#✨┃vfx-and-particles

1 messages · Page 17 of 1

warm torrent
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Animator would let you arbitrarily determine the transform of each sprite in its hierarchy, which is more convenient for complex effects
But if it needs to be always facing the camera you won't get that automatically like with particles but instead need a script or a shader for that (billboarding)

wind ferry
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if i should use particle system i think im fine then, thanks for letting me know

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that should be all, :D

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happy new year

warm torrent
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Feel free to ask here if more questions pop up during the implementation, or otherwise

scenic torrent
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I haven't done particles in a while, two questions:

  • Why do my particles seem to anchor to the top left corner instead of centered?
  • Why do the particles shrink into the top left corner instead of towards their center the way they're spaced out in the sprite pack?
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Setting the Pivot to be -0.5 X and 0.5 Y seems to 'center' their spawn spot, but as the animation plays out it still moves/resizes into the top left corner instead of staying centered

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Hm changing the sprite pack from tight to full rect seems to have fixed the positioning part, weird though. Doesnt that mean its added overdraw?

hearty flare
slim bolt
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Hola! I'm a 3D artist using Blender and I'm trying to find a way to use an animated texture I've made using Blender's shader nodes system such that it can be read in Unity. Does anyone have any thoughts?

ashen robin
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Messing with anything shader related in blender will probably not import into Unity beyond the standard Blender shading

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you can bake the textures and flip book it

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otherwise just do the texturing in blender then do the shadering in Unity

slim bolt
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of course I'll have to plug it into a BSDF shader

ashen robin
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Yeah not entirely sure about that. It's not like this is some GLSL code you can just copy paste over

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lot of the Unity's shaderlab stuff has its own shadering syntax of its own

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baking it into a flipbook would work though if you want to do that, but I would just suggest learning to write it in Unity

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the shader graph is very comparable too to that of blenders

marsh drift
marsh drift
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Or antoher way to look at it: any idea how to create an effect like this, specifically the lightning lines?

tame geyser
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how do i make particles load only near the player ?

solar trellis
tame geyser
solar trellis
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oh, never work using mods before, i tought you asking on how to do that for you unity engine game

tame geyser
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ah gotcha, the mods are still made thru unity i just dont have a dedicated player model

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i just want to make the snowflakes more dense without fps loss

solar trellis
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yeah, not sure how to do that, i mean if you know how to detect the player then you can use script to do that (example search local player using layer/tag/etc)

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then after you find the local player just parent it

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not sure if the script could executed in the game tho

tame geyser
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is there a way to parent it to a camera?

solar trellis
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using script? yeah ofc

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again, not sure if they have protection for 3rd party script or not

tame geyser
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im sure they dont but i honestly dont know how to use script let alone even make it

solar trellis
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you can hop to chatgpt and they will generate you to do that

tame geyser
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oh yeahhh i forgot about that🤣

solar trellis
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yup, it work very well for something that's not really complex

tame geyser
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ill try that, thanks for the help

royal osprey
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Any advice on improving graphics? I feel like something is missing.

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bloom, gradient sky are added on hdrp

marsh drift
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Any tips/guide on how to create a 2d electric floor? looking for something like the electric lines on this fence

stark condor
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im having a hard time figuring out how to get a specific visual effect. anyone got any ideas?
general concept is: some outdoorsy level where the entire thing is absolutely smothered in impenetrable mist. think stephen king style mist. there are altars that the players unlock throughout the level that basically burn a bubble in the mist. totally clear up to some radius, and then gradually dropping off until a cliff is hit where it's "mist wall".

i screwed around with a couple different approaches using particle systems, doesn't seem like its going to give me the effect im looking for.

im looking into volumetric fog but the first vids im watching are just using it for atmosphere (har) not as some game system that can be manipulated.

any suggestions what i should start looking at for a way to do this?

tame geyser
deep tapir
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hello does anyone have any idea how this effect was made

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I'm trying to make similar balls of fog

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without it being a smoke simulation

royal osprey
clear spruce
steel bane
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This, plus some bloom and some AO will do wonders.

steel bane
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Oh sorry, I actually thought you meant the mist. The black smoke is just a particle effect. It's very simple, just a round black smoke shaped texture spawned over distance, with size over lifetime.

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Looks like it's got some turbulence on its movement too

outer gull
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I have a partical system in unity with a 2D fire shader with render mode set to vertical billboard, when I get closer to the object it gets smaller, how can I fix this?

clear spruce
hybrid kestrel
ashen robin
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Oh, didnt realize you had a video

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Ok, so those smoke balls you mean look like just a particle trail, which you can probably just use Unity's standalone module for

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otherwise both VFX graph and the shuriken particle system incorporates it if you need a bit more customization

icy wing
marsh drift
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The time node doesn't seem to update in the shader graph editor, but I know it should.
How to fix this?

Attached 2 images:
(a) where the multiply is 0, so offset is 0 - this is the original
(b) where the multiply is 1, so offset should be time, but it's just a constant yellow

outer gull
icy wing
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Try orthographic and see if it fixes the issue. If not, let me know

outer gull
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Ok ill try

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I guess its works, but actually fire get smaller when i get closer with my first person character

icy wing
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Is your game in 3D?

outer gull
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Yes

icy wing
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Well vertical billboard will scale the particles based off of the camera distance so i’d try to change the render mode

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And change the start size to 3D if it already isn’t

outer gull
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Where is render mode?

icy wing
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The render module

outer gull
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Lovely it works thx

marsh drift
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Following this tutorial, where he adds a color with intensity to the trail: https://youtu.be/bAVCTR23CTw?si=GE6zKby582oGs2hg&t=386

And I've done the same - but mine is completely white, no shining blue in the middle.
What am I missing?

In this Unity tutorial let's create Procedural Electricity with Visual Effect Graph. It's quick and easy, we don't need shaders or textures, only VFX Graph. Enjoy the UNLIMITED POWERRR! :)

00:00 Intro
00:36 Electricity Trails
02:49 Cone Shape
05:37 Electricity Aspect
09:10 Electricity World Space
10:50 Sphere Shape
11:20 End Result

-----------...

▶ Play video
zealous wing
inland tusk
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I'm mulling over the possibility of creating incremental cracks in glass using particle strips, so a couple of particles move out in jaggy lines across a surface leaving particle strips behind them... reckon it'd work out ok?

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could i for example lock particles to a mesh (stlil move on the surface)

sinful light
inland tusk
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mm, the only way I know of currently that would do it would be SDFs, but I'm not sure I have the gpu capacity for this.(gpu bound mobile vr). Maybe CPU calculate the initial particles (there shouldn't be too many/much) and feed in the positions by graphicsbuffer

sinful light
# inland tusk mm, the only way I know of currently that would do it would be SDFs, but I'm not...

https://www.youtube.com/watch?v=4Jb9yHFSvtc So I mean this and go from there. Also works with animated meshes

Unity VFX Graph:Mesh Particle Fragments
0:00 Intro
0:30 Environment settings
0:55 Create VFX Graph archive
4:33 Place model
6:06 Set up VFX Property Blinder
7:12 Add particle model
10:35 Particle Turbulence settings
16:08 Adjust particle fluttering direction and color
19:00 Add external control parameters
19:24 Bind different models

Version:202...

▶ Play video
inland tusk
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yep, I know how to spawn particles on a surface, but I'm talking about animated movement along a surface

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like, constrain a particles position to be locked to the surface but still reacting to forces etc

sinful light
# inland tusk like, constrain a particles position to be locked to the surface but still react...

And as you get the point mesh, I wonder, if you can just use the index of the point and iterate through that array of mesh vertices to move from particle startpoint to random vertice within a certain distance. Otherwise, you could always use shadergraph to move something visually along a distance or you could try to get the vector point from raycasting against the mesh and return your hit point for the animation running.

inland tusk
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hmm random selection of nearby vertices as movement targets is interesting

spring lake
# inland tusk yep, I know how to spawn particles on a surface, but I'm talking about animated ...

Unity VFX Graph:Collision Edge Line(SDF)
Created using VFX Graph and SDF, particles can create irregular lines along their edges when in contact with SDF.

Unity Version:6000.0.3f1(HDRP)

0:00 Intro
0:51 Start creating VFX Graph file
2:31 Make Random Direction
9:47 Add a Collision Sharp SDF
10:49 Make an SDF of Mesh
11:40 Make a Trigger Event on...

▶ Play video
rigid linden
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Hello there ! Using VFX graph, I'd like to use the life time (as float, not using GPU events) of an A block for a B block in the same system. The idea is to be able to move the shape spawner of B particles (which is a constant spawnrate) depending the lifetime of my A particle (which is a single burst) ! Does anyone know if there's a way to do it ? Thanks in advance ! :)

spark tapir
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I am trying to learn how to use vfx graph and stumbled across the issue: Every tutorial says about GPUevent node, but for me it just... not there :\ I cant create it any way I know, what am I doing wrong?

drowsy coral
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My vfx is not showing color for some reason. If I apply an effect on default objects I don't see anything but if I apply it on an imported object I get this:

Shader warning in '[Slash] [System] Update Particle': Buffer count exceeding default GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. Shader might not work on all hw. Consider combining separate buffers into one containing struct elements. at kernel CSMain (on gles3)

ashen robin
ashen robin
deft forum
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Is there any way to alter the frustrum culling settings for particles in VFX Graph? In particular, to add some extra padding so the frustrum culling is less aggressive

deft forum
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Found something in the LOD settings 👍 ^

light beacon
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I've set up a replacement shader system that replaces the opaque material (on the left) with a transparent one (on the right), but it messes up the particle depth. With the left, the different particles actually have depth and appear to combine together to form a single cloud, but with the right, each sphere renders right over the others as a single circle and it looks 2D instead of 3D. How would I fix this while still allowing a transparent effect?

trail vine
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I'm working on a cloud shadow effect using VFX Graph. Is it possible to blend the opacity of my particles so that their opacity doesn't stack like this?

ashen robin
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you don't sort transparent pixels by depth, not that easily at least

ashen robin
# trail vine I'm working on a cloud shadow effect using VFX Graph. Is it possible to blend th...

Here's a solution if you want to do it on the editor UI (site not loading that well for me unfortunately)
https://www.fraculation.com/blog/overlapping-mesh-render

Otherwise doing it through shader code:
https://discussions.unity.com/t/2d-issue-with-overlapping-transparent-objects/597558

Fraculation

Learn how to render overlapping transparent meshes as a single superset polygon, using stencil buffer settings in Unity URP

trail vine
ashen robin
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Right, the UI mask also uses the stencil buffer. If you actually open up Unity's UI shader code it'll be exactly like the code linked above

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So probably need to work on another stencil buffer index

trail vine
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I see.

So probably need to work on another stencil buffer index
Not sure how to do that, but I'll do some research. Thanks!

ashen robin
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Basically the operation you're doing with the stencil comparison is setting your pixels to a value when drawing, and to prevent it from overdrawing you're doing a comparison on these set values; if 0 -> draw shadow, if not -> ignore

But the problem here is if you're comparing by the default stencil value of 0, then it'll replace the UI if it doesn't update its own stencil values beyond the default... but that would also mean that the UI is being draw first which really shouldnt be the case so I'm a little confused here.

trail vine
# ashen robin Basically the operation you're doing with the stencil comparison is setting your...

Thanks again for taking the time to respond and explain things. I’ve spent the last few hours trying to fix the issue. Tweaking the shader, messing with the stencil ID, and even asking ChatGPT, but nothing seemed to work. Then I thought maybe the way I’m masking the dev console’s scroll view was the problem. I swapped out the Mask component for Rect Mask 2D, and it just kinda works now. I’m not sure if this is the right solution, but it seems to have done the trick. 🤔

ashen robin
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Looks like it clips the actual quad

trail vine
# ashen robin Looks like it clips the actual quad

Ah, I see. And it seems RectMask2D is just for rectangular masking, but that works perfectly for what I need right now. Hopefully, I won’t run into a situation later where I’d need to use an image or sprite for masking, but for now, I think I’m good!

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Thanks for all the help!

light beacon
light beacon
light beacon
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also that first link is helping me learn about stencil stuff, so thanks for that

ashen robin
light beacon
ashen robin
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Oh, and is the opacity completely solid here cause I can't really tell

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I assume it is cause I'm not seeing any overdraw

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shader is interesting cause it looks like quads to me

light beacon
ashen robin
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or to get an idea what I mean is just use a standard transparent shader and see the behaviour from that

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Another experiment you can try is making two large independent transparent spheres and try to get one to render the other and vice versa

ashen robin
# light beacon With the replacement shader, it's technically transparent but uses a stepped dit...

I'm using the term overdraw a little too loosely here. You get overdraw regardless since that's just the nature of alpha blending. What I'm trying to say is that Unity's transparent sorting axis does not apply to each independent particle, only the particle system itself. So, when you create a bunch of transparent particles, it's just drawing the particles as-is (system will usually draw them by index value) because when dealing with transparency you don't write to the depth buffer - but you do test against it.

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Not too sure if custom shader options override them though

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Actually just testing it and the depth sorting is basically z-sorting, so that's probably what you got going on. Regardless, the question about the shader I can't say for sure, but creating a vertex shader is an idea.

errant terrace
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Has anyone ran into this issue where all rendering breaks (pink materials) and unity starts to reimport seemingly every VFX asset in the project?

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I have no idea what triggers it, happened a few times over the past couple of weeks. I'm on HDRP, Unity 2021.3.39f1, with Visual Effects Graph package 12.1.15

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It still happens after I nuked the library

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After it breaks for the first time, it starts reimporting again usually when I select something, recompile scripts or enter playmode. Reopening the project fixes it

light beacon
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same deal with the thermal shader placed onto two regular sphere primitives

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here they are after I changed the thermal vision material to be opaque

warm torrent
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Since you mean to use dithering that's either fully clipped or fully opaque, that suggests you don't need transparency at all

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Opaques can be alpha clipped by the dither pattern and still benefit from accurate depth sorting amongst themselves

warm torrent
errant terrace
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I'll try that bandaid and hope for the best. Thanks

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Unfortunately the VFX package was always pretty unstable for me

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Most of my crash logs relate to VFX

ashen robin
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Forcing depth on the transparents does actually give somewhat similar results if the opacity isn't needed lowered, but then you have to question why you wouldn't just use opaque shading. A lot of the problem to this question relies more on how the shader should work, if you need depth then it probably wouldn't work across independent renders, so it needs to be done in object space.

errant terrace
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I'm doing grass rendering with VFX but I guess i'll have to ditch that for now :/

warm torrent
errant terrace
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Yeah I was hoping it would be fixed in newer versions but apparently not

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I'll definitely report it if it persists

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Didn't find anything about it online

warm torrent
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We tried deleting library and updating the editor too but those seemed to have no effect

errant terrace
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I need to remember to look at the logs files next time it h appens too

warm torrent
errant terrace
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Not sure, maybe not

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I think there was a unity tool that lets you inspect what triggered an import... I gotta find that

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Now I'll just wait for it to happen again.. This time i'll be prepared! 🪖

warm torrent
light beacon
warm torrent
light beacon
warm torrent
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If you want to face that challenge in an appropriate situation, you'll want semitransparent meshes
Like a ghost that's wearing clothes

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First problem in that example is that a concave mesh will be seen through itself if semitransparent
Second one is that if the clothes are a separate object, they get sorted by origin by default

warm torrent
light beacon
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Because that's basically exactly what already happens with my dithering effect

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so that shouldn't be a big deal

light beacon
ashen robin
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Stenciling seems like it would produce similar results since it's not like it's a single* color of transparency

light beacon
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yeah I just changed my material to be technically opaque but still use alpha clipping, and the 'meshes popping in front of each other' issue was solved, and I currently still get transparency due to the dither effect. That being said, I'm still going to try the 'render stuff to a new buffer as opaque then add it on afterwards with a decreased opacity' method, so I can ditch the dithering and make the effect look smoother.

light beacon
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but for now I'm happy to have my smoke clouds looking like solid objects and not clusters of floating 2D sprites

ashen robin
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I'm still not too sure what results you're trying to get, but I'm just comparing the left shader to the right, and if you wanted say the left clouds to be transparent with outlining like that, then it needs to be done in a single rendering, otherwise a solid color shader of transparency then doing some full-screen post processing

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Actually you could only get color from full-screen... so probably do need to do a lot of the edge detection in object space then (or do a ghost rendering for depth like previously stated to get edges from depth)

light beacon
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having the different meshes of the particle system look like a single cloud, rather than a bunch of drawn images layered on top of each other

ashen robin
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Ah, so you do kinda want it to become this 2D type of illusion using 3D meshes then

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then in that case that stencil page is probably all you need

light beacon
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but that's a task for another time, I'm getting tired

ashen robin
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I would assume it would blend if the stencil test passes

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There's probably more you can work with using custom pipeline passes if URP objects aren't enough

light beacon
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so I'm sure I'll be able to figure out a precise set of separate stencil values within the confines of the render pass

ashen robin
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Doing everything in the fragment is probably the easiest way about it but again you'd be acting on that rendering only

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but you can also get information such as scene color so there's probably a solution there

nimble axle
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is there a way to get hdrp distortion in urp?

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or something similar?

light beacon
ashen robin
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So the only thing I can think of other than fragment is doing some multipassing. You'd probably need to append to some color buffer then resolve it yourself after transparents.

wind ferry
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whats the best way to get some sort of motion like this for a dash for a character, i did some stuff with size over lifetime and curves and velocity over lifetime but it just keeps looking so unnatural, do i just need to adjust it more or take a different approach?

valid jacinth
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ok, completely new to particles but watched a couple tutorials and been playing around with some example assets. i need a wind streak effect to play over a ship model to give the illusion of the ship moving fast. is that just a curved mesh like this?

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or would like an animated billboard sprite with a limited spawn arc be easier?

ashen robin
ashen robin
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in this case black would be alpha ^

valid jacinth
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oh yeah that might work

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not a particle system?

ashen robin
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could try particle trails over a path

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or as I mentioned above, just using the standalone trail renders would work fine too

wind ferry
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That sounds pretty smart actually, yeah, ill give it a shot, thank you

valid jacinth
ashen robin
valid jacinth
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i guess a quad to make it curve over the nose more like you mentioned would be the polishing touch

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its just a flat cone for now

rigid linden
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Hello there !

In my VFX, I have 2 systems (a and b) and I'd like to send information from one to another so when I modify the color of A one, it modifies the B one.
For example, I've a first system that is a single burst system which is looping and a second one which is a constant spawnrate. I'd like to use the "get age over lifetime" of my A particle and use it in order to modify a value in my B system. (lets say the size so every particles of my B system acts depending the lifetime of my A particle). I hope my question makes sense !
Thanks in advance !

sinful light
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Hey there, I am wondering, if its possible to add a material to a rawimage, that "scatters" the images plane depending on a float. I could also shift to a simple mesh, but was wondering, if there is a nice shadergraph magic I could do which I could adapt to other UI elements too and not just the rawimage/image one.

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Actually not sure, if this or shader is the right place. as it could also be a vfx graph or whatever. Let me know when to shift

ashen robin
# rigid linden Hello there ! In my VFX, I have 2 systems (a and b) and I'd like to send inform...

Getting anything out from system is a pain as the last time I checked you could only send parameterless events from the output, so the more manageable way to do this is just handle any sort of synchronization outside of the system then update the properties of the systems via scripts. If this needs to be done per particle then you're looking into using graphic buffers and managing particle data through that, otherwise you can simply change the properties of the system if these are one-shots.

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You can also use secondary systems linked by GPU events to spawn newer particles on top of the current system particles and inherit the attributes from the previous.

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It's a shame how barebones GPU events are, because this would be a case of using them but they've not really been expanded upon for quite some time.

errant terrace
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Shatters? 👀

rigid linden
sinful light
errant terrace
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Do you have an example of the type of effect you want?

sinful light
# errant terrace Do you have an example of the type of effect you want?

I think I come to the conclusion, that it will be way simpler to step away from the UI entirely and just go with meshes. I assume, even the performance would be better taking into account, how the UI can add up very quickly to rendering issues in world space. As an example, I guess this video shows the effect in the best way I could find. So it is similar to a point cloud where the colors are based on the texture loaded: https://www.youtube.com/watch?v=5qF_qbaWt3Q

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And the farer away its from the camera, the more it willspread, but thats just a multiplier anyways

hollow hemlock
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!code

gleaming flickerBOT
hollow hemlock
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can someone help me why my muzzle isnt shooting

warm agate
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when are you calling Shoot()?

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also, unrelated to the previous thing

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does this block even work? (VFX graph)

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most of the stuff online i can find says that it just doesn't work. although i've also seen tutorials with it working fine

ashen robin
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stick to baking the collision on your levels if you want a more hardy solution

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Though, even in today games do I still see many particles clipping through walls so trying to perfect everything isn't always feasible

warm agate
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oh. i guess im just using it wrong then

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im not really too worried about particles clipping

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but for me, the block just doesn't work at all

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the particles either get stuck just above the camera, or dont appear at all

ashen robin
# warm agate

Seems like the skybox is getting written the depth buffer 0_o

warm agate
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yeah, that's what i thought it was at first too. doesn't seem to be the case though

ashen robin
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odd, I'd say try rendering it to a texture and see what's happening

warm torrent
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I'd restart the editor when something this odd happens

warm agate
warm agate
warm agate
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somehow, that made it worse

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for context, it should look like this (currently using collide with plane)

warm agate
warm agate
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imported the same thing into a unity 6 project, same thing happens

warm agate
warm agate
ashen robin
# warm agate question, how do i do that?

Something to google but the camera has the depth information and you can probably access it directly and use Unity's API to get it rendering onto a RenderTexture, or access it via shader graph.

warm torrent
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Rendering Debugger can also display depth
Quickly accessible with the play mode hotkey ctrl + backspace

warm agate
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(ignore the small white dot near the bottom left, that's just some random UI)

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i think its using the wrong camera

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i have a seperate camera for rendering the weapons so they dont clip into terrain

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still weird how i got the same error in another project though, that didn't have 2 cameras

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welp, im lost again. tried reloading the scene. for some reason it's still using other camera for the rendering debugger guh

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well, i finally found a "it just doesn't work" comment that isn't from 3+ years ago. i officially give up

ashen robin
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for example if you wanted rain, it'll seep through the ceiling if you're not rendering it

warm agate
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i'll look into it. i haven't actually tried baking a collision map before

warm torrent
warm torrent
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Ah right SDFs

warm torrent
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Passing primitive colliders from collider components into a vfx graph may also be an option that's preferable in bigger scenes especially
Though I don't know if there's big issues doing that dynamically

warm agate
warm agate
ashen robin
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The tool itself is pretty good though if you've got it combined already. You can also export your Probuilder meshes and then use it on it all

warm agate
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o damn, thank you. this looks pretty easy to use. its got a ton of other cool things too :O

ashen robin
warm agate
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o. i was just about to import it too lol

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seems like it'll work well for terrain like meshes. shame i cant just use the built in colliders. i guess that'd come with a big performance cost though

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i'll probably just use the built in particle system for particles that specifically need collisions. if i can avoid collisions though then i'll probably use VFX graph

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(i am mildly rambling to myself here. im still pretty new to particles in general lol)

ashen robin
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Non-static colliders like enemies/players I'd just use the shuriken system if you wanted collision

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or dig deeper into that site I linked and learn how to manipulate particle data inside of the GPU

whole hare
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been experimenting

dim forge
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Why does my axe look so bad in unity compared to blender, Unity on left, Blender on right.

whole hare
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add cubemaps

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or "reflection probes" for anyone who doesn't use Source Engine

dim forge
whole hare
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too much stuff to say in here for HDRP

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ask anyone in here theyll agree with me

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ive only have a few months of unity and only a few weeks for URP and HDRP

dim forge
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The weird thing is i tried on all of the render pipelines and they all look the same.

whole hare
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maybe URP and standard but def not HDRP

dim forge
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No i swear, tried all, nothing changed

ashen robin
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Blender default lighting pretty fancy

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but the edge itself looks like a specific reflective rendering which you'll need to play around with the sliders for

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it's also reflecting the backdrop in blender's scene which you've none of in unity

junior thistle
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It looks like only the roughness map was applied

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And metallic

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Can you show albedo and normal in the inspector with the object selected?

warm torrent
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Important to note that blender uses roughness maps, unity assumes the inverted smoothness map instead

tired warren
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Hello, I'm trying to use a vfx effect of a blood spray which will spawn a blood splatter decal on the animated skinmeshrenderer it collides with. I managed to get the particles to shoot and collide with the character but the the splatter spawns in a random position on the skin mesh renderer instead of the collision point. I've tried various position nodes without success :x Here is my vfx graph, I used the default spark vfx as reference and add the trigger on die and depth collision nodes to destroy and spawn the decal which seems to work, only the position of the decal is wrong :x How can I solve this issue?

long badger
#

Could the VFX Graph be a suitable way to set up some basic enemy spawning and movement? (think Vampire Survivors) Until I make use of dots later on, I think if I could have the graph spawn particles and have those be attracted to the player, it could be a reasonable way to do something like creating a crowd of enemies

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I havent really used the graph all that much, so I dont know its limitations/suitability for it

warm agate
#

you wouldn't be able to check when an enemy collides with the player

ashen robin
# long badger Could the VFX Graph be a suitable way to set up some basic enemy spawning and mo...

You can, but it's something I've not attempted yet as jordan mentioned that you do need some CPU communication every fixed frame for physics updates. It could potentially be a performance gain compared to dynamic batching (we're talking 2D sprites right?), but it's something that requires testing and tweaking as you'll be paying a copy tax to the GPU every time you want to feed it any updated positions.

Ideally you just want to do a single copy per per update, meaning you'll need want to gather all the information as possible and send it at the end of a frame, which could probably be improved by using Jobs.

For 3D you're having to also work with SkinMeshRenders which itself adds more complications, though Unity already does a lot of heavy lifting for you by doing a lot of the logic in the GPU. Not entirely sure how to optimize that further, but I've seen people mentioning pumping out a bit more juice using DOTS with it all

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Unity 6 also has introduced SRP batching with spriterenders, but I've not tested it against dynamic batching so that's something to play around with

warm torrent
#

If there's so many enemies that VFX Graph for their behaviour starts seeming like a viable option, it sounds like it calls for pure DOTS system instead

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For the kind of interactivity characters tend to need, you'll likely start fighting against VFX graph very quickly and lose its advantages

ashen relic
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hey guys, I've generated a VFX graph that has a alpha parameter that is set in Initialize Particle - I then want to fade the particle out starting from the alpha that was set in Initialize Particle

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so I don't think I can do a Set Alpha over lifetime block right? Is there some way I can do this?

ashen relic
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uhhhh so I can get the alpha that the particle is initialised with

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I'm a bit confused as to how to then fade it out over time

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wait hold on

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yeah

ashen robin
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This would be setting the vertex alpha

ashen relic
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I can lerp it

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and then set alpha in update

ashen robin
#

Should be able to just set it in initialize and use the alpha over time, no?

ashen relic
#

but doesn't alpha over time hard set the alpha at t = 0?

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like you create a curve that says alpha = 0.5 at t= 0, alpha = 0 at t= 1

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but I need to be able to customise what the alpha is at t=0

ashen robin
#

Right, you're probably need to append to another custom attribute so you can always reference the starting alpha

ashen relic
#

gonna try the lerp first, i have a good feeling about this!

ashen robin
#

can always append to something like TargetPosition too cause it's just a value buffer that's not changed by the system

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I mean, if you're setting it as a property though, you can always reference that

ashen relic
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well the property is set globally per frame, but each particle needs to have its own alpha value that decays over time

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I don't think refering the property will work

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I also think the lerp works, but something else might have broken :Y

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yep, everything works

#

so I initialise with the alpha, then I get alpha (current) and lerp it in update

ashen robin
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no wait, I'm thinking of it wrong.
It's current_alpha = lerp(current_alpha, end_alpha, lerp_speed) so really can just reference the set alpha attribute

ashen relic
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I think we're on the same page

ashen robin
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lerp_speed = age/ lifetime*

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ah ok

ashen relic
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maybe a bit of optimisation to do where I can get the set alpha atribute instead of getting it every update

ashen robin
#

and so you'd sample the value with age/lifetime

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assuming you want a more dynamic lerp instead of linear

ashen relic
ashen robin
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I guess you can just send in an array of values anyway

ashen relic
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I'll survive with what I've got

#

thanks for the help!

tired warren
ashen robin
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Not entirely sure the best way about it, but the SkinMeshRender node is based on vertices/faces/edges for how the particles decide to spawn upon

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May be easier to bind Transform points of empty gameobject on your character and send those values as possible points for the decals

tired warren
ashen robin
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Depends how you're creating these systems. Are you instantiating one system per blood splat?

tired warren
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Because I did try with a 3d gameobject but the same problem of coordinates occur and the spawning sphere spawns in random body parts, and never on the collision impact

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Yes, it would be 1 system per blood splat, I won't use many of those anyway so might simplify it a little

ashen robin
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In that case you can use a Property such as a Transform/Vector3 and send in that value where you want it

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Just remember all this stuff should be local to the mesh/bone and inside of the system if you want it to stick

tired warren
#

Hm, I'm not sure I understand how to use that despite reading the documentation. I need to add this binder component to the vfx particle but after that, how does that work?

ashen robin
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property binders are nice for for reusing systems if you want to spawn multiples with it

tired warren
#

Yes it's spwned and properties are changed when spawned but I don't understand what property I need to bind exactly. You said a Transfor/Vector3 and send in "that" value. What value? I still don't know how to retrieve the position of the collision in a vfx graph nor in a property binder :x

ashen robin
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What are you using for collision? Rigidbodies?

tired warren
#

Depth buffer from the vfx graph

ashen robin
#

oh humm

tired warren
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Then on die triggers since lifetime loss is at 1 on collision, killing the particle right away

ashen robin
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So the depth buffer is not spawning in the correct position is that correct

tired warren
#

That's where I'm stuck. The on die triggers properly and the particle is killed and it does spawn a decal but in random position

ashen robin
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So what does the SkinMeshRender have to do with anything or am I imagining you said that

tired warren
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Because it collides with a skin mesh renderer which is animated

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Doesn't that change the logic compared to astatic mesh ?

ashen robin
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I was under the assumption you were using the SkinMesnRender node and populating the mesh with points. Not seeing the left side of the graph now that I glanced at it again

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so depth buffer stuff sucks first off (I've seen a single game where it works fine and that's with a top-down fixated camera)

#

it's far from accurate

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second, you want it to stick to the character when it spawns, but this requires matrix logic which you cannot get inside of the graph of that current bone

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well, you can't decode that a point in the depth buffer == the bone hit

tired warren
#

I see, that makes sense.

ashen robin
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best scenario, get the collision point from the CPU (collision.point) and send it into the graph then Play()

tired warren
#

And how to get the collision point from the CPU ?

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Plus that's weird because there would be multiple collision point since it's shooting several blood splatter in one vfx graph

ashen robin
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oh, but if you want the object to stick to the location then you must keep feeding it the local position of the character as well, maybe the bone specifically... or just instantiate the system on the bone and do everything with local space

ashen robin
tired warren
#

Well, I'm changing the original question a bit because I'm just looking into making this work, be it spawning a decal on collision or simply sticking the particle on collision. The main issue is that I don't see how I get the collision point in vfx graph meaning I'd need to not use vfx graph and go with physics instead?

ashen robin
#

I feel like it could be somewhat possible to get information of the skinmeshrender at the point of the depth buffer, since a lot of that stuff is inside of the GPU, but that probably requires some researching.

tired warren
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But I'm surprised I can't get the collision position in vfx graph, shouldn't it be a default property ?

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Hm ok.

ashen robin
#

You should treat VFX graph as asynchronous operations

#

in reality you're doing a lot of scripting outside of the graph to obtain what you want most of the time

ashen robin
#

you can also find those samples inside of the Learning Samples provided with Unity 6

#

Looks pretty good. Dev really took a day off to write this up

tired warren
#

Version names are confusing...

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My project is currently on 2023, Is unty 6 more recent than 2023 ?

ashen robin
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2023 could be considered the betas leading up to Unity 6

tired warren
#

Oh ok

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Thanks, I'll give it a shot then !

marsh drift
#

Trying to create an effect similar to this, hopefully through shader graph - the lightning ring.
Any thoughts/ideas on how to do that?

ashen robin
#

https://www.youtube.com/watch?v=XPh0jiqf0iQ
Gabriels got a few videos regarding the easier method

Let's see how to create a proper Lightning Strike in Unity! With the help of Krita, Blender, Shader Graph and VFX Graph or the Particle System, you will learn the core of a great Lightning Strike

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

00:00 Intro
01:17 Begin of the Lightning Strike
03:06 Lightning Texture
05:20 Ligh...

▶ Play video
inland tusk
#

anyone know how to set a paticles angle/velocity/whatever from the normal map saved in a point cache?

#

I've got position but unsure how to get a euler xyz out of it

nimble axle
#

can VFX graphs update backwards?

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if you manually update it

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with like a negative delta time

ashen robin
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pretty sure someone answered that for you, no?

nimble axle
#

but i suppose if timeline can do it then i can probably do it programatically

ashen robin
#

if it's anything similar to the shuriken system it may just be what you're looking for

lone imp
#

Question having some issues trying to find Conform to Sphere in the visual effecct graph its supposed to be in the Force category right?

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Ah I think I found it
Its called attractor shape now

lone imp
#

Hey having some issues with generating a decal through particle output and its not showing up
Is it being caused by this because im not properly understanding what its trying to tell me

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Actually might be because this isnt forward particle

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Was it renamed or somethin?

ashen robin
#

also they renamed a lot of the outputs

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a lot of stuff that was experimental like the decals are now just core

lone imp
#

Yeah
Trying to find Particle Forward Decal but straight up cant seem to find it or in a sub node

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This is straight up the only thing I found relating to outputting a decal

ashen robin
#

Pretty sure that's it

lone imp
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Oh I think it is

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wow that is somewhat confusing

ashen robin
#

there is still the experimental check in the preferences I think?

lone imp
ashen robin
#

"Forward decals in VFX Graph are very basic and lacks some features. We have no plans to improve them and they will be deprecated and replaced by HDRP and URP decals outputs which use SRP decals buffer/pass underneath instead of forward pass and inherits all their features."

lone imp
#

Ah so just use the URP decal system instead alright

ashen robin
#

URP for the longest didn't really have decal support but VFX graph did surprisingly, so they used this as a placeholder until they got the URP decals working

lone imp
ashen robin
#

Ah, you mean you had to add the decal render object

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I thought those were in by default

lone imp
#

Didnt seem to be with URP

ashen robin
#

they work off the lightmap layers too which is pretty cool. Gives you more than the standard 32 physical layers to cull em

rotund sedge
#

Hey im looking for good stylized sprite sheets for 3D VFX work.
Most of what I have are realistic textures, but I want a more stylized theme.
A lot of packs are $50+ for just 5 sheets, so if I’m paying, I’d like real value. (I was looking at the kyeoms stylized earth, it's georgious, but id like to just get texture sheets similar to it and I can make the rest by myself)
Any recommendations?

warm agate
#

try checking sites like the unity asset store or itch.io

#

guh, just realised how late i am to reply to that

pure gust
#

hey, my particles are going really fast outside this particle emitter, how can i slow them down?

warm agate
#

have you tried lowering the start speed?

pure gust
#

yeah but it just makes the cone shorter

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the particle still comes out at the same speed

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oh nvm

#

that works

tired warren
#

When outputting decals, we can select the max numebr of decals allowed. When it reaches max value and the effect still goes on, it stops spawning decals. Is there a way to tell it to simply destroy the oldest one and spawn a new one?

sour sun
#

Hello, im new to this VFX and particle, i bought this vfx on AssetStore, and im planning to use this on my game 2D but when i tried to play it on Game Mode it look weird so does anyone have idea to make it look like there's no Z axis around vfx? so only X and Y axis im sorry for poor explanation idk the term when it comes to VFX for this kind of problem UnityChanSorry

icy wing
sour sun
sour sun
icy wing
icy wing
#

ok the render mode looks correct since you are using a mesh to render, not a sprite. now scroll to the top of the particle system and show me the settings above

sour sun
icy wing
#

that also looks correct. now show me in game, while moving towards and away from the particle, what happens

sour sun
icy wing
sour sun
#

if only if i make this game to 2.5D will the vfx work normally?
wait that stupid question.

#

is there errm a good starting point for me to read on how particle and vfx work. it would be helpful

icy wing
sour sun
icy wing
prisma lotus
#

Hello

Can I use VFX graph to spawn particles/meshes over terrain mesh? I was thinking about procedural scattering.

errant terrace
prisma lotus
#

Could you explain a little?

errant terrace
#

With "infinite" lifetime

#

If you are using unity's builtin terrain, you probably need to make a mesh out of it manually

prisma lotus
#

Ok I was hoping the VFX graph can take the terrain directly.

errant terrace
mellow island
#

Dont know if this is the right channel, i got a shooting script done and working but i want to put a "tracer bullet" or just to be able to see where the shooting goes, how could i make that

quaint river
#

Hi, im fairly familiar with the particle system in Unreal but struggling to use the one in Unity at the moment, ive a simple first question... how do I align the particle with the velocity from the cone? At the moment they just fan out

ashen robin
mellow island
quaint river
#

ive decided to go worth the visual graph for the vfx, feels much more familiar coming from niagara

#

is there any reason why I shouldn;t use it, or am i good to go using that further? (Using URP and will have to compile a Browser version later down the line - its for a gamejam)

ashen robin
#

I've tried it out and it works fine, but you'd have to have the browser support to run them

#

I'd just stick with the particle system if you're currently doing a jam cause there is somewhat a learning curve with the graph

broken storm
#

Does anyone know how i can make my particles not clip trough objects and just stay on front?

warm torrent
broken storm
warm torrent
#

It should be drawn in front of that wall but not in front of other walls?

broken storm
#

Sorry like i mean only infront of what it hits

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Everything else would be as normal

warm torrent
#

There isn't a practical way to change the render order on the fly contextually like that

#

But there's a pretty elegant shader based solution, which is to move the vertices of the effect towards the camera in a vertex shader so it looks no different but is always a little distance away from what it hit
And additionally in a fragment shader a "depth fade" can be implemented so it objects that overlap with its offset position still will not cut through and clip with the effect, but instead fade the effect in space

#

If you're not familiar with shaders it can be a challenge to find how to do this, but depth fade at least is supported by Unity's own particle shaders

#

It's also an option to add the offset into the effect itself, or into the code that creates it, which would do mostly the same as the vertex shader but skip the need for custom shaders

broken storm
#

I think id go for that one since i dont know much about custom shaders

#

And thank you for your time!

warm torrent
#

Are particles, Shuriken or VFX either meant to be able to use reflections from probes at all

#

I know light probes have to be enabled separately for Particle System but I'm not noticing a similar option for reflection probes

errant terrace
#

It inherits that from Renderer.
No idea if it works

warm torrent
#

I guess this might be a perfect spot for an extension method

frank coyote
#

I've used it as part of a "fade out" shader -- I pull the vertices all the way into the camera (past the near clip plane) to completely prevent fragments from rendering at all

#

I was having problems with overdraw -- if there were five mesh layers on screen that all got faded out, the renderer still had to try drawing every single pixel on every single layer

warm torrent
frank coyote
#

Yep

safe bramble
#

has anyone seen something like this with vfx graph on android (galaxy s23+)? there's a weird strip just below the center of the screen where particle strip trails partially fail to render (ignore the chalices :D)

#

the same thing doesn't happen on pc or ios

#

using unity 6000.0.23f1 and vfx graph 17.0.3 with URP

brave idol
#

Hey yall! How can I make the particle system essentially bounce off thin air? I have a top down 2d game and when the player jumps i want particles to emit from the ground, and bounce off it. Can I like make an imaginary plane in a local position for them to bounce off of?

errant terrace
brave idol
#

Yep, what I ended up doing

#

I just disabled the renderer on the plane

errant terrace
#

It can be an empty object

#

It just uses that object's orientation for the plane

#

So you can get rid of its collider and renderer

unreal spruce
#

Is there a way to fade out all spawned particles using a script?
So that at a certain time they all will disappear, ignoring their remaining lifetime

ashen robin
unreal spruce
ashen robin
#

Probably, I doubt they are creating a new instance of the gradient for each particle

unreal spruce
#

true

#

ill try it

icy wing
unreal spruce
icy wing
#

Then I assume in in your script, you would want to modify the particle system’s alpha in real time to synchronize with the light source fading

unreal spruce
#

Yes pretty much, but I think changing the color over lifetime gradient is what I have to do

unreal spruce
errant terrace
#

You probably want some type of "VHS" fullscreen shader/post processing effect

#

For the color fringe/chromatic aberration/whatever you call it

ashen robin
#

There's some downscaling the resolution on the render pipeline asset too I can see

hollow nymph
#

Been working on this top down shooter like game, and i need a artstyle but im a programmer and not an artist 😔 any ideas? Im thinking of going more retro-ish

ashen robin
#

I'd start throwing on some post-processing and setting the mood then decide from there.

#

obviously hotline miami is a great reference when it comes to that stuff

hollow nymph
#

oki dokie

#

thx :D

leaden lance
#

Hi everyone, VFX Graph newbie here, can someone explain to me the difference between Attribute and Properties ? Should I use one over the other ? At first I tought properties were what's defined by the user but I can create custom attribute too ? Can I Use them interchangeably ?
Thanks :)

ashen robin
leaden lance
#

Thanksss

near wing
#

Hello, is there a node for printing to console an output of a specific node?

warm agate
#

i dont think so. ,im pretty sure there's a bunch of visual ways to see the output of a node though. like a gradient for a float or setrotation for a quaternion

near wing
#

ah that's a pain, i have submitted a feature request tho so hopefully theyll add it

clear spruce
near wing
clear spruce
near wing
warm abyss
#

Is it possible to add a sound to a an output event on die in vfx graph?
You can use the output event for sound but this can not be added to a trigger "on die" events.
I have fireworks and when they die it starts the event trigger of explosion.
If i joint the output event to the fireworks trail(main event) the sound starts at the beginning.
VFX graph does not allow to join the output event to the GPU Event (trigger event)
How can I get the sound of the event on die?

ashen robin
warm abyss
ashen robin
#

check that

#

Apparently doesnt work but there's a workaround

#

Seems quite a large workaround. If it's like a single firework that explode into smaller fireworks, you can potentially just make two systems and handle the spawning of the secondaries yourself instead of using GPU events

hearty stream
#

n VFXGraph how can I for example spawn several cylinders along the surface of a sphere, but with their "up" being away from the center of the sphere? I managed to make them spawn on the surface using Random Position (Sphere), but I'm a bit lost about fixing the orientation

ashen robin
#

You've also got Rotate3D, and Atan2. Unfortunately there isn't much of a Quaternion.LookAt or similar type node available

#

Well, technically LookAtPosition/Velocity orientation is very much a similar operation, but I would just like general quaternion nodes to work with.

inland tusk
#

is it possible to have mesh particles facing the camera in og/shuriken particles? (want to go for pent/hexagons)

#

when I set them to mesh they stop respecing the facing alignment property

fallow star
#

I'm working on memory management for a game, i've noticed that the particle system uses a bunch of memory, i was wondering if there is a way to reduce this footprint? i've heard that a particle system pre-allocates memory according to it's max particles count. is this true?

frank coyote
#

I'd expect this to happen, yes

#

It would be even worse if it tried to constantly reallocate memory as particles appeared and disappeared

fallow star
#

its a bit weird, since the snapshot B was the game with no changes done to the maxParticles while snapshot A was setting all particle system's maxParticles to 0

#

and somehow A's particle systems took more memory??

#

it didnt reach the same point where i took B's snapshot, that one i took it in the title screen while the A one i took it in the loading screen because it never reached it (bug cuz i forgot a build step in our pipeline)

frank coyote
#

I'd also expect the system to only reallocate if you increase the max particle count

#

Memory also might not get released immediately

fallow star
#

mh

#

maybe

#

i'm doing another build without particle changes where it should reach the title screen, which should ideally land me in a place where i can actually compare stuff

frank coyote
#

if you're seriously trying to analyze this, you should have a totally empty scene (well, exccept for the particle system)

#

and you'll want to be profiling the built game, of course

fallow star
#

ya

#

i know profiling memory in the editor is no good

#

while i'm rebuilding the game i just made a separate project with three particle systems using the default particle material

#

one is the default system, the other is a system that reaches 500 particles but has 1k as the max, and a third one which is one that reaches 1k but has 2k as the max

#

ok, decreasing max particles should theoretically reduce their footprint

#

A is No changes to the max particles.
B is MaxParticles set to 10

#

A difference of -88kb

#

This is another one
A is no changes to the max particles
b is MaxParticles set to 0

fallow star
#

ok i discovered something even more interesting

#

This is the default setup where the particle system had a max particle set to 2k, 1k, 1k respectively

#

And this, is the setup where i set the MaxParticle count to 10_000

#

reducing MaxParticles only reduces footprint IF the particle system was emitting more than its maxParticle count

#

dont think there is a way to reduce the footprint of these without reducing their average emission count

vagrant juniper
#

Help with SDF

How can I adjust the position so that it also matches the world position of the SDF mesh? I also have a gif with the mesh here. The particles are at (0, 0, 0) but I would like to have them inside my skinned mesh renderer.

ashen robin
vagrant juniper
ashen robin
#

Well, you need to pass the pivot offset to this mesh then because with what I'm seeing is that the SDF is just providing points relative to the zero point of the world

#

otherwise, child the system to the mesh and use local space instead

frank coyote
#

Transforming the points with the local-to-world matrix of the skinned mesh renderer object would do the trick

#

you should be able to reference the transform of that object and then use it to perform the transformation

#

haven't used the VFX graph in a bit, so I'm fuzzy

ashen robin
frank coyote
#

The transform matrix will correctly move points from one coordinate space to another

vagrant juniper
#

ah i will try it 🙂

vagrant juniper
#

well well well 😄

vagrant juniper
#

i wthink with splines and colission it is not working

#

hahhaa 😄

#

maybe i try it with particle force system

vagrant juniper
#

i mean it is kinda good with particle force system with adding mayb more force

mossy brook
#

Is there a way to make a particle register a collision, but not stop or get destroyed? aka pierce? I tried setting the lifetime loss, dampen, and bounce to 0 but it still hits an object and then stops/slides away

mossy brook
#

True, I will check it out thank you

severe wasp
#

Does anyone know how to get stenciling working with VFX Graph? I've tried writing a custom HLSL block, I've dried finding a way to add a custom shader. All i need is to inject this:
{
Stencil
{
Ref 3
Comp Equal
Pass Keep
}
}

but i can't seem to find a way to do it in a way unity will accept

ashen robin
#

the systems are affected by them interestingly enough

severe wasp
#

cuz thats the best solution i've thought of so far, but havent tried it yet

pine remnant
#

is playing a particle system each time my gun shoots optimized (high gun firerate)
and can I make the particle emit the burst without restarting the whole particle system

frank coyote
#

I don't think that can trigger a burst, but you can just emit many particles at once

stray bobcat
#

Hi, I've made an simple vfx graph and it causes refresh of the editor every frame in the playmode - can I somehow avoid it like in edit mode with always refresh off, etc.? Because I just can't play in playmode with it, lol.
I've profiled it and this low fps is caused by constant refresh of editor.

plucky patrol
#

does this method of getting a particle to play on button click not work, or do I need to script something? because it's not doing anything, and Im not sure why

plucky patrol
tepid brook
#

My praticles restart every second in unity how to fix that? It look very stutter. Even the loop is on

#

nvm, changing the sort mode in

#

rennderer fix it

raw hollow
#

my vfx doesnt work in game view can anyone tell me why this is happening?

alpine oxide
#

Does anyone find the best Black Hole tutorial? (System Particle Only)

ashen robin
# alpine oxide Does anyone find the best Black Hole tutorial? (System Particle Only)

We use Shader Graph to create a Heat Distortion effect and the VFX Graph to add some particles to the Black Hole. There's also a Fresnel shader for the center of the Black Hole. Love this effect, hope you too!

Made in URP with Unity 2019.3.10f. Scene Color Node: https://docs.unity3d.com/Packages/com.unity.shadergraph@5.10/manual/Scene-Color-Nod...

▶ Play video
#

oh if you mean shuriken uh nope ;x

#

Really it's just a bunch of shaders anyway

#

So yeah, first half of that video is relevant

inland warren
#

Does particle system emitter work with sprite atlas ? From memory profiler snapshot it appears particle emitter will duplicate a texture for itself instead of using the atlas texture

stray bobcat
#

When I'm using even one VFX Graph particle (I'm trying to make a simple fog around player which following him) - it bumps my cpu usage like crazy + ofc gpu is starting to work harder. I'm ok with gpu, but why is cpu has so much higher usage? I'm messed up some settings?

I just don't understand how to diagnose what causes it. It' using like 130+/sec spawn rate and 400 max particle count. I just can't find any info or anything related for optimization or tips with VFX graph...
I'm using Unity 6000.0.37f1 with last VFX graph patch and UPR too. I've done octagones as a particles, reduced range before camera frustrum, because it will cause my fps drop to 20 when particle is full screen, etc.

inland tusk
#

after rebuilding my library folder a bunch of my VFX graphs are invisible now, despite that efficiency debug says they are drawing etc. I've tried rebuilding the .vfx's. any ideas? (one or two work, but most don't)

ashen robin
#

If you're using record for the bounding box it may need to update, otherwise try playing with those settings directly

inland tusk
#

actually never mind, thanks though. I realised in git that rebuilding the library folder had edited all of my VFX files somehow, and when I discarded the changes they came back

#

strange though, luckily i'm not the type to hit stage all commit 😛

ashen robin
#

commit first rethink problems later

inland tusk
#

ehhhhhhh, kinda but not? I've had a few more git heart attacks than I'd like

#

being hounded by project managers while a whole team is scratching their head

ashen robin
#

it's a joke but yeah, push local check for changes then push to remote

ashen robin
inland tusk
#

oh speaking of bounding boxes I'm doing something probably highly sinful with all of these graphs, I have them at origin with world encompassing bounds.... and game interactions are spanwning events and stuff as and where I want them. how awful is this?

ashen robin
#

You mean like a global bounding box?

inland tusk
#

kinda, I guess I'm just ignoring the concept of a bounding box at all as each one is like a master system which creates events within itself procedurally with lods and frustrum logic and stuff

#

but it does mean I've thrown out the concept of bounding boxes entirely

ashen robin
#

Yeah, I kinda do that a lot too, but usually these systems are just a few quads worth. I really should look more into that idea if it's possible to actually provide with custom bounds that isn't tied to the master system.

inland tusk
#

it's all running great just wondering if I'm burying something nasty in there

ashen robin
#

I mean, if you're producing particles outside of the player camera, that's more of an issue with spawning them incorrectly.

inland tusk
#

I've been really surprised what I can get away with on a quest 3, to the point where a huge amount of my games systems are being rendered through them

#

mhmm. i have one of pebbles and one for bigger rocks, which are fed in by graphics buffers, spatial hash sampled by distance from player, though I haven't bothered not spawning them behind the camera yet, thanks for reminding me.... though I'm only updating it at the moment every x meters moved so would need extra thinking, and balancing if the act of resampling the particles is more performance cost than that.... i guess it's just a dot product and extra updates on player rotation.... thanks for being a rubber duck 😛

inland tusk
#

so I'm doing the above, and not quite understanding set alive functionality. where there are green spheres there should be rocks. On the left, it is working correctily, n the right not. The left result is without my set alive (in update) active, and right with it, it doesn't always not work but it happens sometimes

#

I am setting the positions and sizes of the particles in update every frame from a graphics buffer with index particleid. (there is a single burst of maxparticles on initialise)

#

could something be messing with particleid as a useful index? I can't quite figure out what's going on. maybe 1 minus'ing a bool doesn't work?

gleaming stream
ashen robin
#

take you two seconds if you read into distortion shaders

craggy geyser
#

Would anyone know how I can create a sorta of pixelated fireball

warm agate
#

pixels or voxels?

craggy geyser
#

Pixels

#

Sorta like 8bit style

#

I have a pixel shader already made but I can’t figure out anything else right now

warm agate
#

if you're using vfx graph, i think you can just directly plug the shader into the vfx graph

craggy geyser
#

Yea true, I guess I’m more so struggling on make the actual fireball

#

Creating some sorta firey aura around a sphere mesh I have

warm agate
#

there's a ton of fire assets on the asset store, could also follow a tutorial like this

NEW FIRE TUTORIAL: https://youtu.be/XQlFokCzU6M

In this Shader Graph tutorial we are going to see how to create a n awesome Fire and Flame Shader in Unity! Useful for Campfires, Torches, Candles or even a lighter.

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

------------------------------------------...

▶ Play video
craggy geyser
#

Sounds good thanks brother

muted olive
#

How do I create a particle texture that warps things like this? Or what this kind of effect is called so I can look it up?

muted olive
#

Ah, distortion, k.

wooden finch
#

Anyone know what's happening here? The trails seem to bend out of shape at far distances, but if I move the camera closer they look perfectly fine. I've tried increasing the min vertex distance but that did not help.

It's just using a little bit of orbital velocity on the z axis for a continuous trail, and I'm just using Particles/StandardUnlit. It seems to get better the further away I am from the actual beam

ashen robin
wooden finch
ashen robin
#

oh that's odd. II'm pretty sure standalone trail module has those options though

wooden finch
wooden finch
#

Oh a trail renderer - Yeah I can't really use a trail renderer here without creating a new way to instantiate effects then set the target etc, which would be far too inconvenient 😅

ashen robin
#

You've render mode to None there, you sure that doesnt open more options?

wooden finch
#

None that I'm seeing, no.

ashen robin
#

oh yeah it seems that you're stuck to None using trails eh

#

freaking API is a headache

wooden finch
#

I guess it isn't a huge deal if it's not fixable, but it's pretty annoying to look at when they should be working perfectly fine

ashen robin
#

May not even be the problem, just that it's one of the things I know that the camera affects

trail swan
#

Hey, sorry if this isn't the right place to ask this question but how do I increase the bounds of the system? It ends halfway. I am a complete beginner bdw

junior thistle
#

Why can't I keep paretn particle system to play on awake and child particle system to not play on awake? They both change. WTF?

icy wing
trail swan
nimble helm
#

Does anyone know if its possible to make a volume to hide particles (for hiding rain or snow in a building)

warm torrent
nimble helm
#

I have a tileable cube emitting the snow to follow the player, but i want it not be visible indoors

ashen robin
#

vfx graph has kill planes you can use

hollow harbor
#

when a particle system sets the colour of a particle, how does it access the property on the shader? Does it look for a specific property name? If so, which one?

ashen robin
hollow harbor
#

I see, thanks a lot

ashen robin
#

You can access the vertex colors inside of the shader graph if you do want to make a custom particle shader too that way

hollow harbor
#

yeah I know, that what I wanted to do, but I didn't know what I should be accessing

vernal osprey
#

Hey, guys! For one reason, I have made VFX graph but I dont see the particle in my scene. Do you know maybe what's the issue?

river pasture
#

Does anyone know how I can hide these edges from this particle? I tried to tweak the shader with the soft particles for example and particle settings but nothing seems to help.

river pasture
#

I'm making a smoke particle for in VR

river pasture
errant terrace
#

If you already have that, show the material

river pasture
errant terrace
#

Make the alpha higher in the color, decrease "Surface Fade", try a different Color Mode instead of Multiply

#

I think I still see the smoke in your screenshot on the back left/top left

river pasture
#

That doesn't work for me I already tried everything in the shader settings.

#

I just don't know why the smoke turns invisible when I attach 1 if the blur sprites to the base map

errant terrace
#

What are these grey things in your screenshot?

#

Oh you don't have a texture assigned in that screenshot?

river pasture
#

True and I use this mesh to render it because anything else in VR looks weird for smoke.

errant terrace
#

Well, that probably explains it

#

Is that mesh UV mapped?

#

If not, it doesn't know where to display the texture on the mesh

#

Anyway since you are using a mesh, the texture doesn't make its edges smooth.

river pasture
errant terrace
#

Usually we just use basic quads with a texture, not a mesh for this kinda stuff

#

You'd need some more advanced shader stuff to smoothly fade out the edges of the mesh

warm torrent
#

If the mesh is facing the camera and also UV unwrapped to display the radial fade texture evenly forward, its edges would be faded from the camera's perspective

#

But Soft Particle setting would be important to prevent clipping in any case

errant terrace
warm torrent
#

Mesh particles can be billboarded towards the camera as well, so UV unwrapping it properly is enough for the effect

river pasture
warm torrent
#

If you want to go with the billboarded mesh particle method I suggest starting with a hemisphere mesh with its round side facing the camera when used as a particle
Then UV unwrap the round side so your radial fade texture fills it evenly
Assuming a radial fade texture is the one you want to use for it

#

If you want an unevenly shaped mesh that does not always face the camera, you'll instead have to use a custom shader with the angle/dot check for alpha that Osmal mentioned
Or fresnel node in shader graph which you'd likely use

river pasture
#

ill see what I can do. Random idea but poiyomi shaders might help me here.

#

Thanks for the help!

#

never mind it doesn't support urp

haughty ruin
#

guys i am kind of new to unity i tried to search about particle system, so my problem now is i want to set this particle to an actual attack but i am stuck i do not know how to make an attack that follows this particle. the attack starts from the center it goes in a line, if someone knows a guide or can explain some stuff to me i appreciate it.

ashen robin
# haughty ruin guys i am kind of new to unity i tried to search about particle system, so my pr...

In this Unity tutorial we are going to create a Ground Slash effect! We will use Blender, Krita and the amazing Visual Effect Graph tool from Unity! Complex, but you'll learn some great techniques! Hope you guys like it!

Check out the Indie Game Studio I created: https://twitter.com/GoldenBugStudio

00:00 Intro
01:32 Modeling the Slash
05:23 S...

▶ Play video
#

Oh unless you've made the particle already?

haughty ruin
#

yes i did

#

my problem now is how do i make it for an attack that has a specific range

ashen robin
#

Well, depends if the particle has a very static make up, or did you make parameters to change the distance, ect

#

or, if similar to that video, it creates the particle as it moves

haughty ruin
#

for example lets say i have this ground slash, what do i need to make it for example hits an enemy

ashen robin
#

You need physics via cpu side

#

Depending how you made this particle, you're either projecting a large hitbox in the area, or you have a way to drive this particle like a projectile in the target space

haughty ruin
#

my problem is how do i make a hit box

#

that's my problem

#

for example if i click space it lanches this slash

ashen robin
#

You know the concept of raycasting and all of that right?

#

How to query an overlap sphere, ect

haughty ruin
#

kind of yes

#

i used that for gun

ashen robin
#

You need colliders because the vfx graph doesnt provide that

haughty ruin
#

yeah

ashen robin
#

So the idea is you use the ability and also query that method in the area you use the vfx effect

haughty ruin
#

yeah

ashen robin
#

You can also do like a gameobject with a collider that has a predefined radius

#

and stick your visual effect system on that, so when the ability spawns, everything in that collider will be 'hit'

haughty ruin
#

this is what i mean

ashen robin
#

right, you will use overlap for that

haughty ruin
#

do you have any tutorial for it

#

or documentation

ashen robin
#

well, if you want to match the cone radius you do a mix of raycast and overlap

haughty ruin
#

alright i will check it

#

thanks you

ashen robin
#

Eh, I'm just skimming through it but he doesnt provide code just an explanation

#

I'd just look around on youtube, it's a very common thing

haughty ruin
#

i will look more

queen plover
#

Hey, I'm learning about particles in Unity and I'm wondering about the differences between ParticleSystem and VFX Graph - is there a reason why I should choose one over the other for my game? I'm making a 2D stylized game for PC. I've been told that VFX Graph would be a bad choice for 2D games, is that true?

ashen robin
queen plover
clear spruce
ashen robin
#

Yeah the most to be concerned is the platform, but otherwise pick whichever works for you as far as creating the systems goes.

queen plover
#

I see, I'm making a small game for PC

ashen robin
#

As for stuff like projectiles and interactive abilities with FX, ParticleSystem can provide collision feedback and events which VFXGraph doesn't provide... but it's more of a preference thing as I find it easier to just make my own controller for this stuff.

#

I don't like my visual systems being in control much like animation

queen plover
ashen robin
#

I don't use callbacks, but I will add logic to the timeline such that my colliders enable/disable if I am doing stuff like hitboxes (I will always add a fallback to disable the colliders if state changes)

#

It depends really. But relying on animation events is bad because animation can be interupted and animation states can be in many different states at once.

queen plover
#

Yeah, I agree, I also find it very annoying to manually be adding all the callbacks on the right frames, having them call my methods based on string naming, etc., but I wasn't able to come up with any alternative. I need to know when an interaction animation ends so the code can call the actual interaction logic.

ashen robin
#

I guess a better way to put it, if you're going to use animation events, you need some fallbacks in case the animation doesnt finish

queen plover
#

or align footsteps with SFX

ashen robin
#

Ideally, your statemachine (in the backend) shouldn't care what or where the animation is.

queen plover
#

how would the statemachine know that the jump animation (or any other) has finished?

ashen robin
#

Calculate the clip time beforehand

queen plover
#

or "pick up object" animation, that needs to call PickObject() at the last frame

#

oh, based on animation time, I see

ashen robin
#

Similarly, if the jump is canceled, your statemachine should know before the animation that it has collided

queen plover
#

I thought about it but I was worried I'd be making a hacky solution

#

fortunately I don't have animation cancels in my game, it's a way simpler game, no combat etc

ashen robin
#

I've made games purely with events, but these are usually small jam games I know I can get away with, but as your animation tree goes it can create problems if you start blending things.

#

Using them for visuals purely is the ideal solution such as adding particles like dust when jumping, ect / Audio

queen plover
#

that sounds excellent, I'll try moving from callbacks to calculating clip time, I understand that animation API allows to just get the clip time directly

#

thanks for help @ashen robin @clear spruce !

spice mural
#

the particle system lags when im close but not when im far away

warm torrent
eager shoal
#

i feel stuck with learning sdf and visual effects graph. i think anikki was the one that told me about them, but im having a bit hard of a time understanding how particles effects can turn into physical meshes / work with changing meshes. does anyone have resources for how to wrap my head around this. (I found info on a output node called "Mesh Output" But i havent found anything else yet)

spice mural
# warm torrent Look into "overdraw optimization"

looked at some stuff covering that, they seem pretty good. but i want the player to be blinded by the smoke, but i cant really do that without a ton of overdraw or a custom shader (which i tried, and didnt show up in vr)

river pasture
#

I'm back with another question but this time about interacting with a trigger collider.

I've tried everything to make the debug from the OnParticleTrigger activate its debug but no success.
Only OnParticleCollision works if I set the collider of the object to not trigger but that is not what I need.

warm torrent
#

Triggers to check against must be predefined for whatever reason, but you may be able to do it from a script

river pasture
#

ill try that thanks!

haughty ruin
#

does anyone know how to make a hitbox that follows the shape of a move

river pasture
haughty ruin
#

i do not know if it is a particle

#

but lets say i have made this

#

and made the attack animation,

#

so i want to make a hit box that follows the attack

#

the question is what is the red thing considered, and how can i make a hit box that follows the attack animation of that one

#

lets say the attack is that tentacle goes forward to hit a spot

#

for a specific range

river pasture
haughty ruin
#

and that collider for example has a shape like a box or something

river pasture
#

depends on what you prefer or what fits the object

haughty ruin
#

like the problem is for example a slash

#

is there a way to make a hit box that follows the slash

#

this is an example for 2d

river pasture
haughty ruin
river pasture
#

Do you have the attack animation?

#

you want to use.

haughty ruin
#

yes

river pasture
#

does it already animate?

haughty ruin
#

ofc

#

i made a slash with particle

#

something that looks like this

river pasture
#

In you're case I would suggest to look into animation events and enable the collider from that.
https://www.youtube.com/watch?v=92P2Zz6K9vA

In this tutorial we look at how to create Animation Events in Unity. We expand on our recent Unity Animation tutorial (https://www.youtube.com/watch?v=78IrmMtByAU) and look at how to run functions at specific points during or at the end of our animation.

🛒 Synty Store: https://syntystore.com/
🛒 Unity Asset Store: https://assetstore.unity.com/pu...

▶ Play video
haughty ruin
#

alright

#

thank you

river pasture
#

NP if you have any other questions make sure to write them in the correct channel and people will be open to help you!

pine copper
#

I'm probably doing this in the worst way.. but can a pivot of a bounding box be changed? I don't want it in the center

#

I'm trying to produce the first way.. this is the closest I've got, using a collision shape. If I change the x size via the field, then it brings both sides in to the middle (demonstrated in the video second)

wind ferry
#

how can i make it leave behind a trail or like have little blaze particles around it when it plays, its made in shader graph

deep bronze
#

Does anyone have a good series or tutorial on youtube for how to learn VFX in unity 3d?

ashen robin
#

gabriel on youtube

warm agate
# deep bronze Does anyone have a good series or tutorial on youtube for how to learn VFX in un...
Unity

Inspired by leading film tools, the Visual Effect Graph, a node-based VFX editor, lets artists author visual effects simulated directly on the GPU in real-time.

Make amazing particle effects with the new Visual Effect Graph in Unity!

This video is sponsored by Unity.

More on VFX Graph: https://ole.unity.com/vfxgraph

● Go check out Line of Code: https://lineofcode.io

● Discord: http://discord.gg/brackeys

❤️ Donate: https://www.paypal.com/donate/?hosted_button_id=VCMM2PLRRX8GU

·····················...

▶ Play video
gleaming flickerBOT
#

:teacher: Unity Learn ↗

Over 750 hours of free live and on-demand learning content for all levels of experience!

warm agate
ripe mantle
#

Is there a way to make the particle rotate to a specific rotation during its lifecycle?

#

I only seem to have access to some angular velocity, which isn't something easily mapped out over a curve.

ripe mantle
#

When you guys create trails for your effects, do you use the trail component itself or the trail module of the particle system?

craggy geyser
#

woduld anyone be able to help me create a shader where i can render ants on a mesh? struggling with this right now

icy wing
ripe mantle
icy wing
icy wing
ripe mantle
icy wing
warm torrent
ripe mantle
warm torrent
runic parcel
#

hello, how do i make a vfx graph vector2 property output the separate x and y values? mine does not expand like the one from the video tutorial i'm following when i click the small arrow on top, i'm using unity 2023.2.20f1 and the video guy is on 2021.2.5f1

hearty flare
#

your version of Unity is quite old too, the latest version of 2023 is Unity 6000.0.39f1, which is ages ahead

gaunt frigate
#

How do I sync rain particles with its water ripples?

#

I'm using Particle System for the rain. Latest LTS. HDRP

pine copper
#

There's a noticeable stutter when a new VFX is enable, the particle system had a prewarm option (which I believe stopped this?).. is there something similar for VFX?

ashen robin
#

Probably better off just pooling the systems when possible

flint aurora
#

hey so I'm looking for some direction on how I'd go about making a visual effect that would look similar enough to first person pov crying. like camera shake and blur I can do, how do I make stuff wrap like water does?

runic parcel
prime dome
ashen robin
#

You can also use camera stacking to give you an overlay for just particle effects if you want some water particle effects that seem 'local' to the camera space

nimble raptor
#

I'm work on a 2D Game and the player character is supposed to be made of fire or on fire. I drew what I'm kind of going for. I want the fire to move with and react to the player moving and jumping or dashing. Any advice on how I can achieve this?
I was thinking maybe I can make the silhouette and use a particle system that emits for its edges or maybe a shader graph. In the future I'll add attack animations so if I can easily apply it to that it would be really great, but I could also figure something separate out for that.

inland tusk
#

I have a dream. A point cache like the vfx graph generator, and usable in the same way, that I can generate a grid of voxels of a mesh. Any idea if/how this could be possible?

tardy nimbus
#

Beginner question here. Im trying to make a 2d turn based rpg and been struggling with adding visual effects to bone animation. Like adding a slash vfx to a slash bone animation. I tried doing it using the builtin Animation Window but I cant add any sprites to it. I was able to do it before although it wasnt very optimal. Any tips on how I can do this?

warm torrent
# tardy nimbus Beginner question here. Im trying to make a 2d turn based rpg and been strugglin...

If you want to make the slash effect a part of the character, then the sprites should be there to begin with and during the attack you enable the sprite renderer / gameobject and play the animation
You might as well make generic slashes that are instantiated as separate gameobjects, play automatically and are then destroyed
(or pooled rather than instantiated and destroyed but the effect is the same)

hearty lily
#

also you can notice there's some sort of mask effect

inland tusk
# inland tusk I have a dream. A point cache like the vfx graph generator, and usable in the sa...

I have a dream. A point cache like the vfx graph generator, and usable in the same way, that I can generate a grid of voxels of a mesh. Any idea if/how this could be possible?

  • further to this i was wondering, i have a blender where geometry nodes has generated a grid of volumetric voxels, and wondering if there's any way to get this into vfx graph? I've managed to export it as a csv list of positions and would wanna convert that somehow into a vfx graph point cache
inland tusk
#

generating a nice gradient map would be trick I guess in that case...

#

which, I guess if you were into generating it as an animation anyway if you did some kind of simulation out from th middle and set color by age of particle or something....

fringe ice
#

Hello I am trying to make bounce effects for my player, however, the particle rotation is relative to my player's rotation, I do not want this. How do I make it so it stays at a fixed rotation?

inland tusk
#

so, I have instanced meshes in my VFX graph, and their normals seem to flip when I move around them irregularly and from some angles only, any idea why?

warm torrent
jovial spire
#

Hello guys, does anyone know how I can reduce over the lifetime the size of my Position Shape pls ?

warm torrent
#

Individual particles have a lifetime, the particle system or its modules do not

full light
#

How do I make the collision mesh on my particles more complex? I don't like that they bounce off things without actually touching them

warm torrent
#

For a collision mesh in 2d you need a polygon collider component, which uses the sprite physics shape determined in the sprite editor
But that can't be used with particles

full light
#

ohhh, I see, I thought it was based on the image. I'll use a smaller radius then 🙏

warm torrent
full light
#

Awesome, thanks!

full light
warm torrent
#

Pivot offset from renderer module applies to all particles on top of that
So if you have both offsets it may end up going further away than expected

full light
#

they are not different sprites

#

I mean

#

ok that's a different sprite from the first particle system I showed you but there's only one sprite in each particle system

warm torrent
warm torrent
# full light

If you turn off 2D mode in viewport and rotate around the particle system, does it seem they pivots are offset depthwise

#

Or just a varied X Y pivot

full light
warm torrent
#

Looks like the issue could be depthwise pivot + 3d rotation

full light
#

how would I change that?

warm torrent
full light
warm torrent
# full light

Hmm, no cause here either that I can spot
The 3D view screenshot actually looks more correct, they all have the same offset

#

So I'm not sure what lead to the apparent offset earlier

full light
#

here's another perspective

warm torrent
#

If you want to export the prefab with the particle system as a unitypackage I could take a closer look

full light
#

hm, for some reason it wants me to include like a bunch of unrelated sprites and scripts in the export

warm torrent
#

It only looks like it because the collider's visualization is updating at a different rate

#

Visualize Pivot in renderer module also has the same effect, but it doesn't affect where the pivot actually is

#

Currently the collider module does not do anything, since it has no collision planes defined
Alternatively it'd have to be in World and 2d mode for them to hit 2d colliders

inland tusk
#

I have a vfx graph which I use for different use cases, and the only thing that changes between them are the capacities/count..... There's no way to do this without duping out the VFX graph in different capacities and then if i need to change it go and change them all again?

warm torrent
inland tusk
#

yep, thanks, I mean for the capacity itself

warm torrent
#

Capacity cannot be controlled by a property though

inland tusk
#

as I have some that are 128 some 1024 etc

warm torrent
#

My first instinct would be to look into limiting the spawning, rather than controlling the capacity

inland tusk
#

yeah... that'd be easy, though I'm in performance critical environment and spawning all particles once at the beginning from point caches

warm torrent
#

If they don't share the same capacity, they can't be instanced which could hurt performance

inland tusk
#

I wonder if an extension could be made to automatically generate versions at different capacities and automatically select which to use based on particle count... Hmm, I don't know a huge amount about how VFX graphs instance, I'd expect I'd only have a couple/few of these VF at a time

#

how small actually would be overhead difference between say 128 particles and 1024 in terms of memory allocation?

#

I'm on oculus quest and not exactly doing hundreds of thousands

warm torrent
inland tusk
#

yeah, not on a quest at 72/90 fps though 🙂, and competing with trying to keep textures hi enough res for vr etc

warm torrent
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The rendering cost is another matter ofc

#

Usually the issue is the overhead of individual systems regardless of capacity, which is what instancing is meant to alleviate

inland tusk
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it's an interesting point I hadn't considered, thanks

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could it instance graphs which have different attribute maps though? (particles are initially spawned from different position point caches)

warm torrent
inland tusk
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ah, output meshes don't work, interesing I am using those, (even if they are just uv mapped meshes of cubes). perhaps I should look into the inbuilt particle cube output node, there was some reason I wasn't using that but can't remember it

ashen robin
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Single system pool

inland tusk
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hum?

ashen robin
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Single system that just has a large capacity

inland tusk
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ah, right. Doing that in many other places for more permanent systems... this one is for a building unit VFX which is only intermittently present during gameplay, and works on principles of particles not spawning but being always alive during their build process and animated through values like distances. I'm not quite sure how I could refactor this one

#

given me something to think about though, thanks

mighty isle
ashen robin
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Looks pretty good. I think minimizing the emission shape and playing around with the noise a bit more can work

sudden moth
#

how can i make an animated mesh an emitted particle? I have a mesh of a bat flapping it's wings I want to use as a particle

opal star
# sudden moth how can i make an animated mesh an emitted particle? I have a mesh of a bat flap...

You can’t output a skinned mesh. We actually use two approaches. One is to bake the animation into a VAT( vertex animation texture) and output the mesh particle with a shader that does the animating. This is the best quality option. If your bats are further away and don’t need much detail in the animation the second approach is to actually highjack the lod system and manually select a lod level where each level is essentially a baked out keyframe from the animation.

clever ibex
#

Hello guys, can anyone tell me how to make particle not to collide with some specific Object?
I'm on my 2D game project, I think I researched everthing so that I can make solution but I still have no idea

I found that I cannot use Physics class functions to Particle for disabling collide with specific object
And Found a way to make my particles to collide with specific Object only

warm agate
clever ibex
#

Yeah I tried to do that

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but I need to disable Collding with Only one Object

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Using layer makes the particle go through any other Object with same layer

warm agate
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you can make new layers

clever ibex
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This is screen shot of my game

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and those Black Boxes are particles

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and I have to make a lots of layer to make those particles don't go through each other

warm agate
#

instead of having a layer for each gameObject. you could have a single layer called like "DontCollideWithParticles"

clever ibex
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then should I have to set those Yellow things which are spawning Particles as Same layer name of "DontCollideWithParticles"

#

Isnt it make particles Which are made from upper Yellow Object go through the below Yellow Object?

warm agate
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yeah it would.

#

not sure if there's a way to make particles not collide with the particle system objects. might need to double check that myself

clever ibex
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Hmm.. then Do I have to make it as GameObject? not using Particle?

#

I found almost everything on Unity Discussion with it and Asked multiple time to GPT
But I found nothing helpful
I'm little confusing that Is there a way or not

warm agate
clever ibex
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Got It, It was my mistake to use Particle system while trying to do some physics stuff

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I could have waste more time if you didnt tell me

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thx u for letting me know

warm agate
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no problem, feel free to come back if you have any other problems UnityChanThumbsUp

clever ibex
modern sky
#

does anyone know some good places to get free/cheap particle effects or textures for particle effects? I want to spruce up some effects i have on my projects but i'm not really a VFX artist so i don't know how to make the particles themselves. Either that or some tutorials on how to make some decent particle textures on my own.

inland tusk
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I've been finding that my vfx graphs which are doing mesh outputs on them, sometimes flip their normals depending on the camera rotation... any ideas?

native ivy
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hello guys. i'm new to Unity and trying to learn Vfx design. im simply testing my VFX to move around but the "play()" button is not working even tho i have changed the emission and the velocity around.
Thank you in advance

fickle urchin
#

Hey guys... Any idea why VFX is not displaying any particles in my scene viewer?

Despite having it enable in gizmo and that "see effects in window" option, installed and in play mode...

Unity 2022.3xx version.

It doesnt show up.

--

Nvm. Im into the mobile business... Apparently VFX is not really supported by most mobile gamers. So its not worth it.

How can i start learning to use particle system to add casting magic, AOE spells & skills, etc ?

spring lake
harsh halo
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maybe i could just have 2 particles sysetms all along and mask one?

harsh halo
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so I have my path rendered to a texture but how do i use this to control properties of my PS?

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I guess i could do visuals by also rendering particles to a texture then using my path RT to affect color. But itd be cool if I could affect non-visuial properites as well like size or velocity, is that possible?

ashen robin
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Rather, the mask would dictate everything besides the emission so yeah

harsh halo
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i kinda get the idea here but im not sure how to use the path rt to affectt particle proeprties im just treating it like any other tex agnostic to the fact that its source was particles

ashen robin
#

https://www.youtube.com/watch?v=AnkxR53zYSo
Gabriels got a new video on interacting with particles in the VFX graph using a shape as a mask if you're interested

Let's see how to create interactive particles in Unity! Quite useful for effects that need to interact with the player movement for example.
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▶ Play video
harsh halo
#

ill take a look at that, thanks

opal star
harsh halo
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the answer might be in vfx graph idk i havent looked at that vid yet

opal star
#

Do you need the path to be dynamic ? That would make it a hell of a lot more complicated I think

harsh halo
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yes i want to achieve something similar for the player's path

opal star
#

🤔 you would need some way to dynamically define two force fields

#

Maybe have a third particle system that emmits the path, write those particles to a RT, then use the RT to apply force, one to push the background particles and one to constrain the color ones

#

But this is just a high level idea the implementation would be complicated

harsh halo
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thats kinda what im doign in the above example to generate the path mask

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the lazy version where im just dropping off timed life prefab circles

ashen robin
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Can probably just use two shaders really and just scroll the texture on this mask

harsh halo
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sorry im not sure exactly what you mean can you elaborate on that approach

little barn
#

Hi! Recently I have started to add some lights and VFX to my project. So far everything works and feels really good. The fog of war adds so much to my scenes.

The only issue I encounter now is that I am not sure how can I make the fog of war cover the lights as well. In the image attached, the Sprite 2D Light I am using is still visible through the fog of war.

Is there any setting I am missing? Thanks a lot.

#

Also the bricks that have the lights attached are behaving correctly - they are "disappearing" under the fog

ashen robin
# harsh halo sorry im not sure exactly what you mean can you elaborate on that approach

Instead of particles you just use 2 textures with a seamless wrap. First texture, the background, seems to scroll across a large quad and interacts with the mask such that it becomes distorted in the proximity of it. The second texture, the trail, scrolls across this shape's UV where the UV's are mapped tighter near the edges for that distorted look.

#

I think the hardest part for this is figuring out how to make the background pixels warp around the mask. Either you have some cutout/intersection method and reposition the UVs according to the mask, or maybe just use some distortion shader using scene color (render texture)

ashen robin
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you can change the ordering on the vfx graph systems themselves or through a custom shader, so it's more of a question of how do you manage when to draw those lights

ashen robin
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Another idea is using the stencil buffer and making a mask, but again, not too sure what you can modify/access on these lights