#✨┃vfx-and-particles

1 messages · Page 12 of 1

ashen robin
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or maybe instead of a plane maybe a point cache

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if shuriken system then substitute kill plane for collider triggers

tired horizon
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How do I stop particles from changing scale based on distance? Far away the particles look massive, and up close they are very tiny

ashen robin
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Size seems dependent on screen space size, but no clue what setting that would be in the shuriken system unless it's being done by shader

rugged sierra
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Is there a tutorial where I can see a reference? Thanks for the answer

azure sorrel
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how to spawn particles around the cone?

unreal sphinx
jaunty tree
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what is a nice way to slightly/randomly perturb a color in the vfx graph?

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is adding a random float3 nice or should I maybe rather multiply with a random float3 centred at 1?

proper raptor
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idk if this should go in #✨┃vfx-and-particles or #archived-shaders because it includes both

so i basically made a shader that bends the world and i applied it to my particles' material, it works as intended but there's a problem that makes anything that alters the color and transparency of the particles not work, such as color over lifetime, start color...

anyone knows why this is happening? could it be related to properties references??

burnt coral
proper raptor
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works! thank you so much! i still have trouble with the alpha channel, the colour over lifetime property is not altering the transparency, do you know any possible fixes? please?

burnt coral
proper raptor
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thank you!!

proven spade
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Ages ago I remember doing some tutorial where guy made the texture on vfx graph particle system dissolve when in close proximity to the ground
Could any1 point me in the right direction?
I've watched like 20 tutorials today looking for this effect but with no luck

warm torrent
ashen robin
warm torrent
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Actually getting "proximity to ground" would require baking an SDF of the ground and sampling it in a VFX graph, but depending on what the effect needs to do that could be excessive
Reducing particle lifetime when they make contact with an arbitrary plane is usually good enough

ashen robin
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oh yeah, SDF is probably not the most performative approach, but not really many options outside of prediction, primitive killboxes, and predefined constraints (checking y values, ect)

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could try the shader dissolve approach between two shaders, but not too sure how that interacts with the vfx graph

proven spade
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Thanks for your input on this topic! 👍

full light
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Any idea why my particles might be not fading over time?

warm torrent
torpid mortar
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hi folks, currently running into problem

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can anyone spare their time to help me with

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when I put this texture in here, it works

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But the same can not be applied to this texture

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although they appears to be of the same setting

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and even size???

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nvm fixed, the reason why it doesnt work is because iti s black (sue unity for racism(

fringe lake
solar trellis
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is there anyway to make the particle system use the texture color instead of the color from materials?

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it's called gbuffer color in unreal if i am not wrong

regal shard
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Hi, I have trying to create a smoke VFX. The VFX event will be triggered when the player starts walking (3 particles per event sent). The problem is that I'm making VFX children of the player, and the VFX rotate along with the player.

The way I'm thinking about it is to spawn a lot of VFX behind the player (with pooling). Is this a good approach?

dull obsidian
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we've done this with code using signed distance fields and mesh generation using compute shaders and the new unity mesh api (which can make sense if you need something highly customized / optimized for your use case) but if you want an already made no-code solution with 3d artist brushes then mudbun is your best bet https://longbunnylabs.com/mudbun/ and there's also clayxels though it hasn't been updated in a few years: https://www.clayxels.com

Welcome! MudBun is a volumetric VFX mesh tool for Unity. It procedurally generates meshes from non-destructive “brushes” that define shapes, distortion, and surface modification. MudBun can also be used for volumetric modeling and provides a convenient auto-rigging feature. Locked meshes,…

ebon spear
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Hey all, I am looking to create some fog VFX for the Quest 2. I've found a lot of conflicting information about the usage of VFX graph within VR and URP. Can anyone share their understanding of this within VR applications they have worked on?

Additionally any information how you may approach rendering smoke or fog within VR would be appreciated.

dull obsidian
# ebon spear Hey all, I am looking to create some fog VFX for the Quest 2. I've found a lot ...

this asset from kronnect is what most studios use looking for a ready made volumetric fog solution that supports universal render pipe and standalone virtual reality like meta quest. i haven't worked with it much myself but we worked on shipped virtual reality projects that already had it integrated, and haven't found much else out there for that fits your platform requirements: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/volumetric-fog-mist-2-162694

Add depth to your project with Volumetric Fog & Mist 2 asset from Kronnect. Find this & more VFX options on the Unity Asset Store.

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@ebon spear and as far as visual effect graph goes, it is officially supported for universal render pipe, but not all features are supported. (the largest difference being the "output" rendering features, naturally) the quest supports compute shaders, so it supports vfx graph, but volumetric fog is not supported officially / out-of-the-box with universal rp like it is for high def rp, so the volumetric fog integration features of vfx graph only work with high def rp, and there's no asset that currently fills that gap. though we have our own solutions for this that we haven't packaged up into an asset to publish, let me know if you or your studio is interested and we can chat.

ebon spear
# dull obsidian this asset from kronnect is what most studios use looking for a ready made volum...

I appreciate the in-depth response! That package does indeed look interesting. in fact its pretty much what I was looking to learn, I haven't got much experience with the volumteric and compute shader side of things so gives me a target and keywords to research around.

The knowledge on the URP and support from Quest2 on compute is great information. You've given me a fair bit to start some investigation from. I may shoot you a message at some time on this 🙂

regal oxide
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Hi! I'm just getting started with the VFX graph and I can't even make it appear on screen haha. I opened up a fresh 3D core project, installed the VFX graph from the package manager, created a new VFX and dragged it on the scene

Despite everything, no actual particles are appearing. Does anyone know what am I missing?

dull obsidian
# regal oxide Hi! I'm just getting started with the VFX graph and I can't even make it appear ...

3d core / built-in render pipeline is basically deprecated / no new features. on one hand unity may be hesitant to officially deprecate it because of the community backlash from hobbyist trolls that can't let go of the idea of "the good old days"... but it's also kind of like how microsoft windows is so widely used (like unity) microsoft supports ancient windows features for decades for compatibility reasons because it may be in use by industrial, medical or aerospace, etc and it can get confusing to know what path to take to build your application since there are so many options now.

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@regal oxide anyway what you probably want is the universal render pipeline / URP

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urp is going to be the new default renderer and for most intents and purposes already is

regal oxide
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oh okay, makes sense

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I just managed to make them visible by assigning HDRP in project settings

ashen robin
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built-in is rip

regal oxide
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so is URP or HDRP better for VFX?

ashen robin
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better for support

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mobile still strong on built-in, but not like you were using vfx graph with those platforms anyway

dull obsidian
regal oxide
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gotcha, thanks for the explanation

lyric depot
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why is the thingy in the middle so thin? I used the default particle texture and it seems to be flat instead of an orb

EDIT: I FIGURED it out, you have to add a "Orient: Face camera position" to the Output particle quad node

lyric depot
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Is there a way to keep the vfx particles repeating in the scene view?
It is really inconvenient to always have to press play on the particle to see how it changes with your settings

It would be easier if it looped (without the loop setting on the particle itself)

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like a repeat option on this would be really cool

ashen robin
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add your own button on the inspector

naive aurora
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if i set the rate to 1 i can normally see something, but with the default at 100 i cant see the sparks flying... any idea where i ahve to look at ? the Speed of the Particles? The Rate?

ashen robin
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Speed over time curve usually

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that is if you've set the base speed to something managable

real birch
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Is there a way to make vfx graph decals only appear on a certain layer in URP? im trying to make an explosion effect that leaves behind some color on the ground but the decal is just completely covering the player. I got it working with a decal projector, by setting the rendering layer to default and the player to a different layer. This doesnt seem to work with the visual effect component though.

ashen robin
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I think I was doing that before they added layers for them, though there could be settings inside of the graph on the editor side of things

real birch
warm torrent
inland tusk
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in VFX graph could I send a particle to different output nodes depending on it's particleID? So for example, evens go to one, odds to another?

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essentially a branch/case on the yellow line

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(i'm trying to get around the 4 mesh limit of the particle mesh output to have 8 or 12 possible meshes in the VFX graph

dull obsidian
# inland tusk in VFX graph could I send a particle to different output nodes depending on it's...

@inland tusk I would probably attempt to do this by first not having an output on the main system (making it invisible) but instead have an extra update context at the end of the main system containing several trigger event blocks with a conditional input that spawns a new (sub) particle via a gpu event every update (if the particle id matches that sub system that has the proper unique output context at the end of it.) https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/Block-TriggerEventAlways.html

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(this may have some side effects and limitations that come along with it depending on your use case)

inland tusk
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ah hmm. I'm not actually doing anything in the update (atm 😅 ) it's a pretty dumb system so maybe that could work

dull obsidian
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but it should be more efficient and controllable than some overdraw ridden alpha discard hack where you always draw all 10 meshes for every particle and discard the other 9 parts you don't need with a shader (graph)

inland tusk
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yes I considered that approach and didn't like it 😛

dull obsidian
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i once did it for an entire font alphabet hahah

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we had the performance overhead and they wanted all this crazy text animation that flips characters

inland tusk
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be glad you didn't do chinese I guess

dull obsidian
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@inland tusk the only other way i can think of is to go with a completely custom rendering setup by writing the simulation results to a global graphics buffer that you read chunks of to perform your own instanced rendering from scratch as it were, which will only be practical in i think the latest tech stream and even then it's some real here be dragons territory.

inland tusk
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can we just tell unity to change MaxMeshes int to 8/16 instead of 4? 🙃

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I can has source plz?

dull obsidian
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i mean you could try forking or extending the visual effect graph package and see if that's possible

inland tusk
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can you actually get at the source of VFX graph then? honestly I assumed it was black boxed

dull obsidian
inland tusk
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I guess we'll all be using godot by then 😛

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but interesting to know

dull obsidian
inland tusk
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well my team is moving away from unity because nobody wants to pay 5k a year a seat for unity

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but getting a bit offtopic there 😛

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the plan is godot but we'll see how that shakes out. I'll miss VFX graph

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On topic though how do you make a conditional GPU event?

dull obsidian
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Unity is like Microsoft Windows, or Android.. it's a sometimes a fragmented mess of new and old frameworks dozens of versions and packages etc versus the leaner focused alternative platforms, but despite their flaws their ubiquity and "do it all" and try to support everything approach keeps these sustaining that ~70% global Marketshare.

inland tusk
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oh maybe you spawn 2 particles and immediately delete one based on particle ID?

dull obsidian
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sorry a bit off topic but that's how i see it playing out

dull obsidian
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input the uint as 0 if you do that want a particle for the system to spawn, input uint 1 if you want a clone to spawn

inland tusk
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I glanced at it sorry. yes I ee now, it either creates 0 or 1 particles

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nice one

dull obsidian
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and unlike the main system, i think you'll want the particle lifetime of the sub systems to be very short only for one update / tick

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otherwise you'll get particle trails

inland tusk
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yeah I figured trigger on die with a 0.000001 lifetime

dull obsidian
inland tusk
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imagine that I'm creating an asteroid field of an array of meshes

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the sit in space and spin and that's about it

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largely using the VFX graph itself as a placement and settings controler / renderer

dull obsidian
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where is the transform data originating?

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that's what i'm getting at

inland tusk
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spawning in a sphere radius at a transform

dull obsidian
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okay so from within vfx graph? in that case i don't think trigger on die will work

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that's for like, making an explosion when the asteroid dies

inland tusk
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yeah they should inherit the position of the particle that died

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the first particle lives and dies just to create a child 🥲

dull obsidian
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unless the transform data is already generated externally to / before vfx graph from C# array or a texture or buffer that already has all the asteroid transforms, then you can generate the main system particles every update just like you're doing for the sub system particles

inland tusk
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wouldn't there be a cost in creating a particle for every frame?

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when it could be created once instead

dull obsidian
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not really significant as long as the number of total particles isn't changing (which vfx graph basically makes impossible), vfx graph reuses particles very efficiently

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as i understand recycles them in a way under the hood so there's no memory allocation issues

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but that could vary by platform especially if it some mobile gpu that doesn't have a lot of memory or compute budget to work with, and you did mention indie VR?

inland tusk
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ok well I'm not sure if indy quite counts for what I'm currently working on but small studio stuff

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but yeah we've been pushing some fair stuff on the quest 3

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I get that straight compute shaders or whatever would be faster proably but the rapid development and stuff is making VFX graph indispensible to us in this one

dull obsidian
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in which case DOTS / burst jobs for the simulation or animation transforms plus a simple instanced rendering setup may fit the performance budgets the best. it lets unused cores of the CPU deal with the compute and only bothers the already VR frame rendering taxed GPU with the required rendering... vfx graph currently can only compute transforms / sim attributes on GPU, it can't take advantage of the CPU for that

dull obsidian
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but on VR platforms mobile or desktop you're almost always GPU bound, yet have idle CPU cores sitting doing nothing since most realtime / game engine work happens on the first thread

inland tusk
dull obsidian
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keijiro has some examples

inland tusk
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I would marry that man

dull obsidian
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if you need to optimize later anyway ha

inland tusk
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😛

dull obsidian
# inland tusk I would marry that man

he's at GDC right now in san francisco if you want to propose! we aren't there though sadly. we went last year not this year. we already went to unite in november too many conferences haha

inland tusk
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I perhaps presumptously assume he's not into white blondes and is pretty wary of particle-diggers

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I bet he gets them all the time

ashen robin
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more vfx events when

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gotten to the point where all my graphs use compute buffers to check a state variable

dull obsidian
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@inland tusk these are the dots / jobs systems keijiro has that seem applicable but overbuilt for other use cases, would need to be deconstructed.
https://github.com/keijiro/Voxelman
https://github.com/keijiro/BurstWig

GitHub

Unity DOTS/ECS example. Contribute to keijiro/Voxelman development by creating an account on GitHub.

GitHub

"Wig" effect with the C# Job System and the Burst compiler - keijiro/BurstWig

inland tusk
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Thanks for these resources I'll bookmark them.

dull obsidian
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Oh wow Brian Will made these examples, legendary

inland tusk
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I have just finished setting things up as you initially suggested based on my incomplete information and determination to use VFX graph, if you can talk to my TPM and find some money for me to redo it using dots I'll get on it 😉

dull obsidian
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haha yeah or by that point (if you're still using unity) vfx graph might then support CPU / C# burst jobs compilation and will just be a checkbox that makes it magically run faster on these platforms / budgets

inland tusk
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yeah I've been looking for that extra budget checkbox for a while tbh

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and launch date set to read/write

ashen robin
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someone earlier was showing off some dots/vfx graph combination with vr. It looks pretty good considering it was vr.

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more that it was cpu simulated via jobs

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usually requires constant updating buffers though, so probably a bit more taxing on the gpu

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pretty impressive honestly

inland tusk
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something tells me that's not on quest

ashen robin
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I don't use vr much but quest is handheld vr? I'm surprised it's gotten to the point where you dont need the pc

inland tusk
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yeah it's android faceheld 😛

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it's not terrible, a far cry from oculus go etc.

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back in the day

dull obsidian
inland tusk
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I'd rather do PC based but tethers suck and market penetration is terrible anyway as nobody has gaming pcs any more (percentage wise)

dull obsidian
inland tusk
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yes I'd be super interested to get my hands on the vision pro but again such awful market presence atm, not to mention you have a lot of pixels to render. You can actually meaningfully develop for q2 q3 but only a few enthusiasts will have a vision pro. Silicon is really hopeful for VR though, better battery/heat/power point by far

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did some AR on an iPad pro with an M1 in it and was pretty nice what you could get away with, overheated quickly tho

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get new device -> build a stupid VFX graph

my testing process

vivid wolf
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hello, I have a simple question. I bought asset with smoke particles. Everything is fine but when the camera is closer the particles go smaller... how to avoid this?

warm torrent
elder orchid
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I'm trying to replicate the foggy background/floor that Lego Builder's Journey has but I am unsure what the name of this effect is so I can't do any research on it. Anyone able to help me out?

long tiger
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volumetric fog?

dull obsidian
elder orchid
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Do you have any idea if It’s applicable for URP otherwise I’d have to upgrade. Thanks!

burnt coral
dull obsidian
elder orchid
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Thanks to the both of you. Just left school but will definitely work on it when I’m back from work.

dull obsidian
# elder orchid Thanks to the both of you. Just left school but will definitely work on it when ...

no problem! all that said, if you keep coming back to ideas for advanced effects for this project or another you may consider Unity HighDef Render Pipeline, as it is more scalable (down to mid-range platforms) than many realize, Lego Builder's Journey Runs great on SteamDeck, and the very popular Lethal Company was built with HighDef as well which also has a lot of moody volumetric fog and lighting effects. A big factor to that performance scaling is HighDef's support for AMD FidelityfxSuperResolution and Nvidia DeepLearningSuperSampling

elder orchid
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How well would HDRP be for low-end devices, I'm fairly unknown to the whole RP stuff in general. I'm working on a puzzle game for my exam preparations. I think I'd just have to mess around with the quality settings and give the player an option to choose their quality.

dull obsidian
# elder orchid How well would HDRP be for low-end devices, I'm fairly unknown to the whole RP s...

basically think of any platform that Unreal can scale down to (without unofficial source code mods) ... geometrygeometrydash which I and many others consider "mid-range". Unreal's Renderer and Unity HighDef share the same basic requirements and goals. That's also why Unreal doesn't target WebGL or older or lower end mobile (without GPU compute support) at all . Epic didn't want to splinter Unreal's Rendering into two Render Pipelines (like Unity did) or try to maintain one giant do-it-all franken Renderer (which Unity avoided) and unlike Unity few developers were already using Unreal to target low-end platforms or for highly stylized Non Physical Rendering

elder orchid
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We're only going for Desktop and Console maybe so all should be fine

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I'll look into it

dull obsidian
tired summit
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Simple question, I am stopping a VFX graph with .Stop(), but I would like one of the effects of that VFX graph to wait a little bit before stopping. How do i do that ? I've tried to override the OnStop event, but it does not work.

warm torrent
tired summit
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Then it would wait all the various effects of that VFX graph

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I want to delay only one of them

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Docuumentation says the OnStop event is called when I call the .Stop() function

ashen robin
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if you can't do what you want in the graph, then you'd have to toggle it inside of a script, usually by system or through some custom event (exposing Alive property) or via indexing with compute buffers

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Depending if you have it set up as one system to one object, or one system to mmany

tired summit
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No no no, I think I wasn't clear, sorry

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I don't want to kill the particles, I want the system to stop emitting after a delay

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The Graph has 5 differents effects. When I call Stop(), I want 4 of them to stop immediately, and 1 to stop after a delay.

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As in my picture above, I want to the OnStop event that is automaically fired to be delayed for only one of the five subgraphs

ashen robin
terse crystal
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Idk if I can ask here but anybody knows a good particle pack? HQ or any style, I am mostly looking for military related VFX, like explosions gunshots fire smoke missile and etc

heavy lake
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Hello, sorry I’m new here but what’s the difference between particles lifetime and duration?

warm torrent
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So, setting "start color" to a gradient will go through that gradient in the duration of the system

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Then either repeat or stop, if not looping

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Which also means that for a non-looping system it also controls how long non-burst emissions last

graceful saddle
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Spazi is there any chance you can help me out

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I have a system to switch through 2 scenes

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a day and night switch

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however the particles on the night reload each time, this makes it that the animation resets and it looks goofy

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if i do dontdestroy on it it ofcours also shows in the day scene which i dont want

strange sky
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hi guys i don't see vfx effect on player camera but i can see it on scene someone can help me pls

warm torrent
strange sky
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because when i go high in the sky i can see the vfx

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but i don't know how to fix it

warm torrent
strange sky
warm torrent
strange sky
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position 0 0 0 can't see, 0 50 0 i can

warm torrent
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That doesn't really tell me anything
Can you show a screenshot at the threshold where it disappears

strange sky
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Look at the position of the camera

warm torrent
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Bounds for an invisible box that wraps your effect
If the camera is seeing any part of that box, the vfx is rendered, otherwise it's culled
The VFX does not automatically know where your particles will be for getting the bounds correctly, so you may have to adjust it

strange sky
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so how can i increase the range ?

strange sky
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i get it its bounds size in particle graph thx for help

warm torrent
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Or so I assume

heavy lake
prime dome
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how to make them appear in the game window?

warm torrent
prime dome
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oh thanks

half aurora
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Is there a way to destroy individual particles? I'd like for a particle system to collide with the environment and the player, but they should only disappear when colliding with the player.

warm torrent
nova marlin
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when the grenade collides with the ground my particle effect isnt playing... can someone explain? im relatively new to this

jagged drum
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is the unity particle system as goated as they say

zealous wing
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In vfx graph, what is the difference between Trigger Event Always and Over Time?

ashen robin
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ah, actually over time may just be rate

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so particles per frame, or define the rate of particles every second

zealous wing
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Alright, thanks

lethal frigate
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Hello, is it possible to change render mode to stretched billboard in vfx graph?

ashen robin
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there's camera orientation nodes to face accordingly, but I'm not too sure what you mean by stretched

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may need to use a custom mesh, or shader if it's something to do with uvs

lethal frigate
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in a normal particle system you can use stretched billboard render mode to sort of scale the particles along their direction

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I was wondering if there was something similar for vfx graph

ashen robin
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ah, not too sure beyond just what I mentioned, but could try playing around with the scaling

lethal frigate
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yeah

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I've tried but nothing's come up yet

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my first guess was inputing the velocity or direction to the scale

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adding or multiplying the scale based on current velocity seems to be changing the particles' rotation somehow

inland tusk
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Hey so I have a VFX graph that upon init samples a texture at a uv and creates a particle there so that the particle matches the the geometry it's spawned on. This works great. I'd like to use it on an object I have applied a procedural shadergraph to though, let's say for the sake of discussion a gradient in world space. Is there any way to sample the resultant color value of a UV coordinate at that time/frame rather than reading pixels from an image?

ashen robin
# inland tusk Hey so I have a VFX graph that upon init samples a texture at a uv and creates a...

https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/ComponentAPI.html
You can send in stuff via properties like the shader graph, but if you want to use the same system but with different particle (color) variance you'd use events with custom attributes
https://qriva.github.io/posts/how-to-vfx-graph/#how-to-send-event-with-attributes

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changing pre-existing particles is a little more work though, but ideally you'd just want to set it and forget it if possible

wet jasper
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anyone know why my particles turn red when i select them?

odd hull
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hey guys, maybe a bit dumb question, but I'm using HDRP and generally aiming for a realistic feel for high end devices ... with that in mind, should I just be using VFX graph for new particle systems, or does it still make sense to use the old particle system for smaller things? not exactly sure what the overhead of vfx graph is, or if it's relevant on desktop

cobalt dune
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Hello
I have displayed a particle using two cameras on a ui. I'm going to layer the particle in the ui so that the particle is placed between the canvas and the buttons. How can I do this?

ashen robin
ashen robin
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well, if you did have a large scene of candles, then VFX graph would be ideal too. It's great at doing large similar operations spread out across the scene.

twilit lagoon
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hi all, is it impossible to have vfx graph particles being emissive and having like a simple box reflecting/reacting to that light information?

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I can't get it to work

twilit lagoon
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I guess VFX graph particles can't be taken into account in a Reflection probe?

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I simply want some particles to light the environment around them, even if in low quality, just some sort of glow from the particles colors

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any help is really appreciated

odd hull
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hmm I'm curious about that too 👀 tho I haven't tried it, but just earlier today wanted to make some glow-y particles, I'll try in a bit

ashen robin
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ive not looked into reflections probes with the vfx but I remember reading something a while ago on the forums about it

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there is ray tracing support as of recent though :)

twilit lagoon
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I tried using Screen space reflections, reflection probes, all I could think of but the particles "light" coming from the additive blend mode just doesn'ta ffect the meshes around it.

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Do you think ray tracing would solve this?

ashen robin
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I've not played around with it as of yet, I've seen people using it with the vfx graph though

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there's also light baking for particles if you need lighting input, but that's another thing I've not played around with

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vfx graph full of neat specific tools when you look around

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Does emissive light not work? I thought it did.

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If not then I guess using VFXOutputEventPrefabAttributeHandler_Light seems like the most basic idea. I've got some other ideas like creating light components near the particles, but if you're dealing with large amount of particles then maybe not the greatest solution.

twilit lagoon
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thanks! Yeah I deal with a lot of particles

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and I'm using HDRP indeed

twilit lagoon
ashen robin
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Reading on them, they are basically similar to my solution of just make a gameobject with a light source at the position you spawn the particles, but using its own specific pool.

#

not exactly sure if they can continuously read positional data though

#

Shuriken System does include light support per particle if these particles are moving around the scene.

#

Outputting light which affects other scene elements is just hard for the VFXGraph it seems. I'm curious on the raytracing though

odd hull
#

certainly seems to work

odd hull
#

HDRP

#

I don't have SSGI enabled tho, just reflection probes

solar trellis
#

is there anyway to modified value of float from my shaders but using particle, i know that we can do that in VFX but how about particle system

#

nvm, found it

ashen robin
twilit lagoon
twilit lagoon
#

I installed 2023.2, trying some setting but still no luck. Are you using Output Particle Quad in your vfx? Do I need to enable anything specific in the project settings? @odd hull

odd hull
odd hull
#

can your reflection probe see the particle system?

#

like, if you look at the probe's texture, do you have the particles in it?

twilit lagoon
#

I see this on the documentation, I really wonder how you made it work lol

odd hull
#

but I'm not using raytracing

twilit lagoon
#

you're not using ray tracing? Oh okay, I was trying to make it work with RT, then maybe I need to do something different

odd hull
twilit lagoon
#

which Output you have in vfx graph?

odd hull
odd hull
twilit lagoon
odd hull
twilit lagoon
odd hull
#

oh nvm ignore the thing about the visual environment, the reason my scene looks different without it is because I have a bigass skybox as default

#

the reflection works even if I disable both

twilit lagoon
#

Oh okay, then it's not it

#

brought your vfx into my scene, the reflection probe doesn't see it

#

I'm very confused lol @odd hull

odd hull
twilit lagoon
odd hull
#

I only started using HDRP like 3 weeks ago, so I don't have much intuition for what could be causing this sorry 😅

twilit lagoon
#

replaced mine by yours but still nothing

#

thanks nonetheless, really appreciate the effort

odd hull
#

hmm that's so strange it doesn't work, can it see normal particle systems?

twilit lagoon
#

I don't know never used them, I only use vfx graph. Particle systems aren't also what I need

odd hull
odd hull
#

i gotta run for a few hours, but if you figure it out pls share what was the cause 😅

#

I can try some more things later otherwise

twilit lagoon
odd hull
#

maybe ask on the forums tho

#

people often have good ideas there

twilit lagoon
#

I've researched this SO much already on the web, you're the only person I see that has it working exactly how I want

#

everywhere you see tutorials of people placing a light source at the center and call it a day 😄

odd hull
#

I've played around with raytracing a bunch past few weeks tho, so it's possible I toggled something that makes this work 😅 tho I literally started using vfx graph yesterdy for the first time

#

still, if it doesn't work for you with my settings then that's hard ot say why ...

#

I'm on HDRP 14 btw

twilit lagoon
#

where do I see my HDRP version

odd hull
#

package manager

twilit lagoon
#

I'm on 16.0.5

#

I'll go back to my previous Unity 2021 version that I use, see which HDRP it has

#

I only upgraded to 2023 because I thought you had it working with Ray Tracing

#

can you tell me your exact Unity version, @odd hull ? I will try that.. my previous 2021.3 has HDRP 12.1.6

odd hull
#

2022.3.21f1

twilit lagoon
# odd hull 2022.3.21f1

I managed to get this version to test now.. but yeah, your vfx also doesn't show up in the reflection probe.. do you think there could be something else, some other settings asset you could potentially share with me?

#

Oh wait now I actually see it in the reflection probe, but it's the faintest thing ever, even after craking color multipler by 100

twilit lagoon
#

Having a really hard time getting that light to affect the environment

austere umbra
#

Hello, I have an issue where my particles clip behind an object depending on the position of camera, can anyone help?

#

as far as i understood, it's because of "fade" rendering mode and transparency, but i need those bubbles to be transparent

warm torrent
austere umbra
#

oh I see

warm torrent
#

Order independent transparency sorting is difficult to do and expensive to render so most game engines don't support it

austere umbra
#

ok, tysm ❤️

soft geode
#

Hello everyone, I'm having some difficulty getting my particle system to use custom data from my custom shader. Basically all I want to do is increase the intensity of the the emissive texture from 0% to 100% over it's lifetime. However, the problem arises that when all is set up I get this horrible flickering effect during play back. Any ideas of what went wrong? I'm using the shuriken system FYI.

nova marlin
#

i dont want my effect to play on awake, nor loop, but when i make a script to play the effect it doesnt play, is there something with the component i have to change?

odd hull
odd hull
#

I'm curious why it's so faint tho hm

open summit
#

Would anyone know how to create a flaming ember effect? I don't know what they are called but after like a building burns down you can see like embers(?) fall to the ground?

#

Like in this video not directly on the fire but in the middle you can see specks of flame.

#

Would anyone have any clue how to create this for my scene?

ashen robin
#

and insert your own texture and shader

twilit lagoon
# odd hull I'm curious why it's so faint tho hm

bloom makes no difference it seems. What I ended up doing was having two identical vfx, one for light other for visuals. the light one I set particles to opaque and increased their color intensity by a lot. This only works because I make art and not games, otherwise the vfx could become desynced

#

Ah yeah and I set the light one into a separate render channel

ashen robin
#

https://i.imgur.com/XTS07ng.png
Does anyone have any ideas how to recreate this node such that I can plug in my velocity value instead of having my system inheriting a velocity value?

#

I just want to fixate my quad towards the velocity and still billboard towards the camera. I've tried using the look at method and trying to angle it myself, but there's a bunch of problems related with it.

#

rotating stuff towards a direction feels like such a pain with the vfx graph

ashen robin
#

let velocity move it but reset the position /shrug

ashen robin
#

unfortunately towards velocity doesnt seem consistent zzz

#

oh, seems orthographic related. Well, shoot

#

so particle strips are unoptimized, making quad trails myself seems pretty difficult, I guess ill try some 3D trails

#

ah, ok. Seems like moving the camera out fixed the issues. Not entirely sure why since stuff was rendering over it fine, but w/e

zealous wing
#

I also wanted to ask about orientation node and if there is a way to apply the orientation to the actual angle of particles?

ashen robin
#

I'd consider AlongVelocity the LookAt billboard orientation

#

no freaking clue why it's not just a plugin value and dependent on velocity

#

or if you can figure out the post above, you could supplement the velocity for a direction using the Advance orientation with some cross product shenanigan's

zealous wing
#

The problem I have with orientation is that it doesn't contain information on angles. So if for example I will try to use any kind of orientation and then kill the particles and have them spawn new ones using On Trigger Die, I can't really make them inherit this orientation or set them in this particular angle

ashen robin
#

can you not inherit from OnTriggerDie? I thought you could

zealous wing
ocean wagon
#

Hello everyone 😄 . Could you please advise me on how to create the pre-path indicator effect for monsters in Unity like in the video? Thank you so much!

warm torrent
#

Otherwise you may have to turn that path into geometry with a scrolling texture

limber thistle
#

Does anyone know if it is possible to extract vfx graphs from an assetbundle? I am making a mod for a game and as I am a total newbie when it comes to vfx i would like to be able to take a look at how they are setup so I can modify or reference them for my own vfx.

#

(The game dev has given explicit permission to modify the game in any way btw)

hearty flare
limber thistle
#

ah

#

apologies

hearty flare
#

We don't make exceptions, sorry. There are probably other modding-specific servers out there

limber thistle
#

got it, i will take a look

ocean wagon
lime gyro
silent sierra
#

what was the last version of VFX with support for BiRP?

inland tusk
#

Hi, so I have a default particle system, and I have it attached to a prefab that is instantiated into a boids system. The complication is that I want the whole system to be moving relative to itself. I dunno, think boids in a jar or something. For the boids to leave trails as I'm intending, they need to be simulated in world space... however, then of course moving their parent doesn't move their trails, which I need it to.

I've tried a few chatgpt generated scripts that are along the lines of simluating locally and then moving it but none of them have worked

warm torrent
deft veldt
#

can someone tell me why this is greyed out in my particle system inspector?

inland tusk
#

because it's a default material, if you careate your own ones and drag it onto the system you'll be able to edit it

deft veldt
#

sweet thank you

carmine bone
#

If I have a vfxgraph that I want to create a mesh as the output but I want it to be animated, is there a method for going about that?

carmine bone
#

Like if I have a model of a hawk or something I want to use and want it to use a flying animation while it persists.

dire fog
#

hi people, someone knows how to make physics cloth for grabbable objects? any asset or repository?

minor glen
#

For each particle

warm torrent
#

@carmine bone Are the hawks made of particles or does each particle form a hawk

#

Official particle examples include a butterfly demo at least, which have wings and are animated by the VFX graph to flap

#

There's also now a way to sample skinned mesh renderer within VFX graph which could help if you want to animate something using bones within the VFX Graph

carmine bone
#

Ty I'll look into it

cedar sandal
#

idk why but in game my particles are hidden, that is in 2d . I also changed the layer orderring from the particle render.

warm torrent
#

If nothing seems to produce results, you can always make a brand new scene with a new camera and new particle system and verify that at least works
If it does, try to compare what's different
Note that a 2D scene can be switched to 3D view to better verify that objects aren't behind the camera

inland tusk
#

Hi how can I test if a particle is within an SDF defined shape? I'd like to set for examplel the size of a particle based on if it's within an SDF defined by the SDF itself and a transform for it's position (VFX graph)

opal rampart
#

the default output particle quad has a uv mode option and when i use my own shader graph the option disappears

#

any way i can still get that option while using a custom shader?

#

do i have to basically make a shader graph that accounts for the flipbook uv?

inland tusk
warm torrent
#

Or just remap the sampled distance directly to whichever value you need, like particle size

inland tusk
#

I would love to see an image of an example graph if you know of any. especially, if you drop a texture3d in you don't get exposed position rotation scale on it... Do you need to apply those in maths to the UV that you're sampling? no wait would I multiply the SDF by a matrix? I don't see matrix as an option in property binder....What I have currently

#

I'm getting SOME result from this it's just pretty difficult to tell what it is, where the SDF is and how big etc

warm torrent
#

It has the Angles property for rotation

inland tusk
#

I think that my be what I needed

#

not sure how I missed that

#

oh yes I do I searched the box for SDF not signed....

#

thank you!

warm torrent
#

There's also blocks related to SDFs, like "collide with signed distance field"

#

Afaik 3D textures nor SDFs have UVs

inland tusk
#

yeah I found the collide one. strange one is called signed one is sdf

#

as I found the collision ones I somehow didn't think there was a sample SDF

vestal rapids
#

Hi, I'm struggling to make my vfx particles spawn from my transform.
I'm not sure what I'm missing. I looked online and it seems to be the same as what I am doing but it is still not working

ashen robin
warm torrent
bronze cedar
#

Hi, this is my first venture into using VFX graph, can someone help me with my smoke trail? - It cuts in and out and leaves bits of smoke trail behind.

#

Might it be something to do with bounds? I've tried capacity that makes no difference, lifetime also seems to make no difference 🤔

#

The rest of the graph if it helps

ashen robin
bronze cedar
vestal rapids
fringe lion
#

Hey guys, hello
I'm trying yo make a volumetric light effect in Unity 2D URP, like a scanner vfx, I have been researching but haven't find anything useful, I tried with volumetric light but doesn't react to a shadow caster
I want to achieve something like this https://x.com/JuhanaMyllys/status/1668236706548441088?s=20

This sensor light is heavily inspired by the beginning of the (best film ever) Aliens where a vibrant beam of light from the scanning device locates Ripley's cryo-pod. 👽 #indiegame #aliens #pixelart #IndieDevs #SteamNextFest #madewithunity

#

How could I make this?

#

I have researched but couldn't find anything similar

mental belfry
#

hi guys! im trying to make an effect for a finishline in my racing game. the finishline is an arch and Id like the particles to not extend beyond the height of the arch

#

heres a screenshot for reference

#

how would I cull the particles leaving the arch shape

fringe lion
#

Volumetric 2D Light

inland tusk
#

is there a node for getting the current paticle count? (VFX graph)

harsh halo
#

does anyone have a good reference on leveling up particles to look better? I get what the various nodes do but im wondering if theres a more efficient way to improve my effects than just guessing and testing fiddling around with various properties

#

basically im looking for tips/tricks or references that can help me get from like decent to good to great looking particles

latent musk
#

Hello does anyone have a guide on the understand of vfx timing, color, impactfullness, etc?

static shell
#

Feedback on these effects?

Shine is a shader with some configurable props I've written - duration of the swipe (1 sec), random delay (1-3), glow width (0.215 - percent of the width of the image).

Sparkles in back is a PS

Mostly looking for feedback on the shine part.. have been looking at it long enough to not be able to see it anymore :p

#

maybe the shine itself is too glossy/white?

north agate
#

Thickness of the shine seems a bit much?

static shell
#

I think I like that better

north agate
#

yeah

static shell
#

it's such a tiny thing but I'm also not tweening the shine alpha in/out at the beginning and end, so in the first one with the thicker shine, you can see it snap on/off

#

so the narrower shine hides that as a bonus

#

i wonder if it'll look lame if I just .. keep the shine on all the time? and have it move around the ticket?

ashen robin
inland tusk
#

VFX graph: So I'm doing some VFX stuff with textmeshpro strings. I've got particles generating on the text fine, but I want to be able to do things like offset or animate them on a per word basis. I could do per letter by just taking every 2 triangles, but per word.... How could I go about this? I feel like I'd need an array of word lengths which I could then match to triangle IDs. How could I do this?

ashen robin
hardy marsh
#

i have a problem

#

the particles system works on editor and in exported game, but no works on Particles Editor

warm torrent
#

The empty grid space is for editing curves

hardy marsh
warm torrent
hardy marsh
ashen robin
inland tusk
#

cool sorry I was being dumb I just found it but hadn't posted that i had yet 🙏

inland tusk
#

so I'm looking at graphicsbuffers, haven't used them before: I have this that I found somewhere, it was set for vector4 but I just want an int (tried int and uint) so I changed it, however, I am reting to reference this list with the triangle. The triangle ID works (i'm highling particles based on the triangle they were spawned on to test), but when I use the tringleID as the index I only ever get back 0. any ideas?

ashen robin
#

What do you mean by get back?

#

Like in the graph the index is always 0?

inland tusk
#

sigh, I got it, just now after an hour. I should post more often but just delete it faster. I muddled with uints and ints a bit and I think maybe the error was setting the buffer stride to 1 instead of 4. I wasn't thinking 4 bits for an int for some reason

ashen robin
#

i was about to say that

#

haha

inland tusk
#

🤦‍♀️

#

it's late, I was just thinking "it's one value " 😅 life without debug messages be hard

deep root
#

So i cant for the life of me figure out why my VFX quad thats supposed to be displaying the rune circle (shown to the right of the portal on a normal plane) isnt displaying it on the VFX quad (the big outlined currently invisible quad right above the portal). no matter what i do or which image i put in. The ShaderGraph used is a simple Alpha Layermask for the rune circle. This is my first time trying to integrate shadergraph into vfx graph, pls help lol

ashen robin
deep root
#

precisely

ashen robin
#

There's some extra settings like backface culling on the output node when you click on it that is shown on the inspector side

deep root
#

its not a HUGE deal per se, since i could just use the normal quad for my intended effect, it would be nice to control it from within the vfx graph tho

ashen robin
#

my best guesses would be it's being culled, alpha clipped, or angled incorrectly

deep root
#

these?

ashen robin
#

right, you may need to override the material options in the shader itself

#

"Allow Material Override"

#

also try using another texture without alpha values for the heck of it

deep root
#

yeah i did that, just a plain white texture

#

no luck there

ashen robin
#

does it show without the shader

#

using the basic quad unlit

deep root
#

yeah it does

#

its really messing with my head since both are using the same texture lol

#

the issue has to lie in the shadergraph somewhere

ashen robin
#

yeah not too sure. I was thinking maybe some alpha clipping is happening but if solid textures arent rendering then that's odd

#

I would just expose a variable on your alpha clip anyway in your graph

deep root
#

alpha clip is unchecked hmm

ashen robin
#

perhaps try making some basic lit/unlit shaders and try your luck with those and maybe you can come upon the issue

deep root
#

perhaps, ive been messing around with this for a little too long already, im just gonna go with the quick & dirty solution for now and see if i cant research this later

ashen robin
#

even something like opaque with alpha clipping

#

cause that could show it's some sorting issue then

deep root
#

tried switching the shadergraph to opaque, and its alpha clipped

#

no workie :(

#

the normal quad is still working just fine ofc

#

nevermind lol, it just hadnt updated, ofc it would be opaque if switched to it :)

ashen robin
#

There's also some sorting modes on the output in the inspector

#

i'd make sure it's not being rendered behind everything

#

tons of small things it could be

deep root
#

yeah it isnt the depth test atleast

#

tried setting it to "always", so if it was that it would have rendered then

muted relic
#

does anyone know why my objects gets shredded when i put it into material

#

i wanna put that material on particle for clouds

#

that's the different in size after i have putted it on a material

#

it look way too bad cus of material

#

that's the propeties, i have watched a youtube video but seems like the size is cubed

#

i want it back to the original size

#

on material and put it afterwards on particle

tough arch
muted relic
#

okay how can i do sir

tough arch
#

Open your texture in an image editor and edit it.

muted relic
#

oh yeah forgot that's still in image editor

#

FINALLY been waiting for hours

muted relic
tough arch
muted relic
tough arch
#

That's a shader

#

I don't understand the question

muted relic
#

is that the only way i can make a material and resize my stuff if it's not quad?

tough arch
muted relic
#

and yeah i just noticed it's a shader, sorry for my unlimited stupidness , I'm new to engine or to the industry

muted relic
muted relic
tough arch
muted relic
tough arch
#

Because windows paint is not a good enough image editor.

#

Definitely not something you should be editing your textures in.

muted relic
#

okay, i will use windows photo which a software that im not used too

#

so sorry for these questions, i should have fix it already

tough arch
#

Neither is windows photo

#

You should use something like Photoshop or gimp.

muted relic
#

oh no

#

is there a reason for that?

tough arch
#

The reason is that what you mentioned so far are not proper image editors and don't have all the required functionality. It's like of you write code in notepad instead of a proper ide.

muted relic
#

dude its 30x30 and still the same

#

the guy on the video made the cloud look with particle but i couldn't

muted relic
#

please answer me when i wake, i really wanna find a solution :C

tough arch
#

Are the particles scaled? What does the particle mesh look like?

#

Did you change any tiling settings?

#

Etc...

warm torrent
warm torrent
#

Generally you wouldn't use NPOT textures at all, and with particles avoid non-square textures also for simplicity

#

But you can set the particle 3D scale to the intended proportions of your texture, even if it's resized to a square on import

odd hull
#

maybe dumb question but does 6-way lighting work for shuriken too, or is it a vfx graph only thing? or is that independent? having a bit of a hard time finding a good resource on how exactly this works

gloomy siren
#

I'm ashamed a little to ask for this (because it's probably something stupid, obvious and easy to solve) but:

  • In Project tab I created VFX graph (fireplace)
  • I dragged it to Hierarchy to set it in scene - it spawns at 0,0,0 location
  • Now I want to move it - but I only move the icon/Alladin's lamp - the vfx effect doesn't change it's position. Why???
    How to move VFX - not just the lamp representing it (they should move together, no?)
ashen robin
gloomy siren
ashen robin
#

its in the vfx graph UI

#

top right corner of your systems

gloomy siren
#

The problem is that I can change its position - values x,y,z are editable - then icon of Alladin's lamp changes according to those values. But vfx stays in 0,0,0 location no matter what I do.

#

If I change positio of 'vfx_fire' (empty, parent object) the same things happens: lamp icon changes it's position - following the parent - but vfx stays in place...

ashen robin
#

system is in world, not local

gloomy siren
#

ok. I would still assume that position of the lamp should be the same as position of the vfx. why for me they are different - why vfx doesn't follow the lamp...

ashen robin
#

world coordinates = absolute world coordinates (0, 0, 0)

#

local coordinates = coordinates relative to the gameobject the component is on

#

so world vector3.zero = center of your game world
and local vector3.zero = center of the gameobject your component is on

gloomy siren
#

I created another vfx graph for test - when I move it around then both -lamp icon and vfx effect - move aorund together. as expected.
it's not like this for my initial vfx.
bug. or some other setting.

gloomy siren
ashen robin
#

click it

gloomy siren
#

I give up. Anyways thanks for your time.

ashen robin
#

click it!

gloomy siren
#

now I see it - thank you 😄
even if I change it - vfx effect doesn't follow the lamp.
I created new vfx and it works as it should - with vfx effect moving together twith the lamp icon.

thanks for learning me on how to change the local vs world!

ashen robin
#

may need to see the rest of the graph then. You could be setting coordinates in world in the system too

#

those small (w) near the values indicate what space those values are in

muted relic
warm torrent
#

Non-power of two

#

Referring to dimensions

muted relic
muted relic
# muted relic

that's the particle properties, have I done something wrong?

warm torrent
muted relic
warm torrent
#

Texture sheet animation module will override the texture so it shouldn't really matter what particle material* it is
Though other shader properties like blending mode will still be used

muted relic
muted relic
muted relic
#

why are the particles under my background screen?

muted relic
# muted relic

all the objects are on top of the background but only particles

#

but why?

#

that's particle layer property

#

just made Layer for clouds it should have shown the clouds on top of birds/background but it didn't ;c

#

just made it

#

two cameras one for all and one for only particles

#

i dont know if link is not allowed, but its going to be helpful in future for people in need

warm torrent
#

If your particles are opaque (or "cutout") instead of transparent, they are only sorted by depth position, which is also the case if they're on the same layer and order in layer with your background
It's possible that your background is not on the "background" layer, so they might be sorted by depth position only

#

It's also possible you're mixing canvas components like images with other non-canvas components like sprites which will make the sorting logic very confusing

gloomy siren
muted relic
#

ima try your sort of things just in case for flexibility and learn new things/techniques

muted relic
#

i start to use ChatGPT, its really helpful too

#

im using it before asking you guys, because i don't want to waste your time

warm torrent
muted relic
#

sounds like you had the same experience xd

warm torrent
# muted relic sounds like you had the same experience xd

It used to happen every day here back when it was a fad
Even to someone experienced the chatbot's explanations often looked convincing, yet turned out to be decisively wrong when scrutinizing them step by step
While the generated advice may work, it's a nightmare to track down any issues which might not even manifest immediately

muted relic
#

i slept happily yesterday after seeing ChatGPT explanation

inland tusk
#

Hi, is there a node in VFX graph to get a unique ID value for that instance of a particle system? That I can add to a random seed so that I don't get the same result in every system? (I am assigning an int value to each particle based on "things" and using that as a random seed for color, however I want that result to be different per graph (though consistent in that system). Time graph is enabled perhaps? World position without needing to feed it in with a binder....

ashen robin
inland tusk
#

hmm, I was assigning ID's to particles born on certain TMP letters and words, and using them to get random colors per character/word... Then I remembered on all of those elements I was anyway feeding in values with a script so I just passed in a random int on enable. But I still can't think of how I could have done it otherwise

tired summit
#

I'd like to create a VFX graph where particles go through n points in a smooth path.

#

What would be the best way to implement that ?

ashen robin
# tired summit I'd like to create a VFX graph where particles go through n points in a smooth p...

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

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

▶ Play video
tired summit
#

Thanks ! It's a nice video when you only want to connect two points. I feel it doesn't scale well when n > 100 points. =/

ashen robin
#

Or some animation curve logics. Yeah, perhaps the animation curve is the idea... not too sure about creating them dynamically though.

dim jetty
#

Does anyone know how to make VFX Graph events fire in a specific direction/rotation passed from code?

I'm able to set the position attribute in code so events play at specific positions in the game world, and it works great. I do that by using an Inherit Source Position (Set) block in the Initialize Particle section of the VFX graph.

For some reason it doesn't work at all for direction/angle/rotation tho. I've tried using direction and angle attributes with the associated Inherit blocks in Initialize (passing the value as either Vector3 dir or eulerAngles), as well as using an Orient block in output passing them in, but it always plays facing the default dir 🤔

dim jetty
#

sure one sec

ashen robin
#

click the initial context and on the editor side you'll see a bunch of variables

#

these are the standard attributes which you can inherit through these events

#

custom attributes can only be inherited in the output

dim jetty
#

oh wow, yeah I don't see direction or angle in there. I thought since there were blocks using those attributes they were built-in

ashen robin
#

if you want to get custom attributes in the initial context you need to use compute buffers

dim jetty
#

I see angleX, angleY, angleZ in the standard attributes. Maybe I can use that?

ashen robin
#

Yeah, probably

#

There is a direction node, but usually I just use angles and velocity

dim jetty
#

do you know why are there builtin nodes for direction but no standard attribute for it?

ashen robin
#

no clue. I'm not even sure how the direction nodes work.

#

I just use positional data (previous and current position) to derive a direction

dim jetty
#

😆 no worries, it's Unity after all... maybe they haven't finished that feature yet

#

this is great tho, I'll give the angleXYZ a shot. Thanks a bunch!

ashen robin
#

ye

dim jetty
#

hmm, still isn't working. I'm using an Inherit Source Angle.XYZ (Set) with all channels and

var rotation = Quaternion.LookRotation(dir);
var eulerAngles = rotation.eulerAngles;
_flashAttributes.SetFloat("angleX", eulerAngles.x);
_flashAttributes.SetFloat("angleY", eulerAngles.y);
_flashAttributes.SetFloat("angleZ", eulerAngles.z);
ashen robin
#

not too sure why the angle wouldn't work

#

What's on the inspector I think is what's currently in your system so they all might not be there so check the docs

dim jetty
#

haha, yeah I've been reading up on that second link for awhile, lots of info there but the section on rotation seems to depend on having a targetPosition to rotate towards, when all I have is a normalized direction

#

I could convert the direction to a targetPosition actually tho, maybe that's the easier solution

ashen robin
#

There is angle vector3 so maybe try that one

#

honestly, I just use buffers to avoid this stuff lol

dim jetty
#

unfortunately I already tried the Vector3 angle before to no effect 😢

ashen robin
#

it's on that same page

#

    public VFXAbilityEvent SpawnParticles(AbilityObject abilityObject)
    {

        VFXEventAttribute eventAttribute = visualEffect.CreateVFXEventAttribute();

        VFXAbilityEvent abilityEvent = AddVFXAbilityEvent(abilityObject, eventAttribute);
        int eventIndex = abilityEvent.IndexID;
        Vector3 VFXOffset = abilityObject.AbilitySO.VFXData.VFXPrimary.VFXOffset;

        bufferDataArray[eventIndex].ID = eventIndex;
        bufferDataArray[eventIndex].Position = abilityObject.transform.position + VFXOffset;
        bufferDataArray[eventIndex].Rotation = abilityObject.transform.eulerAngles;
        bufferDataArray[eventIndex].Direction = abilityObject.transform.forward;
        bufferDataArray[eventIndex].Size = abilityObject.CurrentUpdateSize;
        bufferDataArray[eventIndex].LifeTime = abilityObject.AbilitySO.AttributeData.Duration;
        bufferDataArray[eventIndex].LingerTime = lingerTime;
        bufferDataArray[eventIndex].State = 1;

        graphicsBuffer.SetData(bufferDataArray, eventIndex, eventIndex, 1);


        eventAttribute.SetInt("ID", eventIndex);
        visualEffect.SendEvent(playEvent, eventAttribute);

        return abilityEvent;
    }

Then similar to the event stuff (you can still use event attributes too). I basically do the same thing as object pooling here and request a buffer index when i spawn a particle to use.

#

Mines a little more complex than the page though since I can update values during the update context stage

#

But if you just want a bunch of custom event data in the initial context then that page should give you the idea

dim jetty
#

oh, that doesn't look so bad. I'll go in that direction for now then and see if it helps 👍

ashen robin
#

yeah, it's totally worth it in the long run

ashen robin
#

Though, the page doesn't give a good example of keeping track of what buffers you're using which is probably something you'd want to do which is why I set the ID here

#

Send the ID via event, bind it to the system, and basically use a buffer relative to that ID

dim jetty
#

it actually seems like using the angleX etc attributes does work -- I had other particles within the same graph setting their angles manually which was apparently overwriting it for all of them? 🤷‍♂️

#

it's still not behaving exactly as I would expect, but the angle is clearly changing, so I'm onto something

#

I might end up going with the buffers later anyway since this process is so awkward, but I think I'm okay for now. Thanks again for your help! 🙇‍♂️

noble osprey
#

Hi all,

Any chance someone can point out where I'm going wrong please? I'm following Gabriel Aguiars Disintegrate/Dissolve video, just for the spawning of particles from a skinned mesh. As far as I can tell I've done everything right, but I can't seem to get my particles to emit from the mesh, only from a single point (which is nowhere near the actual emitter, which is even more baffling. 😕

noble osprey
#

When using the Output Mesh block, is there a way to choose a random Mesh out of a list at all (ie, so each particle is a random mesh)?

silent sierra
#

self shadowing volumetric particles in BIRP does it exist?

tired summit
trim tulip
#

hi all, i'm just starting out learning the visual effects graph and i was wondering if anyone could explain or point me toward any resources for what a particle strip is? i've looked through the manual and it doesn't explain it very well, and i was hoping someone could give some clarity

#

for context, i'm making explosion vfx for my game, and i'm trying to make the vfx have these fairly long rays of light that shoot out from the center at the initial burst of the explosion. i was at first using a default particle system with a trail and just setting the particles themselves to not render, but that caused some problems in trying to rotate the rays themselves around the center of the explosion

#

because of the fact that the trail itself isn't just a line from the center to the end, it caused it to curve and so i figured this was a good enough excuse for me to finally learn the vfx graph

#

i've read that particle lines are good for that, but there are no texture options and apparently they're forced to always be 1 pixel width

noble osprey
trim tulip
ashen robin
trim tulip
#

ah i see, so i should use some other method for what i'm doing? considering i don't really care about it being a "trail" as much as i just want the entire mesh to stretch from point A (center) to point B (outwards)

ashen robin
#

You could try trails which increase in size as they age

#

or through velocity

#

distance ect, lots of things you could try

trim tulip
#

the particle line output gives me pretty good results its just missing the ability to apply a texture and have an increased width

ashen robin
#

yeah, the strip should work

#

(even though I dislike them as they are far from optimized)

#

Could also alpha clip a quad with texture is another idea

#

Like one of these and using some alpha + scaling

young night
#

anyone know any particular reasons why "color over lifetime" wouldn't be working in a particle system? I want particles that fade in and out with opacity. The particles, however, do not seem to care about the input.

ashen robin
young night
#

I was using this

ashen robin
#

ah, you need to use vertex colors then, but if the shader isn't anything special, just use the Particle Unlit shader unity provides

trim tulip
ashen robin
#

oh that's an interesting node

tired summit
#

I'm still struggling to find a way to have particles go through n points in a curve (with n not equal to 2)

#

The only clue I have is hiding an array of points and quaternions inside a texture...

#

But it sounds like an enormous task for such a simple effect =/

ashen robin
ashen robin
#

if you need an array of values you can also use a graphics buffer instead of doing it via texture

tired summit
#

That way, almost all the work is done in C# rather than in VFX Graph

#

I like it, thanks !

gloomy siren
#

Can someone push me in the right direction - how to make similar effect?
It is 2 things:

  1. Circle exactly on the ground - rotating all the time
  2. Hex frame - moving up and down

Can I do this in vfx graph?

warm torrent
minor glen
#

hey guys, im using setting the position of my particles, based on my skinned mesh renderers, which works fine on some meshes, but dosnt on some others, and just sets the position of the particles to 0,0,0(local space).

why is that? can i fix it?

warm torrent
minor glen
#

yea maybe its not enabled

#

ill check it out

warm torrent
#

No weird object scales?

nocturne crane
#

Hello everyone. In Unity, my particle effect covers my item as I want, but when running on Android, my particle effect does not cover my item. What could be the reason for this? Does anyone have information?

torpid harness
#

Does anyone know how to make a good Proton Beam particle system? (Like the Ghostbusters Proton Pack)

neat maple
#

I'm seeing something shady with the VFX graph.

When I first activate an effect, the system starts playing. This works.
Now, when at a specific frame after activation I activate a second effect, the first effect will stop playing. (HasAnySystemAwake becomes false etc)

This is impossible to reproduce when playing only a single effect, but quite easy to reproduce when playing two of them within 1 or 2 frames of each other. This is happening for effects with the same graph, shortly after activating one of them (when none of them were active before)

ashen robin
#

otherwise just see if the issue persists in build

neat maple
fast olive
#

any tips on how to improve this? any feedback at all greatly appreciated, thanks!

minor glen
tired summit
#

Feels weird that the texture scrolls along the branch, especially scrolls downwards

inner jolt
#

maybe another texture scrolling the opposite direction to break things up a little

warm torrent
#

With photorealism you'd just pick some reference footage and try to break down and match that

#

With realism too there's many different varieties fire or any thing can look like
Type and shape of fuel, air humidity and wind can totally change the appearance of flames

#

"How to improve" is such a pointless question unless the goal is clear

tired summit
#

Feels weird that the fire goes up and the texture doesn't

fast olive
#

Yes, I noticed that right after sending the gif and switched the scrolling to the right direction. It still looks a little weird but definitely much better. I will try adding a second texture to see if it breaks it down a bit. Also agree with the colors, and made it more saturated and yellow in the center. thank you!

fast olive
#

here's a slightly updated version

fast olive
#

or this maybe works better

inner jolt
still meadow
#

hey guys I dont know if this is the best place to post this, I think this is using particles, or line renderer if I am mistaken, any ideias how this was made?
https://www.youtube.com/watch?v=Bvzp8kVieWs

With physics! -- Watch live at https://www.twitch.tv/foxyroxiel

#VR #VRChat #vrchatworlds #vrchatstreamer #vrchatlife #vrc #vrchatanime #comfy #wholesome #foxgirl #anime #gaming #twitch #youtubestreamer #twitchstreamer #youtubestreaming #clips #twitchclips #youtubeclips

▶ Play video
inner jolt
still meadow
#

so you think there are allot ton of particles in the tap stream?

tired summit
noble osprey
#

Hi all, is it possible to have particles follow a path? What I mean is have the actual particles emit and then travel along a path, NOT the actual emitter. Everything that I've found in searching is to do with the actual emitter following a path. 😕

noble osprey
warm torrent
noble osprey
clear spruce
#

by quick scan it looks like they don't move the particles along a path in that video either but they do position particles on a bezier curve, the same node could be used to move the particles as well but note that it only works for single bezier curve. You could change the bezier curve on the fly depending on which part of the path the particle is located at. That should definitely be possible now that custom HLSL nodes are introduced but it might be bit tricky. the other solution that I thought could work was to generate force field for the path you are looking for but that most likely wouldn't work for longer paths very well

clear spruce
#

tweaking the bezier curves in the VFX editor is quite suboptimal so I would consider using the unitys splines tool to create the curves and create script that extracts the curve data into GraphicsBuffer which can then be send to the VFX graph. The graph would then be able to sample the path at given point by first figuring out in which of the bezier curves the point would fall on and sample the the bezier curve accordingly using the buffer. if the point needs to move at consistent speed across the curve (not changing depending on the bezier part length and shape), I would consider just sampling the curve bunch of times and give the points in a buffer to the VFX graph so you could just sample the buffer at given point without having to sample any bezier curves anymore (though linear interpolation between the two closest data points would be helpful). I couldn't find documentation for the splines tool in unity but it should have an option to sample the path at given distance from the start (so you could have consistent increments between the points)

noble osprey
ashen robin
#

yeah graphics buffer seems to be like the way to do paths with vfx graph

#

you can send in animation curves though

clear spruce
#

that would only work for 2d curves though

ashen robin
#

send in 3 of em

noble osprey
#

https://streamable.com/yvtewx

Here's current gameplay vid, basically it's the inside of a vein/artery and was looking for the best way to do blood cells the like coming towards and passing the player and past the camera. I thought I could use spawn circle, but would need to spawn on the edge of the circle (the tunnel is a large ring (see pic), and give them an offset and then just parent the emitter to the ring with it's own rotation adjustment.

Watch "2024-04-08 09-51-03" on Streamable.

▶ Play video
clear spruce
# ashen robin send in 3 of em

at that point I would rather just sample the curve at couple thousand points and send those in a GraphicsBuffer but that could work too

clear spruce
noble osprey
clear spruce
# noble osprey Yeah, tbh I thought I could simply keep the particles in local space and parent ...

btw the rotating camera is great trick making it look like the vain is curving all over the places while the players just goes through the same loop over and over again. Are you planning to change from that donut shape later on or is that how it would always be? if so you could just do some sort of particle effect that goes in circles and that could be enough. Another thing that I was wondering is whether just adding backwards force (towards cameras -z) and using the Collide with Depth Buffer on the particles would do the trick. The depth buffer collisions are nowhere near perfect but they could potentially work well enough

noble osprey
clear spruce
noble osprey
clear spruce
noble osprey
warm torrent
#

If the torus will remain a torus, vector fields could also be utilized

clear spruce
# noble osprey Yeah that was the original idea, the issue came with getting the particles to ma...

if you place the particle system (the origin of the gameobject itsef) at the origin of the donut shape and move the emitter accordingly, you could use the particles position to figure out the right moving direction. you could use the cross product between the position of the particle (relative to the origin, the red vector ⬇️ ) and the "normal" of the donut (blue vector ⬇️ ) to get the direction to move. actually just realized the dot product vector (yellow) is in opposite direction as it should. don't know how it's solved in the tutorial but that's how I did approach it when I did my replication

clear spruce
noble osprey
clear spruce
#

Collide with Depth Buffer node could also help to not let the particles go through the walls in case some turbulence is wanted

warm torrent
#

SDF also works great for a boundary, but won't help with the flow

clear spruce
# warm torrent SDF also works great for a boundary, but won't help with the flow

by thought regarding force fields was to use kinda like combination between force field and SDF to prevent tunneling and help with the flow though only way to generate the force field like that would probably be to code it yourself (the vector field files seems to be very simple so coding them shouldn't be that big of a problem, just requires some math again)

clear spruce
noble osprey
#

Would appear I have a lot of reading ahead of me. lol.

For the moment I'm just spawning the particles in a torus and parenting it to the ring. Honestly I had enough maths yesterday and want to concentrate on some visuals today. lol.

But seriously thank you for the input and the ideas. 🙂

For the moment though I have another weird issue.

I have the particles spawned and they show up in the scene view (I've even scaled them way up, to make sure that wasn't the issue), but they don't show up in the game view or when I run the thing. 😕

warm torrent
#

It doesn't really take any math knowledge

#

SDFs can be generated from meshes with included tools

#

Vector fields are trickier if you're not used to creating those but they're optional here anyway

noble osprey
#

Oh that's interesting.

clear spruce
#

I actually didn't even realize there could be such simple solution, rotating around the center notlikethis , my bad

noble osprey
#

The orbital velocity stuff looks very promising.

warm torrent
noble osprey
#

lol.

#

tbh, that is something I've noticed (I do it myself with stuff I know a lot more about), where people who have a lot of knowledge about a subject have a tendency to completely miss the simple solutions.

clear spruce
#

could also be that I haven't used the VFX graph barely at all so my first thought is usually to throw bunch of math at it rather than trying to utilize the countless nodes provided to us

silent epoch
#

how to add jump particles when u jump in unity ?

cedar storm
silent epoch
cedar storm
#

you create a particle system for jumping, then spawn that like you would spawn any other object

quiet vortex
silent epoch
tired summit
#

Is it possible to have a strip (with VFX Graph) not scroll along its texture ?

i.e. as the head of the strip moves (and extends the strip), the part already created does not move along the texture.

The goal is to give the feeling that the strip (= the texture) is immobile once spawned, like any other object in the scene.

I know this is a difficult question, I've already tried all the nodes VFX Graph offers and they don't do the trick.

regal oxide
#

Hi! I'm working on an effect in VFX graph. Does anyone know why my beam isn't centered on the effect below it? I don't even have a set position attribute on any of the effects, it's just offset to the left for some reason

ashen robin
regal oxide
#

I figured it out, I used an outdated particle texture that I made way before, it must have been offset 🤦

#

good guess tho!

inland tusk
#

what is the code to set a particles orientation manually through code ? legacy/shuriken please?

long moss
#

Hello. Does anyone know how to set the "Position" Property in a VFX graph via coda?

warm torrent
long moss
#

I do this. Sorry I am not very familiar with vfx

warm torrent
#

What's your goal exactly

long moss
#

The VFX graph creates a laser beam. With the position attribute I rotate and set the direction of the laser

#

So the position property usually comes from a raycast property binder

long moss
#

Thanks! I will try this

dusty willow
#

does anyone know if you can pass an array of transforms/points to vfx graph? can't really find any info on that

#

I'm trying to create a lightning spell effect and would need to pass the enemies' positions for it to properly travel between them

dusty willow
#

I'll look into that, thanks ❤️

tired summit
#

How to spawn particles with the same orientation as the transform, ie set their quaternion ? (world space obviously)

unborn dirge
#

newb question, what's the name of the "taken damage" vfx, that changes the material to reddish and then back to normal?

And, any good idea to implement it? I'm on 3d

ashen robin
#

Sprites usually have vertex color exposed you can probably just edit

unborn dirge
tepid violet
#

Hi, have a question. i have a slash effect. and when the player hits its now working fine. but the the enemy hits the direction is backwards. how can i change a direction of the particle?

warm torrent
dusty willow
hushed wren
#

I'm trying to make bullet holes in my walls. I have imported this particle pack: https://assetstore.unity.com/packages/vfx/particles/legacy-particle-pack-73777 and the prefab for the bullet holes isn't taking in the texture of my wall, it's just grey. I'm pretty new to this so I have no clue what additional information to put in this post.

Add depth to your next project with Legacy Particle Pack from Unity Technologies. Find this & more VFX Particles on the Unity Asset Store.

fast olive
#

why is this at the start of my trail? not a texture issue

hearty flare
fast olive
#

yes thats what i meant, that the file didn't have any weird lines on the side. i wasn't very clear, thanks for the help !

warm torrent
plucky patrol
#

Hello, just started using particles in Unity. I noticed that the two particles I have (rain and fireflies) have what looks like a black glowing outline around them. I have searched but I only see forum posts of people complaining about it and no solutions. Any ideas? :x

warm torrent
#

Therefore when the gradient is 50% transparent near the edge, it's also half black, or grey

plucky patrol
warm torrent
#

An alternative is to use a material with Additive blending
That ignores alpha and always brightens up the pixels behind it, like light
Additive looks great with fireflies but not so great with rain

plucky patrol
#

Ty I will work on this

brisk isle
#

hey gyus , does shader graph effects work in webgl 2 and also in webgpu ? also do some vfxgraph effects work in webgpu or do they not at all?

tepid violet
#

trying to modify a particle to only run for 0.15. but seem to run for a whole second. what do i need to do to change that

ashen robin
#

Shader graph, and most shader code through hlsl does work though.

rigid linden
#

Hey there ! I'm looking for a way to get the same idea as shuriken with the "Range between 2 curve" but in VFX graph ! Any idea about that ? Thanks in advance ! :)

plucky patrol
zealous wing
#

Could someone explain me how to use the "modulo" block in VFX graph? The documentation didn't help me understand it and apart from it I couldn't find any infor about it. I used it before with to separate particles into different groups but I never was able to use it exactly how I wanted

ashen robin
zealous wing
# ashen robin probably explain what you're trying to do

For example. I have 100 particles. Now I want to make it so that every second particle is pulled by Conform to Sphere controlled by Perlin noise and every other particle is pulled by the same Conform to Sphere but controlled by Perlin noise with opposite range

ashen robin
#

but I'm not feeling it's necessary

zealous wing
ashen robin
#

this is the output context, right? This operation would only be done once for how it's setup

#

per particle

#

You will need to stick it in update for constant updating
Actually, you're adding to it, not setting so it seems like this should work. Let me check it check it out real quick if unity ever opens
NM, I was right about it having to be in update if it needs to constantly update the position each frame

ashen robin
#

so in output, it only works once per particle. So adding does need to be in update if you want constant updates on that particle.

#

one idea

brisk isle
ashen robin
#

WebGL doesn't support computer shaders, but Unity seems to be migrating to WebGPU which supports compute shaders so keep a lookout on that

#
WebGL 2.0’s most notable limitation is lack of support for Compute Shaders, which are crucial for the mass parallelization and acceleration of general computations on the GPU. This shortcoming manifests as lack of support for newer (compute based) Unity features such as GPU Skinning, VFX Graph and more advanced GPU-driven rendering techniques currently in development. In turn, this significantly limits the scope and fidelity of Web-based Unity applications.```
brisk isle
rigid linden
tired summit
#

Is there a knowk trick to avoid jagged lines when using trails ? I thought about adding a subdivision along the y axis (the short one) but absolutely no option to do that in VFX Graph

ashen robin
gloomy siren
#

Hi Guys,
In turn based strategy game: If I have projectile (arrow --> ) made in VFX Graph - how to make it move following parabola from Unit A to Unit B - where disance between units can change.
Can I do it using Sample Bazier?
Raycasts?
Other?
Just push me in some direction please 🙂

viscid bridge
#

yeah, there's Sample Bezier that would work pretty well for that

#

it depends on what you want to do though.

#

If you want to predict where the arrow will go, you'd have to do the calculating outside of VFX-graph I'd say

#

if you want to fire an arrow in a predictable curve, then there's ways of doing that too

#

you can calculate it using some pretty simple physics formulas.

viscid bridge
gloomy siren
#

🙂

viscid bridge
#

I’m not sure why you want the VFX graph for whatever you’re doing

fast olive
modest trellis
#

very cool 👍

ashen robin
#

noice, something ive been slacking on

molten cliff
fast olive
#

thank you!!

ashen robin
fast olive
#

it's composed of four lightning beams. 1 is the brightest and longest and if you see it slowly the texture is panning a bit. it also dissolves with a voronoi thingy
2 and 3 are black, and 4 is a faded out blue. these are static and have no dissolve
there are four different variations in texture. i find that in the second burst of the clip, beams 2 3 and 4 use the same texture (coincidence) and it looks better. i don't know how to implement this (since using a constant would always show the same texture, i'd want the three beams to use the same texture but change in each burst)

ashen robin
#

ah, alright. So if they were farther apart it would be a trail texture that would stretched upon the quad, right

#

i've tried something similar using particle strips to lessen the stretching, but it turned out looking fugly. I really think Unity's particle strips are pretty awful and wish they fix them up a bit more considering they have them integrated into these systems.

#

so my next idea is just segment quads myself

ashen robin
#

rather, it's fine if you just wrap the texture across the quad, but I was trying to make mine bend a bit (like jolting around) so I need a few more quads for that

acoustic coral
#

Why calling ParticleSystem.Play() could be differ from pressing Play button on partical overlay? From overlay it always works for me but from script when I call Play() it does nothing(or looks like emit only small amout of particles)

acoustic coral
#

ParticleSystem.Play should be called from Update(). Seems it has problem when call like... SetActive(true); ParticleSystem.Play();

zealous wing
#

Any clue on why are my particles glowing only if this setting is set to Emissive? (HDRP project, bloom works on other materials, VFX graph, HDRP lit output with a standard material (tested also with simple lit and 6 way smoke))

gusty sage
#

Is there a special way to create such surface? I want to recreate this effect but I want to make it walkable and I'm not sure really how.

warm torrent
gusty sage
gusty sage
warm torrent
# gusty sage https://www.youtube.com/watch?v=UcnzJWSDx5g

This is most likely a tapered cylinder / funnel shaped mesh with a shader that utilizes scrolling texture, distortion and probably flow mapping too, techniques used for water surfaces commonly
Might also use a type of parallax mapping shader to give extra depth, and maybe some particles being sucked down too

gusty sage
#

It's hard to research when you don't know professional langaunge 😄

peak totem
#

Messing with sub-emitters and for some reason this only takes effect when I set it to be on birth, and doesn't work with any other setting like death, collision. Does anyone know why?

#

Also getting this

#

^ Same thing happens if I specify to not copy anything but color / rotation

#

Yet on death is selected, it displays no particles. If birth is selected, I get a really weird outcome with when they spawn and it shows the amount

rain isle
#

Just made a simple VFX, im curious on how to manage the sequence of particles

I made 3 particle systems in an empty object and then use play on awake and emission Delay to control the sequence
How do you guys do that?

prime dome
#

sometimes these particles are in front of my bird game object, and sometimes its behind it. this happens with the pipe game objects too. how do i fix this? i want them to be behind all of my game objects. i tried moving it around in the hierarchy but nothing changed

prime dome
#

can you explain? im new sry

ashen robin
#

should have a sorting order option somewhere in the system, otherwise change the sorting order on the sprites

prime dome
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oh ok

#

ty

fast urchin
peak totem
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Yep I just have no clue why my subemitters refuse to work

fresh linden
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is there any good guides to starting out with unity's vfx? the engine uses a blueprint system for it right?

clear spruce
fresh linden
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ohhh its a graph

clear spruce
# fresh linden ohhh its a graph

ah yes, vfx graph is. the old particle system is called shuriken and is more of a component based system with much less control over the system (it's basically just a buch of variables on the inspector you can tweak and disable/enable some features to get to the desired result)

peak totem
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Anyone know why the plane isnt appearing or affecting the vfx

ashen robin
peak totem
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Hmm I don't see it

ashen robin
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otherwise change the system's locality to local

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I don't believe it's something rendered, just something your particles will collide with

peak totem
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When I had it working before it was a invisible plane that only appeared when you had the vfx selected

ashen robin
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right, perhaps you have to have the node selected for it to show

peak totem
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AHAH

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You have to have the window pulled up seperately and click on the node

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You can't click on the node then switch to scene

ashen robin
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ah, yeah. Usually how I work with vfx graph anyway

peak totem
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But it doesn't seem to actually be colliding though

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Oh nevermind we're good I changed the wrong thing

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Lovely got it working, does anyone happen to know how to change the output particles mesh materials instead of texture?

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I seen something on a post but it was talking only about the shader aspect of it

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Er I got what I wanted working but it's a little janky, I guess I can work with it.

ashen robin
torpid mortar
rigid linden
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Hey there ! Quick question about how to deal with time in vfx graph !
I have a shader that dissolve a particule and i'd like to make it dissolve over time. Why is this configuration not working and how do I make it work ? 🤔 Thanks !

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(The curve output is plugged into the dissolve input, i just disconnected it because I'm doing some test and lifetime didn't work on "Current" mode neither)

#

It's working well if I'm tweeking the time input of my curve so I assume I misunderstanding how Lifetime works :/

prisma orbit
clear spruce
# prisma orbit i just wondering there is any tutorial or guide to how make this Meteor Storm on...

Spawning meteors and making them move in one direction should be super easy but because the VFX Graph doesn't support any collisions with the environment (apart from collisions with the depth buffer which I suppose won't work in this case), you have to use either the built-in particle system or not use particle system at all (spawn lots of physics bodies for example and add some velocity but that might be suboptimal for performance)

inland tusk
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is there anyway to have the capcity of a VFX graph, and therefore memory allocation to be exposed on a per graph editor level rather than baked into the graph itself?

zealous wing
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Any idea how in VFX Graph align a grid (set position: sequential 3 dimensional) of hexagons? I need every second row to have slight offset on X axis

zealous wing
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although, it is slightly off

tired summit
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Why would you add 1

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What does it look like now

onyx lake
zealous wing
clear spruce
zealous wing
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This is how my grid looks like, other than that, there isn't much that could potentially break the alignment

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I have tried different values on both axises

clear spruce
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lemme know if you need more hints

clear spruce
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it looks like it and it's not too far off but it's not 1

#

you might find pythagorean theorem useful

zealous wing
clear spruce
clear spruce
# zealous wing Found a solution

The last thing to fix is to fix this logic because it works nicely when the Z count is even, but when it's odd, it breaks down

clear spruce
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@zealous wing It seems I'm too exhausted to do math anymore today so let me just put it in here as it is. So the red section basically just scales the grid so that all the particles are Distance apart from each other and the green section then makes the particles close enough on the Z axis (multiplied by sqrt(0.75) as you may have figured out earlier). Currently it doesn't work for odd Z values but I couldn't get it to work right now. I can update later if I manage to figure it out

clear spruce
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@zealous wing this is the way I finally managed to solve the odd Z value issue. for sure not the cleanest way but works at least. basically it just takes every second particle still but just inverts the selection of particles for every second column when Z is odd

zealous wing
clear spruce
loud tartan
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Is there a way to fade in/out a hierarchy of particle systems without doing something like using getcomponent and looping through all the materials? Feels a little hacky this way

clear spruce
loud tartan
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Parent particle system with a bunch of child systems

clear spruce
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I still might not understand what you mean by that

zealous wing
loud tartan
clear spruce
clear spruce
loud tartan
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Because they're different particles with different textures

zealous wing
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but the most important part is that it is aligned at some point and that is what I needed. So big thanks for your help with that issue

clear spruce
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@zealous wing yup, of course I forgot to multiply by the Distance at the end now it should work. You maybe forgot some node if only 2 works, maybe this one ⏬ ?

clear spruce
# loud tartan Because they're different particles with different textures

Two other solutions that came to my mind:

  • use texture or buffer shared between the materials to pass the transparency info to the materials and change that
  • use custom shader for the materials you want to group together and use global variable for them
    if either of them works for you, I might be out of ideas (I'm sorry, I'm not very experienced with the particle systems)
zealous wing
loud tartan
ashen robin
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otherwise particle system does have collision support which is probably easiest in this case

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there's also compute buffers for vfx graph where you can render it via compute shaders but controll it via cpu side for the physics callbacks

inland tusk
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for some reason sometimes graphs that are linked to a gameobject lose their correct position in a build? In editor it's all working great but on android quest something appears to be going wrong and they'll be in the wrong place

rigid linden
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Hello there ! I'm trying to have 3 emitters with a set position shape circle node, spawn mode : random. Every emitters has the same rate/capacity. Every particle spawn are on top of each others like the "random" value had the same seed for all the 3 set position. Is it normal ? Is there a way to avoid taht and to have a real random spawn ? Thanks in advance ! :)

gray ravine
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I have these particle systems. They are all very-low emitting. The problem is, they all emit at the exact same time, not staggered or anything. They are set to pre-warm.

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basically, how do I make it not do that. It should be staggered, not come in bursts.

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my emission

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example:

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they all seem to share the same seed even though automatic random seed is selected?

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Even when I hit reseed they still emit in bursts

gray ravine
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somewhat fixed it by making the rate over time bigger on the high end, but still somewhat of an issue

lyric depot
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If I bought a cel shaded shader from unity how can I from now on also make my particles cel shaded?

rigid linden
lyric depot
eternal herald
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ive made electricity with a vfx graph how do i make the inside color black?

ashen robin
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If you're using intensity you may need to lower those values

eternal herald
ashen robin
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or perhaps a darker particle