystems

fresh iris
ashen robin
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You can do a lot with a single visual effect component, and the reason you'd have multiple components is for you want to trigger similar effects relative to different gameobject (such that every enemy produces some sort of bleed effect when hit). But, if say you were making like a firestorm ability that rain fire from above, exploding when it comes crashing down, that itself could be created from a single visual effect component.

fresh iris
ashen robin
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Ah, I need to kind of test my stuff to give you an answer (can't really compile atm lol), but I do pooling too and don't really have a problem with that. Perhaps how you're pooling it is using the same specific instance?

fresh iris
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Honestly I don't know. I use Unity's built in pooling system, and for some reason I have that issue.

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Becasue if the system plays when an object is enabled then that is all you would sort of need. But apparently by getting visuel effect objects from a pool it makes it so objects don't play their effect because an effect is already playing it seems.

ashen robin
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Try instantiating two different GOs with the effect just to make sure it's not a system problem and more related to referencing

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but I'm not too aware of options like that related to similar instancing, beyond probably using events and spawning particles across all systems

junior creek
# ashen robin Oh, that looks pretty good. I've been meaning to redesign my text pooling. How e...

1st I take standard mesh asset to get info about the font and generate texture. Then I have single VFX Graph which spawn text, so all happens on GPU, Performance- should be much much more performant than pooling GO's, e.g. I don't know how many texts I have but probably few thousands here. Every glyph in text is separated particle, and it's up to you how you controll it, But from personal experience, when you place text on overlay camera it's more readable, than global text scewed by perspective. You can test it by your self, it's available here https://github.com/nicloay/VFXText/tree/initial-setup I hope to finish readme in next few days. with explanation how to work with it.

GitHub

VFX Text Particles. Contribute to nicloay/VFXText development by creating an account on GitHub.

junior creek
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on the video above, I have single system, and pass few values to the system, like Source position, direction, I have single huge buffer for 10k glyphs, and pointer like show text from 234 position with glyphCount = 7, so it take 7 characters, and put 7 rect meshes all together to form the word.

ashen robin
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Oh neat, that looks pretty awesome, looks much more performative especially with all those enemies on your scene

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I'll probably dig through it once I get my project to compile ;)

junior creek
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yeah, my previous iteration was to work with damage bubles in ECS as well, but VFX graph is much much more comfortable, and offcourse a bit more performant, because you don't need to spawn entieis, controll their transform and so on

ashen robin
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And a single system too. That's a pretty good idea honestly. I usually just shrug off the overhead, but yeah it's getting to the point where 500+ enemies with rigidbodies and pathfinding is becoming a problem

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Problem with my project though I do have a large range of vfx, so that's a little trickier to pool. Perhaps caching one of each system and calling it is the way to go, haha

junior creek
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probably yes. I'm not sure how Capacity works, but I assume that it's a single particle pool, so better to have single pool even on GPU

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and with direct message (when you directly connect message to the initialize block without single burst node) you can pass multiple event with they own data in single frame

tall remnant
ashen robin
#

decals

solar trellis
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isnt it basicall just spawn cube with decal shader and some extra texture tilling

ashen robin
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Gabriel has a neat way of making them using stencils

tall remnant
solar trellis
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decal basically detect the part of mesh that contacted with opaque obj, so yes it should works as long as it's not transparent obj

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*interserct

tall remnant
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okay thank you

edgy burrow
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Using vfx graph how do I get particles to simply move back and forth? I've heard that you use sine wave and lerp but I cant get it to work

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I already have the particles in a grid but I need them to now move back and forth like the image on the left

tall remnant
solar trellis
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You can search in GitHub if you want the easy way

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"urp decal shader"

tall remnant
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there is a decal projector component in urp, do you mean i could also do it without that?

solar trellis
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If I am not wrong in unity 2021 there's decal projections

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I mean you can use decals without that, but sometimes it behaves very random (from my experience on VR)

junior creek
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here is the graph if yes

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There is also turublence mode for "Update" block, but I don't know how to lock it by axis.

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Actually, How do you guys export graph as PNG? for big graph, I don't know how to fit it, and I don't want to change my monitor resolution for that.

edgy burrow
edgy burrow
junior creek
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I suppose it's because camera is perspective and looking on them from top, try to switch to orthographic just to make sure that it's that.

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ah... you also conected output of sin to the vector, but not to the X axis.

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try to connect to x only

edgy burrow
stoic patio
#

I made this interactive water shader that uses render texture to get information from the scene. I use red channel for the wave starting point, and green channel as obstacle which will reflect the wave. I created this simple Rain VFX graph where rain drops (marked blue) will collide with the plane and spawn the red particles(marked red). Red particles are working as source to create ripples on water. Now I want the Blue particles to be visible in the main camera but not the red one, and only the red one should be visible in render texture camera. How do I achieve that? Is there any way to separate them in layers or is there any way to link 2 visual effects?

civic bane
#

how do i modify the radius of a particle emitter via script

junior creek
civic bane
#

which method is better for this specifically

junior creek
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oops. sorry, you want it from the script, then just use CustomEventAttribute

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ahh.. sorry, again. =))) i'm biased because of my customEvent. how do you trigger your particle?

civic bane
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i was able to modify other properties of it directly but theres no property for radius due to the fact that its part of the shape

junior creek
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then create your own exposed property. I don't know how to find specific to spawner property

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I think you can modify any of these ****

sullen sky
#

I've made a ParticleSystem. It works on Play and in the editor preview. It doesn't animate when instantiated via script however. what could be the issue?
(Version 2022.3.5f1 <DX11>)

dry ridge
#

I'm wondering how to do that cool scanline and distortion effect you see on the face portrait at the bottom left. Any ideas?

pseudo monolith
#

Hey Guys, so I have a really strange problem right here. I wanna create a blood effect for my enemies (but colored as oil) and everytime I kill enemy in play mode I can't see effect. It plays, cause in scene view I can clearly see the effect, but in playmode I can't. I don't know what the f@$3 is going on. I've checked every option in Particle system and it dosen't work, also I've tried to move my effects to other parents and only under a main parent (Gunner object) I could see effect. Could someone please say what I'm doing wrong?

reef lance
#

does anyone know how to get the particles to look at a certain point in a scene? whenever I look around they kind of twist and turn when I move my head

#

its hard to see it in the vid but the move when i move my head

daring loom
#

Hello guys, i have a little problem, every time when i try to create a new VFX graph, the spawn point of the particles seems to have a little offset from the center. This is a VFX graph I just created (I only changed the rate for the picture). anyone know what is the problem?

zenith grove
safe helm
zenith grove
zenith grove
#

hmm then maybe it is not the box issue

daring loom
#

i tried even to rotate the VFX object (I thought maybe is just visual) but no, the spawn point rotate with the offset so it's not a visual bug

zenith grove
#

I don't know then what might it be

daring loom
#

i see now that every vfx that i created has this new offset (until now they didn't have the offset)

#

ah, i found why, the "Toogle Tool Handle Position" was on center not pivot. it seem that i pressed Z by mistake

prime dome
#

Hey guys, does anyone know how to make a collider always collide exactly? For some reason after the rain hits a collider of any kind, it likes to bounce up or down and then the rain drop ends up there too rather than exactly on the surface it collided with

opaque knoll
#

Hi all
I'm likely not understanding what DXR is but saw that it's supported for Vfx particle in 2023
But i tried https://github.com/keijiro/DxrLattice on 2021 and used mesh with SG shader on the vfx shader and the reflection on the mesh works n all (the dark cyan octahedrons are vfx pcle mesh)

What are the DXR features here and what should i look for on the vfx pcle?

solar trellis
#

What is the right thing to do when I want gameobj explode when I interact, is it by instating it using script,or just putting the particle as a child of the gameobj?

warm torrent
#

I think in most cases you'd end up using gameobject pools for both the explodable object and the explosion object

solar trellis
warm torrent
proven spade
#

Hi!
I wanted to give vfx a shot
It's literally the first time I've watched any tutorial about it or even touched it in unity,
so I'm curious but confused about most things

So I'm watching this tutorial for beginners and I'm already to a rough start
I've created vfx graph (after installing the package)
and the preview doesn't show anything except the bounding box
I was expecting to see some basic particles there
I've watched "The Unity's" youtube video introducing vfx graph too
and on their video the preview spawns some particles as soon as they create the vfx graph

Did I miss something?
Is there particular setting that I should turn on to see particles?

I'm using 22.3.4 LTS and the "3D Core" project template

ps: hitting "play" button above vfx preview doesn't seem to do anything too

warm torrent
#

It's best to go with "3D (URP)" or "3D Sample Scene (HDRP)"

dull obsidian
stoic patio
#

@dull obsidian thanks! I will check it out.

dull obsidian
# stoic patio <@471083604135378975> thanks! I will check it out.

no problem. i believe you will need unity 2023 to use rendering layers with hdrp. aside from that, there is also the new custom hlsl block where you could write these "on die" positions to a global texture or buffer, likely more efficient , no second camera with special settings required, but that's only available in the latest beta which was alpha only a week ago. we're putting together some tutorials for that (my company, i don't work for unity) anyway it's early days

stoic patio
#

How does ocean waves simulation with Fast Fourier transform work?

Source code:
https://github.com/gasgiant/FFT-Ocean

Music:
https://soundcloud.com/igor_vaiman

Catlike Coding on Gerstner waves:
https://catlikecoding.com/unity/tutorials/flow/waves/
3Blue1Brown on Euler's formula:
https://www.youtube.com/watch?v=v0YEaeIClKY
3Blue1Brown on Four...

▶ Play video
latent lantern
#

is there a way to make a hologram map.... say your companion is like a drone and projects to your wrist the environment around u... would kinda look like point clouds but im assuming i need some sort of shaders connected to camera data?

dull obsidian
# latent lantern is there a way to make a hologram map.... say your companion is like a drone and...

this will get you going. gabriel has great tutorials. any depth map from any camera can be used such as one attached to your "drone". https://youtu.be/1BVRN_TP4m8

Let's see how to create an Holographic Map with a Render Texture in VFX Graph! It's a pretty interesting exercise with this amazing Unity tool we just need Visual Effect Graph and a Camera. Hope you enjoy it!

ASSET STORE SALE : https://assetstore.unity.com/?aid=1100l3Jhu

00:00 Intro
01:49 Render Texture Setup
03:36 Sampling the Render Text...

▶ Play video
latent lantern
#

that's awesome

stoic patio
mellow cloak
#

Getting which particle was involved in a collision

limber hinge
#

anyone know if its possible to collide VFX graph with gameobject?

dull obsidian
limber hinge
dull obsidian
# limber hinge what if i want to trigger event like damage and such?

that's difficult as currently vfx graph is gpu compute only with no cpu compute mode like the classic particle system/ formerly shuriken is only cpu. you could stick to cpu particle system or combine the two but could be a bit complex.
another option is to use the new custom hlsl nodes (in beta) to read back particle data to cpu but there is no example of that right now. i am working on those right now if you are interested

opal star
#

Imho thats a bad use case for the vfx graph. What we have done for tons of bullets is do their movement and collision on the cpu using the job system and use that data to drive the position of particles in the vfx graph

dull obsidian
#

and yes agree with @opal star if you can avoid using vfx graph for any game logic, you probably should. maybe in the future vfx graph will have a cpu simulation mode.

#

and @opal star has more experience with implementing this sort of thing than i do

limber hinge
warm torrent
#

Passing information between CPU and GPU is inefficient
Shuriken / Particle System is the recommended way to get particle collision events

outer blade
#

Can i somehow recreate the bloom effect in a particle system without using Post Processing. I want to do this for a muzzle flash, it looks terrible without bloom.

proven spade
# proven spade Hi! I wanted to give vfx a shot It's literally the first time I've watched any ...

I come back with this issue once again.
I've found a tutorial with project files included. All packages installed, proper unity version installed, URP running.
In tutorial he creates graph then drag and drop it into scene and boom the particles are particling
But when I do the same I get nothing
I've received error in console (image below)
it seems to be missing vfxparticleplanarprimitive.template from vfx graph package
any idea how to fix that?

proven spade
proven spade
latent lantern
#

more what its supposed to do but idk what im doing really

latent lantern
#

i still dont understand how he adds custom attributes like that

round girder
#

@dull obsidian

#

hello

#

@latent lantern are you available to help me out?

#

just a really simple question

latent lantern
#

I'm not a technical artist but just state your issue

round girder
#

which one would i chose

#

to do vfx

#

lol

latent lantern
#

Hi def render pipeline?

round girder
#

huh?

#

where do i find that

latent lantern
#

What are you planning to do

round girder
#

sorry this my first time ever using unity lol

round girder
#

i got this pack too but i dont know how to open it

#

it didnt download a file.

#

actually

#

i got it

latent lantern
#

3D

round girder
latent lantern
#

For that ya

round girder
#

he is new

latent lantern
#

I'm not a vfx I make 3d sculpts

round girder
latent lantern
#

Like I've been on it in it for like 5 years and recently I picked up coding again

round girder
#

oh its complete shit

#

obviously

#

im just happy i got it working

#

you can easily do it on studio

#

thats the thing

#

yep

#

i saw

#

WWW

#

didnt know that

#

somewhat

#

but

#

its not limited to like

#

2x2

#

4x4

#

8x8

#

you can do so much more bro

#

FR

#

yep

#

i got no idea

#

i thinku can

#

@latent lantern do u know how i can see the like properties for this

#

so i can edit it

latent lantern
#

Click the asset

#

Then in the inspector

#

Hit wither edit or open

round girder
#

uhhh

latent lantern
#

I assume u have visual effects graph installed

round girder
#

where is it

latent lantern
#

Window

#

At the top

round girder
#

which

latent lantern
#

Window

#

Package manager

round girder
#

alr

#

oof i cant talk

#

yep

round girder
#

uh'

latent lantern
#

Hit the top where it say my packages

#

And go to unity

#

Then find visual effects graph

round girder
#

man

#

im so confused

#

do you mean

#

my assets>

latent lantern
#

All that should be like unity 101 first day 😆

round girder
#

where is the my packages

latent lantern
#

My assets

round girder
#

unity asset store?

latent lantern
#

Hit my packages and then it drops down to unity something

#

Unity packages

round girder
latent lantern
#

The thing you just screenshot

round girder
#

it doesnt say my packages

#

you mean this?

latent lantern
#

Ya

round girder
#

now what

latent lantern
#

Unity registry

dull obsidian
round girder
#

okay what do i look for now

latent lantern
#

Ty looper

#

Visual effects graph

#

Near the bottom

round girder
#

there

round girder
dull obsidian
#

the primary elements are not too complicated but it's the little things that all add up and so well synchronized that makes it great

round girder
#

@dull obsidian would you mind teaching me and my friend @prime dome how to make juicy effects like these?

dull obsidian
# round girder do you make those type of vfx?

i used to, i haven't been doing this kind of daily production vfx / technical artist and motion graphics for some years now, i do more simulation and rendering tools research and development now.

round girder
#

@latent lantern okay so i have it installed

latent lantern
#

Do you have a 2d art tool like photoshop / gimp

round girder
#

what do i do now

round girder
#

this is amazing

#

i love it

dull obsidian
#

but i know how much work it generally takes and an abstract idea of how to approach it. but there's nothing unconventional here, there are many vfx tutorials that will cover all of the techniques required.

i.e. there's nothing unusual about the techniques and that's okay, what makes this effect special is the fine tuning and micro movements, sounds sync, the color animations, all the little details add up. a level of polish i rarely get to anymore in my work ha

round girder
#

only one

#

thats his

#

not mine

#

💀

#

silly goose

latent lantern
#

@dull obsidian that'd be useful for teaching sign language 😀

dull obsidian
round girder
#

it looks so different

#

wth

#

how did he do that

#

1st image is his

latent lantern
#

I wasn't aware unity had fluid particles

dull obsidian
#

the white menu bar? that's just default unity ui in dark mode on microsoft windows. i use a windows software that makes even that menu bar all dark now but it's a bit of a system hack.

dull obsidian
#

ah i see

latent lantern
#

Sorry there's this sand fx I need to go find

dull obsidian
#

this is what i used for fluid sim in vfx graph but i had to do considerable work to keep it compatible with newer unity versions, it's a great example of what's possible but it depends on some internal classes and hacks that devs aren't supposed to use, but it was the only option https://github.com/fluviofx/fluviofx

GitHub

Fluid dynamics for Unity's VFX graph. Contribute to fluviofx/fluviofx development by creating an account on GitHub.

latent lantern
#

So it didn't agree with Nvidia completely

dull obsidian
# latent lantern Sorry there's this sand fx I need to go find

fluviofx uses SPH / smoothed particle hydrodynamics which is basically only useful for fluid so it wouldn't work for sand granules. sand (and fluid and other things) can be simulated with PBD / position based dynamics and even more with MPM / material point method

round girder
#

@latent lantern how do i open the graph?

latent lantern
#

Hit open editor

#

On the right >>

round girder
#

when im on youtube tho

#

this guy has it like this

#

how do i do that

latent lantern
#

That's what I mean

#

That last image is the visual effect graph

round girder
latent lantern
#

That's not it

#

Close that

round girder
#

u said open editor on right tho

#

uh

latent lantern
#

I know I was wrong 😆

round girder
#

do you have any other ideas?

latent lantern
#

Maybe he didn't use a graph for those effects

round girder
#

oh wait

#

how can i change the texture

#

i dont want these dots

latent lantern
#

Under texture

round girder
#

where is that

hearty flare
#

There are two things, you are looking at Shuriken/Particle System. The other one is VFX Graph.

round girder
#

unity is super confusing right now 😭

round girder
#

im not sure how to open it though

hearty flare
#

Then read more?

#

They both have their niches

round girder
#

heh

#

vertx youre a genius

#

thank you

latent lantern
#

He's a mod

round girder
latent lantern
#

Make a cone

round girder
#

haha

latent lantern
#

Can you see what you're working on?

#

It should be in your assets

round girder
#

wth

#

unity is so confusing

#

probably hardest software ive used so far

#

😭

latent lantern
#

It's a lot of stuff in one program ya

round girder
#

i cant even find the transparency

#

graph

latent lantern
#

alpha

#

wym like a shader?

round girder
#

no

#

transparency

#

like

#

fading in

#

fading out

#

etc

latent lantern
#

so like smoke that disapates?

round girder
latent lantern
#

is all your particles spawning in one spot?

round girder
#

yea

latent lantern
#

add a new block

round girder
#

can we continue this tmrw?

#

im gonna go bed

#

you can add my discord

latent lantern
#

okay i finish this holograph map thing im learning too

#

see ya

round girder
latent lantern
#

sure

sullen sky
#

Why would a ParticleSystem not move when instantiated? My particle is playing and killing itself on destroy. The particle works as expected when put into a scene and the game plays.

feral grotto
#

is there any clever way to make a sprite/sprite animation tile repeatedly, however the last sprite is a different one?

So for example I have sprites/animations A and B, same size. If the object is small enough it just shows B, cut off on the end, so |B (with | denoting the cut, right side is uncut, the anchor)

But as I stretch it out, it becomes |AB

And if I keep stretching it, it tiles A over and over so you would end up with |AAAAAB

Any way to easily achieve this?

#

(for context in my example its a lightning bolt sprite, with B being the "tip" of the bolt, and A being a repeating visual for the "body" of the bolt)

So ideally as I stretch the bolt out, the tip is always 1 tile long on the end, and then a repeated tile of A as the body

opaque knoll
#

Is there a way for VFX to define arrays of collider?
I can send texture with pixel color as info from CPU to Vfx, but the Vfx itself don't have any array handling capabilities for anything it seems

opaque knoll
feral grotto
#

like so:

opaque knoll
#

Hm this is not vfx/particle
I think there's this thing called "sprite tiling" #🖼️┃2d-tools ?

opaque knoll
#

I mean not solve but.. compromise

feral grotto
#

I mean though this is 2d, its a vfx I am trying to create from sprites

opaque knoll
#

Hm.. not really sure. I guess it depends on the implementation

minor crane
#

I cant see trails or any effects in game view but I can in the scene view

#

what could be the problem?

inner finch
#

Make sure your camera includes the layers the particles are on

#

Also, is there a way to get a projector? I don't want to use URP but want to be able to wrap a texture around a mesh

latent lantern
#

is there a way to set the world vs local position of a visual effect quad

#

i'm basically playing with numbers because the particles go out from zero

#

i want it center on the player

latent lantern
#

almost solved with math.. at least it has a property but anything less than 5 throws off the center

opaque knoll
#

I'd like to have my pcles to move towards their original position (after init'ing their pos with SDF)
But i can't use this node (Conform to SDF) bcoz if the pcle gets pushed to some other side, it'll just go towards the nearest point in the SDF

#

Actually my question is much simpler: I've set the original pos in a custom attribute and adding Force towards this OG pos. But it overshoots. And after some time all the idle particles will flicker
What's the correct way to add force to a pos that won't overshoot?

#

Actually again, my initial issue is, my pcles don't appear if they have 0 velocity? So i have to set velo to something small in Update at all times
Why so?

latent lantern
#

Sounds like your velocity is linked to when your particles appear?

opaque knoll
#

Hmm will check a few things first here. Workaround after workaround and idk what's happening anymore..

opaque knoll
#

Or u can just set it to World, and not attach to player, and have the player's transform be linked to Vfx attribute so the Vfx system use that

latent lantern
#

That could work if I applied the depth camera data I'm getting with like a add player transform data.. I'm just frustrated with the whole Euler thing I guess tho

opaque knoll
#

Does VFXG not have a ClampMagnitude node?
Each time i need to do this i gotta do all this

#

I guess i can subgraph..

inner finch
#

Is it possible to add a material to another material

warm torrent
inner finch
#

like layer one material on top of another

warm torrent
inner finch
#

damn. all I want is bullet holes that bend around a mesh without using urp :(

#

do you think there's a way to do that?

warm torrent
inner finch
#

i dont believe so

#

ive looked

#

if you could send it to me i'd hugely appreciate it

warm torrent
#

Decal effects, like bullet holes or paint splatters

inner finch
warm torrent
inner finch
#

i know about the performance improvements, i know about the extra features, i'm gonna stick with birp

warm torrent
#

URP doesn't lock you out of unrealistic or stylized lighting any more so than BiRP does

inner finch
#

yes, but it also adds a bunch of different parameters and settings to worry about that i don't think i'm up for

#

there's a decent chance that i'll use it for my actual project when i make it, but for now, especially while i'm still learning, imma stick with birp

warm torrent
#

It sounds like you might be confusing it with HDRP but whatever

#

Here are the projector related things from the deprecated Standard Assets
Multiply and Add blend modes only, but maybe you can figure out how to do alpha blend or opaque

inner finch
latent lantern
#

i've set this particle grid to hold random particles -5 to 5 on x and y 0 for z... my question is what exactly comes out of the depth map and the render texture. because i believe the uv to detect pixel alpha strength from 0 to 1? not sure how to multiply and add the values now that the grid is -5 to 5 is there a vfx math function that would convert 0 to 1 to look like < .5 is negative and >.5 is positive value -1 to 1 would be fine i can scale it... that and i just dont know how read the texture sample or what the w is for

finite vine
#

How would you create an effect such as this? https://youtu.be/4kji6m_xuv8?t=74
(The pattern disintegration effect)
Would a mesh deformation based on texture data such as pivot painter work?

The Closed Door 00:00
STEP 1: Complete the Ukouh Shrine 01:04
STEP 2: Reach the second shrine 04:03
STEP 3: Complete the In-isa Shrine 06:30
STEP 4: Reach the third shrine 10:36
STEP 5: Complete the Gutanbac Shrine 26:06
STEP 6: Reach the Temple of Time & Open to Door 29:05

This is the Gameplay Walkthrough of The Legend of Zelda: Tears of the K...

▶ Play video
inner jolt
finite vine
#

What about the disintegration of each strand of the pattern ?

finite vine
#

that's why I mentioned pivot painter before

#

it's probably more a shader effect than a vfx/particle

finite vine
opaque knoll
#

Hi all. A serious question

Why use PS rather than VFX?
. Pcle is CPU side for collider events
. Mesh is CPU side for SDF
. Light module
. ? Any more reasons?

slow beacon
#

Respected, is it possible to stop the particle system immediately when user don't touch the screen..

safe vigil
#

Would it be possible to pass in edge collider as shape to emit from for particle system? I want to make visual effects for stuff like burning etc and that would require effects * enemies amount of prefabs CringeHarold I know there is sprite renderer shape but it has huge overdraw for sprites like quarter of a circle + for those kind of sprites I already use edge collider as polygon is very slow

inner finch
#

How do I get particle transparency to fade over time?

latent lantern
#

or the whole particle

inner finch
#

i just want the particles to fade, not sure how to describe it

latent lantern
#

You can shrink them over life

#

Or you can give them alpha culling over life maybe

#

Output particle block > set size

#

Link an animation curve to it

opaque knoll
#

Does Vfx not have a "trigger with SDF"? Something like the existing "collide with SDF" but not actually colliding/pushing them?

inner finch
#

which yes, i have it checked

latent lantern
#

Maybe check your particle format or go fade an alpha gradient in gimp/photoshop some images claim to have alpha and don't in my experiences

opaque knoll
dark kestrel
#

Is it possible to change the layers of multiple systems within a VFX Graph? For example if I want to have one graph with multiple systems but change the layer each system is rendered to?

dull obsidian
quasi silo
#

I don't know If I'm doing something wrong but the VFX graph changes a bit from edit mode and play mode

#

Video on the way

#

You can see that in PLay Mode some black spots appear

#

I have found that this might be a problem of the blend mode

#

I'm using ShaderGraph with Additive Blend Mode

dark kestrel
#

Hey! Thanks for the info! Not seeing the options for that on my version of URP unfortunately (12.1.12). For now I got around it by splitting the systems into separate VFX assets and putting them on different objects with separate layers. Not ideal but maybe I can come back to this after upgrading versions.

quasi silo
#

It's called Experimental Operators/Blocks

latent lantern
#

can you update the center of a vfx overtime with exposed parameters(vector 3) from world space?

dull obsidian
blissful lake
#

I have no idea why I can't find any google results on this but is it possible to control the alpha of a group of particles? Especially particles that are part of a UI canvas.

latent lantern
#

you mean like per component?

terse comet
#

If i SetData on a GraphicsBuffer with a count less than the size of the buffer, does it need to push the entire buffer to the GPU again or does it only send the count?

latent lantern
#

it leaves the rest unsent

#

unchanged

terse comet
#

thanks

warm torrent
blissful lake
#

I have 3 particle systems in a group on my canvas, they work just fine

#

but I just want to fade them out when my background transitions

warm torrent
blissful lake
#

Fair

warm torrent
#

I still recommend against mixing non-canvas gameobjects into canvases
You can end up with weird issues and there's any benefit to doing so in only particular circumstances

slow beacon
#

Respected, is it possible to stop the particle system immediately when user don't touch the screen..

latent lantern
#

anyone know why instantiating a vfx graph thats like a refrence of a prefab would set up as in the spot of the prefab despite setting the world space to be an offset of the player?

slow beacon
latent lantern
#

script

slow beacon
# latent lantern script

please guide how
i searched a lot but didn't find relevant to this.
with play
stop
it didn't stop immediately

latent lantern
#

Stop and clear or something

#

The particles have a lifetime

#

I'm assuming you have like a input or controller script

prime dome
#

is there any way to make mesh particles not colliding into each other when spawning on a mesh body? like i want to spawn boxes on table mesh and want them to not mix with each other

#

like sorted in a way that they have distance from each other

civic bane
#

i have a particle that's a sprite animation. Is there any way to make the FPS of this slow down over the particles lifetime?

sudden tide
#

hey guys, i am using visual scripting to make a portal effect and am trying to stretch particles to give the effect that they are moving towards the center, i have used a set scale but they all stretch the same way, anyone have any advice?

civic bane
sudden tide
civic bane
sudden tide
#

okay, thanks for your help

civic bane
#

in the normal particle system menu its under rendering

cobalt wigeon
#

I'm trying to do something similar, but I'm having some difficulties to understand some parts.
If anyone can help me. I appreciate

zenith grove
#

Is it possible to exclude an object from depth buffer so that the soft particle setting in VFX graph will not interact with that specific object?

tame turtle
#

I'm using particle strips to draw trails, but they seem get thinner when oriented vertically. See where my mouse moves in the gif. Is this preventable? I can't use Face Camera Plane in a ParticleStripQuad output 🤔

night oxide
opaque knoll
#

This is the sliced SDF. So i guess the middle part is hollow?
Is this normal? I thought SDF baking should give a whole volume?

#

It seems this only happens with Unity's default cube. But idk why..
Nvm, happens with made cube too

#

Ok just subdividing it once seems to fix it
I guess SDF bake relies on some topology?

opaque knoll
night oxide
#

@wicked cedar lack of documentation on how to use them

warm torrent
night oxide
#

@warm torrent Yeah that seems to be the case especially for particle strips, there's maybe 1 guide on youtube, guess I'll have to try and figure it out myself

warm torrent
#

Ribbons are one solution to the gap issue you were seeing, but another might be to emit over distance travelled/speed rather than at a constant rate
Also when you drag a transform using the move tool it's not guaranteed to create smooth motion which may make the effect look worse than it is

night oxide
#

@warm torrent Ah cool I only looked at that template briefly. I'll try messing around with it

opaque knoll
opaque knoll
#

Oh ok, scaling un-uniformly too far from the original mesh' dimension causes this..

latent lantern
#

does anyone know if that would break my code or if it needs an if when nan? technically it shouldnt read that until after the point increases in value via lifetime but its node based so i really have no clue

latent lantern
#

is there anyway to duplicate some of the methods used "modularly" or based off the number of segments and vectors? like a range of vectors?

latent lantern
#

sorry that first block is particle age

latent lantern
#

nvm i reworked it

proud moss
#

So I have a question that I can’t seem to find the answer to due to it maybe being too obvious. I know that you can have particles collide with things using the particle system, but was wondering if the reverse is possible? Where objects can also collide and have physical interactions with the particles. I’m have a particle effect that creates a cube that lasts for a period of time. I’d like that cube to have a collider on it so that the player can’t run through it. The cube particle shape (not a perfect cube) is random every time as well. Is there an easy way to accomplish this using the particle system? Thanks!

solar trellis
#

You can't,you can however disable the gizmo

latent lantern
#

@prime dome it's the gizmo that let's u know where your particle effect is. Usually that's useful if you're in the early stages of setting up, instantiating, and initializing the particle on some script defined point

#

In the view window there is a gizmo button if you didn't get that

latent lantern
#

vfx graph needs a scroll vfx that shows the order your code reads or fires in slow mo gradients would work too. lol

#

right now i use a test lifetime float i can set

dull obsidian
# tame turtle I'm using particle strips to draw trails, but they seem get thinner when oriente...

not sure if this is definitive but this person was able to use trigger event over time instead of trigger event always to provide the expected results. https://forum.unity.com/threads/sometimes-particlestrip-and-orient-face-camera-position-doesnt-work-together.1315320/

#

@tame turtle also perhaps try Face Camera Position instead of Face Camera Plane

dull obsidian
#

@proud moss this approach may be better suited go what you are looking to do, since you want the shape of the projectile to matter and behave like any other rigid body not just a tiny point in space which is one of the limitations with the above approach using particles as i understand https://learn.unity.com/tutorial/using-c-to-launch-projectiles

Unity Learn

In this tutorial, you will create a C# script which takes advantage of the Rigidbody component’s physics properties to launch projectiles from a cannon.

proud moss
latent lantern
#

@proud moss velocity formulas arent specific to unity tho. I plan on using something like this in my vfx graph. because honestly hitscan is boring and particles are appealing

#

i mean ya you can hit the kill switch on collision and/or you can splinteroff/changetrajectory if anything dont take no for an answer XD

dull obsidian
#

@latent lantern yeah even though it's not officially supported, reading vfx graph particle data from gpu back to cpu same frame should be fine for certain cases with a sufficiently small number of particles. or async on later frames if that's acceptable for the use case.
though determinism (if needed for say, multiplayer) could be an issue.

latent lantern
#

ya i was looking at that VR games specifics

#

cant remember the name but would definitly need gpu lol

dull obsidian
#

hopefully in the future vfx graph will gain a cpu simulation mode to make this all more straightforward for most cases via the dots burst compiler (hlsl compute kernel compilation support.) i believe some unity devs threw together some proof of concept at a game jam / hackathon. and cpu simulation is "under consideration" on vfx graph roadmap at least

#

or they move vfx graph sim from hlsl / directx compute to c# dots / burst that can also target the gpu i can't recall which was prototyped. it's a viable toolchain either way. ¯_(ツ)_/¯

latent lantern
#

how would you handle something like a collision system now for vfx graph just make a predetirmined point and spawn that spawns collision detectors at each point for a certain time/lifetime and stop the animation if it get hit during that life?

#

i mean like a seperate script for the segmentented lifetime and variable points

#

then just respawn if its hit during its life

#

respawn lol refract/explode

dull obsidian
# latent lantern how would you handle something like a collision system now for vfx graph just ma...

you mean velocity transfer from particles to gameobject rigidbody as above?

  • yeah if the target is predetermined and you don't need to read back particle data from the gpu to the cpu if the cpu already knows where it is going to be and when.
  • or simulate everything on the cpu in c# and only use vfx graph for rendering, setting the most up to date positions / transformations from cpu to gpu. avoids a lot of problems.
  • or readback the particle data from gpu to cpu, and accept the issues and limitations that may come along with it. one way to optimize could be only reading back particles that have a collision event. again we are in unsupported but possible territory
latent lantern
#

technically all you need for vfx graph are exposed positions(vector3) and segmented lifetime.. if you segment the lifetime outside of vfx graph its like connecting 0 to 1 based on segments like 9 times or more to those vectors you also make the speed vary based on those segments(0 to 1)

#

so have like 8 if statements in a vfx

dull obsidian
#

one of the issues is vfx graph doesn't have an officially supported autogenerated representation of the scene's mesh colliders to begin with, so that is another hurdle to get over. we're working on some 3rd party solutions for this. as currently "out of the box" in vfx graph one has to manually generate SDF textures for each gameobject / mesh. or manually align primitive vfx gpu colliders to the cpu mesh colliders and deal with the addressing

latent lantern
#

lol you mean the automatic bounds

dull obsidian
#

not the automatic bounds but it's a similar data type to the manual bounds when you set up a AA (axis aligned) box collider in vfx graph

latent lantern
#

oh ok

#

lol you got me on out of box

#

i have no clue how to use sdf yet other than knowing what a distance material is

#

like for light maps to render veigns in a arm or something

#

https://www.youtube.com/watch?v=rAvnrfHiXBM sorry maybe something like this would help

Simple way to bake volume in blender and setup baked volume in Unreal.
Sources links:
Article about pseudo volumes - https://www.overdraw.xyz/blog/2019/11/16/working-with-volume-textures-in-unreal-engine-4
Volume setup in Unreal Engine

Timecodes
00:00 - Quick ...

▶ Play video
dull obsidian
#

@latent lantern here's some info on the unity official sdf tools, there's one for high quality static / pre-baked in editor or baked at runtime, and another for dynamic meshes at runtime in realtime: #✨┃vfx-and-particles message

warm aspen
#

Changing the start size doesn't seem to change the size of the particles... The curve at the bottom is a "size over lifetime" curve. How can I make my particles bigger?

#

The start size seems to matter when the value is below 10

#

It states in the docs that the start size is multiplied by the curve. So why can't I go beyond 10?

#

In the scene view it works fine

warm torrent
warm aspen
#

And why does it work in the scene view?

warm torrent
#

Because of different viewport camera sizes

warm aspen
#

Right

#

If I zoom in the scene view it still doesn't work

#

Good to know

warm torrent
#

Increase the max particle size of the Renderer module

#

But don't treat that value as your "particle size"

warm aspen
#

Thank you

warm aspen
warm torrent
#

Unless you always want the particle size to be relative to camera size

#

It's easy to lose track of how big your particle "really" is if it's real size is some crazy high value that's capped by max size

#

Though it's not technically wrong

warm aspen
#

This project has a fixed camera size as I just use it for animation for a video. But this will definitely help me in the future

warm torrent
#

I would increase the max size until it's big enough, then decrease the start size until you see it shrink a bit and it's about the same

warm aspen
#

Great. Might be a stupid question, but when I change the max particle size of the renderer module, it's only for that specific particle system right?

warm torrent
#

Yes

warm aspen
#

Perfect. Thanks again 🙏

warm torrent
#

Size over lifetime won't work right if the size has exceeded max size because most of the size change range cannot be seen

#

If I make sense

warm aspen
#

I noticed that. It seemed like they instantly were at full size

jolly hare
#

hi am trying to make a transition from scene to scene and the transition have to look like you are entering the matrix from a phone something like in the movie here is an example image

little night
#

Is it possible to lock the emission rotation of a Particle System regardless of the rotation of the Game Object it is attached to? Either in code or preferably in the Particle System component settings?

ebon axle
#

Hi, I have a little problem with a VFX.
When I put multiple VFX in the scene (of the same type), all the properties of those VFX refer to the first one I put in the scene.
I would like each individual VFX to be independent of the others.

If you need a video or an image, I'll send it.

little night
zenith grove
ebon axle
#

Yes

worldly shell
ebon axle
#

Solved, I had the "Allow Instancing" checkbox checked

broken crescent
#

Sorry if this is a dumb question, but how do I control the maximum distance a particle can travel from it's origin point? I want it to travel about 1 unit in world, then just stop completely.

#

Can I use curves and have a sharp dropoff? What attribute do I need to adjust?

inner finch
#

How do I instantiate a decal?

inner finch
#

Also it's not a dumb question

broken crescent
#

Is my approach right? Just use a curve?

inner finch
#

Is it normal for Unity to stop responding while it's baking lights

inner finch
#

This code is meant to instantiate a random selection from bulletholes (an array of decal projectors), with a rotation OPPOSITE to the normal of whatever it hits. This... does not work. The projector's rotation is usually off by increments of 89 degrees, which is extremely confusing. Help :(

#

Properly instantiated:

#

Improperly instantiated:

warm torrent
#

I think the correct one is Quaternion.LookRotation()

inner finch
#

Sorry if that sounded rude I’m just a little surprised

warm torrent
inner finch
dull obsidian
delicate citrus
#

Thank you 🙏

delicate citrus
gentle tulip
#

Hey, i'm new to particles and such but I created a fireworks type of effect for my 2D mobile game, I'm having an issue where the particles are always behind the UI (ui canvas) etc. I can see the particles playing if I go inot 3D view and pan around it but in 2D they are hidden behind the canvas sort of. Not sure what to do as I can't seem to find any similar issues, or I'm just lacking in knowing what to search for

warm torrent
full loom
#

How do I expose pointcache as property in VFX graph?

worn cloud
#

I'm trying to make a particle effect that spawn pixel art blood but I'm having trouble with unity not showing the texture correctly:

#

it should look like in the bot right of the assets

#

Do I need to spawn planes with the texture applied to fix this or how do I do this?

warm torrent
worn cloud
#

sec unity just froze up

#

I have no clue what happened but I disabled and enabled set size over life and set color over life and that fixed the issue

#

looks like it's a bug

#

hmm vfx graph collisions are kinda broken and meh

#

would it make sense to spawn objects and just use the wall/ground object collision to spawn decals?

#

damn just read that vfx graph can't spawn game objects

#

I thought this was possible as blender can spawn objects with rigid body and collision via the particle system. Guess I'll have to code the effect.... like I have to with everything in unity.....

stone fossil
warm torrent
#

And collision events most importantly!

worn cloud
#

I wonder if splatoon uses cpu or gpu for the painting effects

#

I had hoped to spawn particles and then add textures to where they hit

warm torrent
#

This is why VFX Graph is not intended as a replacement for Particle System

dull obsidian
#

i mean, let's be clear that decals are supported by vfx graph. but decals or collisions that need to affect game logic (that happens on the cpu) are not supported by vfx graph.

dull obsidian
worn cloud
#

guess what I could do is make one gpu particle effect and a low count of cpu effects that add decals. I had issues with the collision in vfx graph, seems to not be ready for production so I'll not use the collision/decal in it for now.

warm torrent
worn cloud
#

Sure but the collisions didn't work even tho I followed a tut exactly. Put some research in which didn't fix the issue so I'm not really willing to invest more time and energy in it.

#

I'll just use it for 70% of the particle effect and add the cpu on for the other 30% and spawn GOs and decals there.

prime dome
#

is it possible to use one vfx graph to kill other vfx graph particles when they are in proximity of first vfx graph particles.

example im spawning trees as particles and then i want to spawn huts also, so i want to kill any tree particles in the proximity of the hut particles, is it possible?

#

@warm torrent any help or suggestion

agile hedge
#

using particle system, what is a good way to not have this hard line when it intersects with world objects?

warm torrent
wise mortar
#

Does anyone know how to make good looking 2d fog for 2d game? I need to make fog for my horror game.

dull obsidian
# prime dome is it possible to use one vfx graph to kill other vfx graph particles when they ...

though it's not impossible to read back data from vfx graph using global buffer or textures and custom code, it's in beta, requires a fair amount of boilerplate. i wouldn't recommend it. i'm not sure if you can even enforce execution order / dependency chain of vfx graph instance B depends on the data of vfx graph instance A. maybe possible if you can manually "tick" the simulations? but i haven't tried this.

what would definitely work and be less hassle is to have a script and or shader writing the exclusionary hut locations to a buffer texture "map" before either vfx graph executes. then read that buffer in the tree vfx graph to know where valid positions are.

onyx lake
#

Hey y'all 🙂 I'm currently running into an issue with a custom c# script I wrote. It's basically just taking the position of particles, manipulate that position and then set it back into the particle system.

However, I noticed that once I set the particles back to the system, it will result in weird beheviour for the sub-emitter module. I just set another system in there which should emit on death, but it will just constantly spawn them or sometimes not spawn at all. This problem is solved once I deactivate my script so that must be the issue.

Any idea what could be causing the problem? I can't post the full code due to NDA, but it's quite simple, kind of like this:

_mainModule = PS.main;
numActiveParticles = PS.GetParticles(_myParticles);
iterate over active particles and set different position
PS.SetParticles(_myParticles, numAliveParticles);```
onyx lake
#

Turned out I had the wrong number of alive particles, which caused the when I re-assigned the particles to the system, which seems to make the system think there are dead particles.

prime dome
tame turtle
#

I'm rendering a texture that particles sample based on their screenspace position to get their color. While the render texture looks correct, the particles are colored strangely. Here's a preview of the render texture vs what the particles look like. The blue is somehow rendered as green.

#

Here's the graph. Pretty straightforward!

#

aaah crap - the blue channel wasn't plugged in 😅

vale folio
#

Hey I know this is old, but is there any way you could help me get motion blur working on my vfx graph? No matter what I try I can't get it working. I have generate motion vectors ticked, I have a volume with a motion blur override, and nothing works.

worn cloud
#

I'm trying to replicate the cpu particle system via vfx graph but I've encountered 2 issues. 1. I have trouble identifying what cpu PS shape is in vfx graph. 2. I have a subshader in cpu PS that is triggered on collision with the surrounding objects, in vfx graph the particles either go through the objects or collide really strangely.

vocal nexus
#

Hey I'm using a mesh rendered with VFX graph with a shader that uses world space coordinates to compute some outputs

#

From certain angles the bloom goes completely out of control, like it's not computing world space coordinates properly

#

It looks like this normally

safe vigil
#

yea so ive only got a pic of similar thing kekW can this effect be done? but dots randomly drift around with lines always connecting all of them

vocal nexus
#

How can I used a tiled texture like so in vfx graph?

vocal nexus
#

How should I be spawning effects in vfx graph? Spawn a new object for each effect? Or make my vfx take in position and rotation attributes and spawn new particles at each location

vocal nexus
#

What are all these errors? my effect isn't working, trying to get the event attributes seems to break it

#

They are being set correctly to my knowledge

#

The documentation for vfx graph is a joke.

quartz pumice
#

Greetings, I have a bit weird situation and would like to confirm several things. I am using 2022.213 version.
I have game object A and I put particles system as child game object.

A
↳ Particles system

When I change Game object A scale, lets say 0.5, is it normal behavior that Particles system size stays the same. I would assume if you scale down or up parent object the particles system emit shape should change its size as well? But for me it is stays the same. So even if mesh on parent game object is 2 times smaller, the shape of particles system stays the same as before.

That would be first question.

Second question:
Because the scaling was not working automaticly I created script that scales particles system to same value as parent object. In most cases it works fine. But when I added same logic to different game object, for some magical reason even if it changes the scale in same values, the Mesh and particles systems have totally different size. So on one game object it works perfectly, on other it works in weird way. what could be the cause?

zenith grove
vocal nexus
# zenith grove

yeah I ended up doing the flipbook thing, it's weird I had to manually make an input id for the texture though

#

I would've thought there'd be ways to random select

zenith grove
vocal nexus
zenith grove
vocal nexus
#

I ended up with one volume at origin that receives events to draw particles

#

But, the issue is it's culled if off screen

#

So I set the bounds manually to 10k x 10k

#

which seems hacky and maybe bad for performance but idk really

zenith grove
#

Yeah, it might get preatty bad. Good thing with VFX graph is that u can not render particles if you don't look at them. However having a box this big will make your particles always render even if you are not looking at them

#

Does setting it to automatic is not doing the trick?

vocal nexus
#

¯_(ツ)_/¯

#

i think the default setting is auto, and i had that issue with it

#

I think it still is auto, just which huge padding

#

Actually

#

it might have been recorded

#

one sec

zenith grove
vocal nexus
#

from grenades etc

#

so I just spawn a new one using the same vfx asset each time, nothing continuous

#

would having automatic constantly recalcing bounds be better than just having it as a huge volume?

#

(out of curiosity)

zenith grove
vocal nexus
#

Fair enough, it feels cleaner than setting it huge, so I'm going to go with it

inner parrot
#

I am trying to make my 2D particles visible but as soon as they go over any image, they disappear

agile hedge
#

Good Morning. I'm using this particle system. Its a nova wave. I want to detect collision when it hits the player. But, i want the wave to continue when it collides. If I use the particle system collision, it stops the wave from continuing, and it kind of bounces.

So, What I'm doing instead, is I have a sphere collider, that scales up, trying to match it as close to the nova wave size as possible. But, i can't seem to figure out how to match the curve the system is on.

But, while typing this, I could probably just animate the scale of the sphere, and add keyframes, to match it near perfect to the nova wave.

Any comments?

spiral moth
agile hedge
spiral moth
# vocal nexus The documentation for vfx graph is a joke.

Yeah the docs are terrible a lot of stuff is really unclear.. You also mentioned 'should i spawn a new object for each effect' i think the graphs are instanced so if you spawn a prefab of one it'll instance, but docs are not clear on that either.

vocal nexus
#

I figured lack of overhead for spawning/destroying is simple and performant

#

but it does involve having the volume never culled

#

so I don't know really

warm torrent
vocal nexus
#

I spent hours reading random forums and watching videos before even finding the way to do things with events

spiral moth
#

Not sure if i've tried actually attaching the graph to the camera..

vocal nexus
#

so if an effect is spawned it'll expand to contain it

#

I figured atleast most of it can be done on the gpu

spiral moth
vocal nexus
#

so it's better than messing about with gameobjects

vocal nexus
#

Like so many things in unity it just feels disjointed

#

there's great tools, I wish they could just polish and make them work together better

spiral moth
#

It is an amazing tool though, and i'm grateful for the work the devs have put into building it.. Same with ShaderGraph and the integration there, really propelled what was possible in Unity to a higher level. Just need better docs etc.

vocal nexus
#

It really feels like the people who make the engine don't use it enough. It's one place where Unreal is lightyears ahead. They use their engine all the time, and so do other huge studios.

#

I'm basically just recycling garry newmans thoughts though

#

It's pretty telling that the game unity was making to show off the engine for a full game got canned

#

If unreal wasn't c++ or blueprints, I'd probably switch over.

spiral moth
vocal nexus
spiral moth
#

When you see bugs repeatedly go through and you're thinking 'do you actually use these tools this stuff is obvious' you kinda have to step back and say okay there's obviously something missing here they either don't have the time or the resources, so it's not the fault of the devs specifically.

#

Not talking about specifically VFXGraph of course, had loads of instances of that with Unity stuff.

#

The devs are generally amazing and super talented.

vocal nexus
#

That stuff was insane

#

https://garry.net/posts/unity-2022 this post and his 2020 one basically sum up my thoughts

spiral moth
#

Hehe yeah.. some great little tools also.. not sure if you seen the recent post from i think Chinny on the forum, but it looks like they're aware of that, and looking to build a completely new animation system to replace mechanim etc, leveraging the super performant dots ecosystem etc, should be great ( not sure of timescale though! ).

vocal nexus
spiral moth
#

Classic Garry Newman, not afraid to say words

#

He's spot-on

#

Sorry i won't derail the channel with more, but yeah, good post.

vocal nexus
#

But this channel is very quiet anyway usually

#

Also highlights the need for a unity meta channel

#

unity talk being "help with my basic unity problem!" but also being the only place to talk ABOUT unity is... not good

vocal nexus
#

<@&502884371011731486> cough

spiral moth
#

Tbh i enjoy having conversations that often start specifically related to say, in this case vfx graph, and then naturally unfold into broader discussion, within reason of course, but it's often kinda stamped down on. I got an official warning the other day after complaining to the moderator about being a bit over zealous on that point, honestly couldn't believe it. At the end of the day these channels stream past pretty quickly and unless the channel is insanely busy with lots of on-topic questions getting lost i don't see the point in being over zealous about that stuff. What we're saying now will be lost in the history of this channel never to be seen again in a few hours anway, it doesn't exactly matter.

midnight grove
vocal nexus
#

Apologies, should've made that more clear

midnight grove
#

You can just make a thread in Unity talk if you feel like continuing a conversation. We can't really add more channels, it's already pretty sparse.

vocal nexus
#

I just think a channel to talk about unity would be good

#

as unity talk is basically the fastest channel

midnight grove
#

I guess it depends which way you look at it. Dense with channels making it sparse for conversation. Lol

vocal nexus
#

with basic unity questions sometimes multiple times a minute

spiral moth
#

Like a sortof lounge less focused on specific question i guess

vocal nexus
midnight grove
vocal nexus
#

fair enough, I do think a meta channel is warranted still for experienced people to chat about the engine's direction / features on a more critical level

midnight grove
#

Eventually (tm) , there will be forums so there can probably be a dedicated pinned thread for such things.

vocal nexus
#

hm, one thing that's a huge issue with discords is their lack of searchability

#

I like the quickfire help stuff

spiral moth