#✨┃vfx-and-particles

1 messages · Page 18 of 1

little barn
#

Silly me. Found the issue. My fog of war was on Default layer and it was affected by the lights as well.

trail vine
#

I'm trying to create a lightning flash effect using an HDR color property on a material to control intensity. However, my code keeps resetting the intensity to 0.
Any ideas on why the intensity keeps resetting?

public class LightningFlashEffect : MonoBehaviour
{
private const float FLASH_IN_DURATION = 0.05f;
private const float FLASH_HOLD_DURATION = 0.05f;
private const float FLASH_OUT_DURATION = 0.5f;

    [SerializeField] private Material _flashMaterial;

    private void Start()
    {
        // Ensure the flash starts invisible.
        _flashMaterial.SetColor("_Color", new Color(1f, 1f, 1f, 0f));
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)) TriggerFlash();
    }

    public void TriggerFlash()
    {
        if (_flashMaterial == null) return;

        // Reset to fully transparent
        _flashMaterial.SetColor("_Color", new Color(1f, 1f, 1f, 0f));

        // Sequence: Fade in -> Hold -> Fade out
        Sequence flashSequence = DOTween.Sequence();
        flashSequence
            .Append(DOTween.To(() => _flashMaterial.GetColor("_Color"), color => _flashMaterial.SetColor("_Color", color), new Color(1f, 1f, 1f, 1f), FLASH_IN_DURATION))
            .AppendInterval(FLASH_HOLD_DURATION)
            .Append(DOTween.To(() => _flashMaterial.GetColor("_Color"), color => _flashMaterial.SetColor("_Color", color), new Color(1f, 1f, 1f, 0f), FLASH_OUT_DURATION));
    }
}
restive kelp
#

Can anyone help me on making the particles rotation the direction its going??

#

I need the help and would really appericate it

restive kelp
#

Never mind

#

I’ve figured it out

molten cliff
whole prism
#

hi guys

#

anyone awake??

#

I have problem

#

How do I get rid of the decals appearing on top of player(dice) object

whole prism
whole prism
whole prism
rocky mountain
#

WHY this happened

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do u know how do i fix it?? like rly i dont know why it missing some faces bc in blender UV map and normal view they are all

warm torrent
rocky mountain
wet ravine
warm torrent
#

The problem looks to be z fighting but there's no relevant information to be seen about the components in use

wet ravine
#

In particle system

warm torrent
wet ravine
#

There are two

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Each has billboard

warm torrent
#

They are overlapping so they are z fighting, same happens with any kind of geometry

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Particles in a particle system can control their sorting depth relative to each other, but not between different systems

#

You might need to change the render queue for one of them, or keep one of them always a bit in front of the other towards the camera with a script

#

I prefer to use custom particle shaders that can add offset to the material's vertices towards the camera for situations like these

fading hollow
#

Im trying to get an attribute "HitPosition" and its setting the particles position to 0,0,0.
The script is super simple

using UnityEngine;
using UnityEngine.VFX;

public class VFXHandler : MonoBehaviour
{
    private VisualEffect vfx;

    void Start()
    {
        vfx = GetComponent<VisualEffect>();
    }

    public void SpawnParticle(Vector3 hitPos, int materialID)
    {
        if (vfx != null)
        {
            Debug.Log("Attempting to spawn VFX at: "+hitPos);
            // Create event attribute
            VFXEventAttribute eventAttr = vfx.CreateVFXEventAttribute();

            // Send position and material ID
            eventAttr.SetVector3("HitPosition", hitPos);
            eventAttr.SetInt("MaterialID", materialID);

            // Send the event with data
            vfx.SendEvent("OnShrapnelHit", eventAttr);
        }
    }
}

And the debug print debugs the correct location
Also the particle position is entirely in worldspace which is fine

#

I wanted to ask if anyone knows what the issue is, i must have overlooked something

stiff topaz
fading hollow
#

when i do that, the particles dont appear at all, not at 0,0,0 or where my projectiles hit, perhaps its a math issue then

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i suppose there is no real way to debug from VFX graph

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Nvm, the particles alone were extremely low visibility, my bad 😭

#

thank you alot!

stiff topaz
#

No prob. Don't forget that "Source attributes" coming either from spawn Context or Parent Systems(Gpu event) can only be retrieve in the Initialize Context. So you need to retrieve in the init context and store them if needed.

fading hollow
#

my thingy only spawns like 6 or 5 particles, even tho theres hundreds of projectile hits
is there a limit to how many "Single Burst" i can execute at a time?

stiff topaz
#

Well. It depends. The limit by using a burst block thought event is that you can only have one "Burst" per frame. If your VFX will handle the HitVFX of several weapon you can get in situation where you might need/want several "HitVFX" in the same frame

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But your not limited in the number of particles per frame .

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If you need more than "One event" per frame

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then you'll need to use what can be called Direct Link which allow to direclty set the SpawnCount

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I can found you a dedicated forum post related if needed

fading hollow
#

that would be really appreciated! thanks!

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so if i call OnShrapnelHit per hit, then that is not optimal when i have like a gazillion of them
Another fix i can see is just adding all of the hits to a query and calling a hit per frame, but then that would also cause some delay between impacts

stiff topaz
#

Yes, queuing the Event is also a solution that can works. In the end it really depends on your use case-> Number Of simultanous Firing Weapon, and Fire rate.

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Also, on a side note, the VFX instancing feature has been greatly optimized and is now compaible with GpuEvent. It allow To batch instances together that use the same VFX asset.

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This often allow you to use a more traditionnal "pool system" of VFX instances and is far easier to author for VFX Artist.

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ON top of that, as each HitVFX is a separate instance, the bounding boxe can be properly adjusted so that you're abel to do some camera culling

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and it can also be interesting for Per Instance sorting as, they 'll use the Bouding boxe center

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Again it depend on your use case, and targeted platform. As you'll have a small overhead of having mulitple instances.

fading hollow
#

okay i think i got it!
Ill do

  1. Store hits and all related info that happen in the same frame
  2. Do my version of this c m_EventAttribute.SetVector3(s_PositionID, spawnSources[source].position);
fading hollow
#

i dont understand, is direct link something i need to download to my project

quasi rover
#

Hello! Am I blind? Where is the Add module option? 🙉

warm torrent
quasi rover
#

I figured it out, thanks for the response though! :]

warm torrent
quasi rover
#

What I needed to do

blissful nexus
#

Has anyone had luck including a Point Cache in an Assetbundle? We use point caches in a few VFX graphs in our app and use assetbundles for content delivery but Unity refuses to include them in bundles, throwing a warning:
Editor only objects cannot be included in AssetBundles

#

This seems like a possibly unintended consequence of PointCacheAsset being in the Editor assembly (?), and it really throws a wrench in my workflow and I can't come up with a great workaround

blissful nexus
#

After doing some digging, Point Caches are experimental and internal classes (really? they've been in the vfx package for 5+ years at least..) so cannot even write a wrapper around them. looks like i'm dead in the water and will likely have to pivot

worthy flume
#

For the life of me I cannot figure out how to snap nodes in VFX Graph to be parallel with stuff. Is this something I can do or am I going crazy?

ashen robin
blissful nexus
tired warren
#

Hello, I have a vfx which shoot a gameobject and on collision, this gameobejct is destroyed, leaving a decal behind. The decal lifetime is infinite at the moment and when the max amount of decal is reached, I'd like to destroy the oldest decal so a new decal can spawn. Is it possible to do ?

ashen robin
tired warren
#

Ad when I check the particle info for the decals, I only have access to the current alive count, I can't modify their properties it seems

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Isn't there maybe an option to tell to destroy older one to spawn new ones ?

ashen robin
#

The pool itself is predetermined, so check out the emission/capacity of the system

tired warren
#

OK, I guess it's not possible. I'll use lifetime for the moment, thanks.

ashen robin
rotund sedge
#

Anyone know if there's a way to be able to animate a mesh particle system to move like it would for a regular animation? I've seen videos of people being able to put motionanimation particle sheets to have the character meshes move and stuff.

However there's no explanation on how to make the actual sprite sheet. So I'm not sure if there's an add on or something that can turn an animation clip into a sprite sheeet or something to be able to effect the mesh of the particle.

Any advice or tips on how to do this would be greatly appreciated!

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Oh and without needing scripts and stuff since I make stuff for vrchat which doesn't allow scripts ands tuff like that on avatar. So it would have to be a material thing or sprite sheet.

stoic saffron
#

I'm trying to add particles/fog into my scene and I'm following a tutorial but they have a material option to add their material but I don't.

dire gyro
#

Hi does anyone know how to unfreeze the editor?
I used to be able to preview my particle system by clicking "restart"

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now this doesn't do anything

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all my particles systems have this problem. Its some setting I changed on accident

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time got set to 0 in my settings somehow pepecool

quiet ether
#

was gonna say.. ur Timescale must be 0

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i changed almost everything and couldn't get my PlaybackSpeed to be grey'd out like that

muted olive
#

Is there a good way to make particles not clip into the ground if they're overlapping with the ground?

ashen robin
tired warren
#

Hello everyone, I'm having an issue with a basic VFX graph which spawn a simple sparks burst. The number of mesh keeps growing in memory until it crashes. When the VFX is disabled, the number of mesh does not change in my scene. As soon as I enable it, number of mesh keeps increasing despite my sparks having a lifetime of 0.1s...

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Here is after 5 seconds of playtime...

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2.35Gb of meshes... only after enabling the VFX

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I'm using the sparks vfx sample from the vfx samples package offered by unity, modified a little bit

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Lifetime set to 0.5s....

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Why does the number of mesh keep increasing until memory is full andmy system freezes ?

tired warren
#

OK nevermind, for some reason, the bounds value were set to zero, I must have messed it up when testing parameters a while ago. It's working fine now...

tired warren
#

Hi again, I've got another issue with my VFX. It creates a spark and when the spark collides with my character, the spark is destroyed and it spawns a decal. I'm using depth buffer to detect collision. The issue is that it now spawns a decal even if the spark doesn't collide with the character. How can I fix this?

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The character is animated btw.

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I'm not sure I can use a SDF with an animated character

zealous wing
#

When it comes to properties in VFX graph (Unity 6) what is the difference between position and vector3?

ashen robin
zealous wing
ashen robin
#

New vfx graph? Looks like position is exposed in the editor with the indicator. Maybe it modifies the position property directly but that seems odd

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Usually you just expose a vector3 and point to to the position

ashen robin
#

Oh, unless you dont want it spawning on other objects besides the character. You can probably just grab the skin mesh render and compare against the current verts/faces

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another idea is use the depth buffer that only renders the characters, but this would mean that the particles wont collider with anything but the skin mesh and clip through walls

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having two depth buffers would be an idea in this case, but not entirely sure how to go about that with the vfx graph

tired warren
ashen robin
#

It'll collide with anything in the depth buffer, so if you're passing in a camera that is rendering everything, then it'll collide with it all

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I usually don't like to use the depth buffer for stuff like this and preferably control it more with actual collision methods which are on the CPU side unfortunately

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unless this is completely for rendering and not gameplay related then it's probably fine

ashen robin
#

Shapes are usually the most accurate, but otherwise grab the information on the CPU side via buffers

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They just did update the collision recently. I wonder if they do have a collide with skinmesh render yet

tired warren
#

ok thanks

zealous wing
#

is it possible in VFX graph (Unity 6) to make bloom affect surrounding lit objects, basically I want to make particles behave like point lights

ashen robin
zealous wing
#

Can I use custom attributes from VFX graph in shader graph?

zealous wing
muted olive
#

Is there a way to make the meshes this spits out not random? It only emits two meshes in a burst than dies. I want it to always spit out the same two meshes.

runic umbra
#

Hello there, I didnt find much online about this particular question :

Is the particle system good to represent attacks with a dynaic size/distance between origin and tarrget ? I feel like I am missusing the system but I wanted to ask there first

warm torrent
#

VFX graph on the other hand supports passing any external property into the graph for you to work with

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So your script only needs to set the properties, such as a vector for target position, and the graph can handle the logic of what the effect does with it

runic umbra
#

I see, thanks for the info!

ashen robin
slow hound
#

how can i make my particles be influenced by gravity?

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i want the particles to always go up, no matter the rotation of the emmiter

warm torrent
slow hound
warm torrent
# slow hound Particle System

Set gravity scale to negative so they float up and simulation space to world space so gravity is independent of rotation

slow hound
warm torrent
slow hound
warm torrent
#

That doesn't seem logical, it only affects the force applied to the particles

#

Check that the gameobject or none of its parent gameobjects have a non-uniform transform scale

slow hound
warm torrent
warm torrent
#

Then the cause for the thinness must be elsewhere
I cannot observe it in the example

warm torrent
# slow hound what extra info do you need?

The best way to show it would be a video with the particles in motion, before and after applying the setting that causes the issue, and also going through all the modules and their settings so they can be all seen by pausing the video

slow hound
warm torrent
#

Youtube has no limits, I've seen Streamable be used as well but I don't have experience with it
Cropping the video to only essential portion of the screen and compressing it within reason is sometimes enough to make it fit, both of which Windows Snipping Tool does on its own

slow hound
obtuse yarrow
#

does anyone have any tips/a tutorial on building a vfx of a large field of flowers quickly blooming with some petals flying around, think the spell in frieren where she makes a flower field, i don't really know anything about making vfx from scratch

deft forum
obtuse yarrow
hoary sphinx
#

I have a problem, I downloaded particle legacy from the unity asset store and all materials are purple despite using the hdrp wizard, I use hdrp

hoary sphinx
spring lake
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I've tried it and it works great.

hoary sphinx
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thanks

obtuse yarrow
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im interested in creating a vfx that grows flowers over a mesh from a center point (then they stay there and sway in the wind, which i know is easily done with vertex animation via a shader), the flowers would bloom as they come out of the wood of the tree ground, could anyone send a tutorial/point me in the direction of how i could do this, im not sure familar with unity vfxs sorry

spring lake
ashen robin
#

VFX graph doesn't really have decent support for spawning animated meshes unfortunately

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which is odd considering how a lot of the skinmesh renders work upon the GPU

ashen robin
obtuse yarrow
ashen robin
#

That + using mesh sampling / SDF tool to bake points

obtuse yarrow
#

that would let me target the "bloom" areas right like where they coem out of

ashen robin
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Like, you can probably just do a lot of this with the animator honestly if you don't care about variance. Just give it keyframes for when and where each flower should spawn and instantiate them

obtuse yarrow
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that was kinda a last resort, i was hoping to add some "procedural variance" but i may just animate it all "by hand" than kyou for the help

ashen robin
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Well, the way you are describing it, you do seem to want to have some animated mesh compared to some shader work

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variance in this case is for where they would spawn, and VFX graph does provide some tooling to help with that, but scripting that in yourself isn't something complex

zealous wing
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Can someone think of some way to count the amount of sine waves that have happened since start of VFX gprah in the scene?

latent marsh
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Hello! I have a problem.

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I want those particles to dissappear when on certain spots

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Thats how example particle works

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using UnityEngine;

public class FogDestroyer : MonoBehaviour
{
    public BoxCollider[] restrictedAreas;
    private int fogLayer;

    void Start()
    {
        fogLayer = LayerMask.NameToLayer("Fog");
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.layer == fogLayer)
        {
            Destroy(other.gameObject);
        }
    }
}
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Im using this script

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As you can see, it is clearly in the collider

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To be clear, i want specific particles to dissapear, no for the generator to dissapear, but for now nothing does

shrewd rose
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I feel like this is probably going to involve depth-mask shaders.

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Or stencil shaders

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Basically, have the fog cover the entire scene, and use stencil shaders for the cutouts of the squares you're after

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I think this has the basic effect you're after: https://youtu.be/jidloC6gyf8?si=YfHG05VUIVGi7cSk&t=433
You'd just need some finesse to get it to the shape you want

Many games need to make sure the focus is on the player or some other object, and walls are usually a hindrance. You could move the camera past the wall or render things over it.

In this tutorial, we'll just cut a hole in the wall instead. I've seen a wall cutout effect before in a handful of ways, so I'm going to take an alternative approach t...

▶ Play video
latent marsh
shrewd rose
#

In theory, yeah

latent marsh
#

Also on first glance it looks like x-ray, and it can easily be bad-looking for a long term development

shrewd rose
#

Does the environment have any direct impact on the game as the board shrinks down?

latent marsh
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The board is shrinking only because of the scripts, the fog is just a visual efect

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and besides UI, and chess pieces, nothing else is clickable

shrewd rose
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Ahh, so the number of squares goes down. It's not that the entire board is shrinking from a scale perspective

latent marsh
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No, i just take all the pieces on newly disabled squares and kill them, and disable movement there

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so king cannot go back on the deadzone

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i just wanted a fog to be a cool visual effect

shrewd rose
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That's fair

latent marsh
#

i was thinking of maybe "Eh, fuck it, i will just place flame animation on every square and enable it when time comes, it's got to be easier", but then i would have to change the card image, and i kinda like it lol

shrewd rose
#

But that'll cause a part of the fog to just blink out of existence

latent marsh
shrewd rose
latent marsh
#

Then im fine with it, it will destoy anything that comes near the play area that should be visible, then ill disable bigger collider and move fog in

shrewd rose
#

Cool cool. Hopefully it does what you're after 🙂

vale grove
#

trying to have a color attribute drive some gradients

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not sure how to properly convert to hsv

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how do we do intensity?

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what even is intensity?

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does it just like multiply the value or something

ashen robin
#

In shader graph usually I just multiply (or was it add?) my current color by a new color with hdr enabled just to modify the intensity

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Primarily use them to emit a large bloom for the particles

shrewd rose
vale grove
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yes i understand what hsv is and how to convert to rgb

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what im confused about is intensity

fresh tangle
#

anyone know where 'stretched billboards' and something called 'align velocity' or direction err would be in the vfx graph?

I realize this capture shows very little but basically I want it to stretch towards the center since all the particles are moving there

ashen robin
#

Orient camera*

fresh tangle
#

Managed to find it. Thanks so much!

ashen relic
#

hey guys! I have this set alpha over life block in my vfxgraph which I'm trying to improve

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I want to be able to set the highest alpha point in this curve dependent on another variable

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does anybody know how I can do this?

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oh, wait, I think I can multiple the node with another node afterwards

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let me try that

ashen robin
#

Probably make a standalone curve and multiple the 0-1 output value by this dependency then feed it into a set alpha node

fickle urchin
#

VFX doesnt work for mobile games. Truth or myth?

Let me know so i dont get into that... And whats a cool course or youtube tutorial about particle system for special effects?

ashen robin
fickle urchin
#

Maybe in 5 years every mobile with have GPU..not happening just yet. At least not < $700 devices i guess

deft forum
fickle urchin
#

Computer shader support?

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Its what VFX needs to show up?

gaunt frigate
#

why is my visual effects graph blackboard looking like this (1st image) instead of this (2nd image) ?

graceful saddle
#

Looked at some vfx from people on artstation, noticed this background. Is it a build in background and how to enable it?

zealous wing
#

In VFX graph HDRP (Unity6) is it possible to exclude some particles from receiving decals? I am trying to spawn decals in the same position and time as the other visible particles in the system but I don't want them to be affected by decals themselv

ashen robin
#

Think you can also just exclude them from the normal layers using render objects

ashen robin
#

Well, thing is you don't really specify decal layers (light layers) inside of the vfx graph if you're emitting them from there. I think I was running into this problem before and was having to just cull the entire physical layer from having them project onto it

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Maybe has been expanded upon since I've last done something with them

prime dome
#

I have an issue with ParticleSystem.
Local simulation: My torch's embers follow the player when he runs. When they should travel upwards regardless of player position.
World simulation: That fixes the above problem but then the emitter behaves like if it was offseted? I checked all variables and i failed to remove the offset. With world simulation, the embers spawn 0.2 meters to the right of its ParticleSystem, even if im not running/moving.
Anyone knows 😭 i dont get why would they offset like that.

prime dome
#

Fixed it

fickle urchin
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Can someone tell me... VFX works in mobile games or its best to stay with particle system for mobiles?

tough arch
ashen garnet
#

hey guys, can you force particle in URP to use reflection probes? Tried different shaders on particle, setting anchor object on particles. Fully metallic material is just black on particles because it doesn't getting any reflection probes

errant terrace
neat hollow
#

I'm emitting through event in code in a for loop (1 event per raycast), but I can't for the life of me figure out how to increase the particle count like I can with spawn context. I want to increase the visual representation a bit, so that I have 2 particles per raycast intead of 1, with slightly different directions. I tried by linking it to a spawn context and setting it to 2 there, but then it doesnt seem to work correctly, then it seems to only spawn once (probably because it's resetting the VFX graph this way?)

Anyone got any idea?

neat hollow
#

In case someone tried the same as me, if you use a spawn context, it can only handle 1 event per frame, so in my case it would just get overridden with each loop. So you'd have to do some queue system for events per frame for something like that.
I ended up solving it by using a graphicsBuffer that had a struct of the directions and positions.

ashen robin
#

oh yeah graphics buffer is a good idea too

neat hollow
neat hollow
#

That post is a really good read, thank you, gonna have to bookmark that one

tired warren
#

Hello, using VFX graph, how can I make a burst using mouse click? So the faster the user click, the more burst we have? VFX Graph seems to animate the effect on a static burst speed. I guess it's possible to modify the graph parameters at runtime but I'm not sure which one would be needed

tired warren
#

I've toggled the single burst spawn node to a bool to enable with a button then disable it after 1 frame to be able to burst again but if we click very fast on the mouse, it doesn't trigger fast enough due to the frame wait :/

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Any other way to make it work faster?

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If I don't wait the frame, the single burst won't occur since it's gets on and off in a same frame :x

neat hollow
#

Well you could do something similar to what i was trying to and mao posted a link about. You can hook up an event with a payload which could be the spawn amount and link it directly to the initialize context

tired warren
#

But wouldn't that still not match the click count?

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Let's say I have 1 particle per click spawned. Each time I click on the mouse, I want one particle out. My current solution has a delay between clicks due to waiting a frame. And the solution you suggested only impacts spawn amount which should be 1 so wouldn't that not work? Or am I missing something?

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Oh ok nvm, I jsut checked the link. Seems this might work with an event indeed. I'll give it a shot thanks!

neat hollow
#

If all you want is 1 particle per click, then a simple Emit linked to initialize would work, if you want more particles PER click then that's where that link would probably do what you want, so you just control through code how many would be emitted. I haven't tried that personally, I only had the former setup with 1 particle per event

tired warren
#

Yes, it worked with the send event, perfect, thanks a lot!

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Now I just have one remaining issue at the moment.

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The particle spawns a decal on kill

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Problem is the number of decals is fixed in VFX

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Is there any way to tell the VFX that if max decals amount has been reach to delete the oldest decal so a new one can spawn?

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At the moment, no new decals spawn after it reaches max amount :x

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Anyway idea how I could fix this?

neat hollow
#

Hmm I'm still pretty new to VFX graph and figuring things out, but there should be some way. Each particle has an ID

vestal fractal
#

Anyone here using Gaussian Splats? looking for a guide or a library that allows rendering a Splat in VR.

ashen robin
tired warren
#

Would anybody know how to delete old decals in vfx once the capacity has been reached so that new decals can spawn? The VisualEffect component has a particleInfo which gives the currently alive count of particles but no way to access them directly it seems. Does this feature not exist yet?

ashen robin
normal remnant
#

I have a problem with the water shader and particles. The shader has refraction effect through Scene Color. When Rendering Pass - Default transparent objects (particles) under water are not rendered at all. With Rendering Pass - Before Refraction they are rendered under water and are under the refraction effect as they should be. However, the problem is that with this approach, at a certain angle these particles seem to be always under water, i.e. deformed. What could be wrong in theory?

ashen robin
normal remnant
#

I use shader graph

ashen robin
#

Not entirely sure here. Quickest bandaid is just make opaque fireball and alpha clip it, but there's obviously some ordering problems going on here and I'm not sure if it being depth related is the entire issue of it.

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some half-baked idea is blit the water and then draw the fireball but that would introduce a bunch of other sorting issues. Probably just need to grab the transparent draw honestly so I'd look into that first

normal remnant
sonic stratus
#

why are all my particles lit from random directions?

sonic stratus
sonic stratus
#

Anyone have experience with billboard particles and lighting?

I have a particle system with rotating particles, but light direction (shadows) are being roated with them. I have no idea where to go for this information. Ai, google, no answere anywhere I can't find it.

I'm very sorry if its something really simple

sonic stratus
icy wing
sonic stratus
#

Yeah basically billboard

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I’ve tried forcing a quad to orientate with the camera that didn’t do anything either. Cause I can move the quad normally and it shades

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That’s standard URP lit on a plane

astral stirrup
icy wing
#

Also check your material settings. Check your shader and ZWrite on your material to make sure it’s not being blocked by another mesh

#

Do check the mesh layer mask as well to make sure it can be rendered by the camera correctly without any unintended behavior

astral stirrup
icy wing
icy wing
# astral stirrup

opaque materials ignore any modifications done on their vertex color and that's exactly why color over lifetime doesn't work in that case

astral stirrup
icy wing
astral stirrup
#

It renders fine just not my mesh

#

Here's it with a sphere

dense drift
#

Hi, I'm trying to create projectiles that are particles, and I want their position and target position to be updated every frame, but only one is updated, and the others stay where they spawn.

I assign a unique ParticleIndex to each particle, and when one dies, I generate the particleIndex of the dead particle for the new one.

I also pass the data in a Struct, and I update the data every frame. I'm posting the code and an image of the VFX in case anyone can tell me what it might be.

ashen robin
dense drift
dense drift
#

Now I moved everything from the Update Particle and it works better but there are some particles that are generated and stay still or are never eliminated.

ashen robin
dense drift
ashen robin
#

Also I don't destroy my particles. I just toggle IsAlive and reuse them when the buffer circles over

mellow girder
#

also, if I try to just parent the particle system to the tank, then the already placed particles also start turning whenever the tank turns, not just the newly placed ones

normal remnant
#

Is it possible to change the texture in the ParticleSystem so that new particles spawn with the new one, and when changing the old ones stay with the old one? I have particles of “smoke” from footsteps and need to change their texture depending on the surface. The particles are emitted by distance

ashen robin
tired warren
#

Does anybody know the max particle capacity for a decal VFX applied on a skin mesh rendered, like a single paintball splash on the character skin mesh ?

#

Unity talks about millions of particles at the same time and it does work fine with the sand hand example but what about decals on a skinmesh renderer ?

#

can I also show millions of them if I have a gatling mode paintball gun for example?

orchid scroll
#

hi guys
I need a little help with vfx graph, it was working just fine but all of a sudden it stopped working, it shows the output if i refresh the vfx graph and vanishes in 0.5 to 1 second
it looked like in the video attached

#

Thankyou in Advance!

orchid scroll
#

I can attach screenshot as well if someone would like

orchid scroll
#

solved

dense drift
floral basin
#

In a particle system how would I make a particle go outwards from the circle then slow down before going inwards?

glass lance
#

Hi everyone! I am really new to Unity and I am trying to start making particle VFX (Not the VFX graph). I have watched a ton of videos but none of them tell me how do make my particles glow? Maybe I am just dumb but nobody I have watched explained it. I was wondering if you guys know how to make particles have the glow effect? Thanks!

floral basin
granite narwhal
#

where is the shader graph option for this node >.<

#

update this fixed it, i guess, i think? so good lol

#

also i dont know *** about vfx, what are those yellow warning signs warning me for >.<

glass lance
granite narwhal
#

any suggestions on making the two particle graph systems blend better?

#

i dont like the distinct line that it creates where the two particle systems meet

#

Im not sure how to go about doing this kind of thing

warm torrent
warm torrent
# granite narwhal Im not sure how to go about doing this kind of thing

Generally there's two methods
Either fade the area where they meet with some type of alpha masking in the shader (baked into the color texture, separate mask texture, procedural)
And/or use particle meshes that are curved to accomodate each other (with the right geometry, a vertex shader can control the curving procedurally)

granite narwhal
#

I enjoy VFX though, but I swear this stuff is the hardest part about game development (that and art in general)

warm torrent
nova dome
#

Anyone know why my Structs using [VFXType] attribute are showing up wrong in VFX Graph? My struct fields are treated as node inputs, whereas Unitys struct fields are treated as outputs in their sample project? In the image, mine is the top row, Unity's is the bottom row. Both of these are right after a SampleGraphicsBuffer node

loud tartan
#

Does anyone know if it's possible to pass a shuriken particle's start color gradient as two separate colors to a shader? If so how is it passed to the input struct?

agile hedge
# vestal fractal Anyone here using Gaussian Splats? looking for a guide or a library that allows ...

Did you ever find a good solution for splats? I tried this: https://github.com/ninjamode/Unity-VR-Gaussian-Splatting as well as the repo it was based on. I can get the splats to show up in Scene view, but in VR, it does not show up in Game view or in headset.

GitHub

VR-capable version of Gaussian Splatting for Unity - ninjamode/Unity-VR-Gaussian-Splatting

vestal fractal
agile hedge
#

also, the one i linked, the sample project it has, does indeed work in headset. But, I can't figure out why its not working in my own project

wooden finch
#

I'm using the visual effect graph to make a targetting-esque effect, where particles flow from an origin to to a mesh, Is there a way I can get the position of the mesh property?

ashen robin
wooden finch
brazen crow
#

okay guys i have two problems here that idek how to fix or what's causing them

First: why is my particle system blooming in game scene but not in game mode ???

Second: why after i exit game mode my particle system stops? like it was just working in game scene before i enter game mode though

tame tinsel
#

hi i am new visual effect graph . How can i play only system (6) IMPACT FLIP in my scene

opal star
tame tinsel
opal star
#

If you want to play a specific system in the graph you need a custom event. Then you can submit it from script for gameplay or use the event tester in the scene for testing

tame tinsel
opal star
#

OnPlay is the default event it would play all systems in the graph.

#

I’m not aware of a way to send OnPlay to a specific system.

tame tinsel
opal star
#

at least to my knowledge thats not how the vfx graph works. Are you sure they have multimple systems in the example you are showing ?

tame tinsel
opal star
#

can you just send me the whole tutorial video

ashen robin
onyx lake
bright hinge
#

Hi everyone, I have a smoke particle effect and want to add it to a Cigarette, So I add the particle as parent of the object hoping that ingame the particle will stay on it, but this didnt work. Any ideas?

onyx lake
bright hinge
onyx lake
# brazen crow okay guys i have two problems here that idek how to fix or what's causing them...

Mao answered your first question. The answer for the second is that the hierarchy has lost the focus on the particle system. It should work again as soon as you select the object that has the particle system on it and play the start button of the particle system again.

One hack you can do to keep it playing, which can be useful at times, is to select the object, press play and then lock the inspector window. Then, right click on the inspector tab and add a new inspector window, which you keep unlocked. That way the system will always keep playing. Keep in mind that this is a hacky approach and has some weird behaviour sometimes. Still useful to know for some cases.

onyx lake
bright hinge
#

i cant at the moment only abit later

onyx lake
bright hinge
#

i have no idea why mine isnt working

bright hinge
onyx lake
bright hinge
bright hinge
onyx lake
bright hinge
floral basin
thick kite
#

I'm trying to make a on hit effect and I was able to. I made a prefab with a particle effect, instanitated the partciles when I hit an enemy ect but each time I create the effect after hitting an enemy it stays in the hierarchy and has (clone) added to it. So I want to destroy it after the particle runs. so I go into the particle effect then in stop action I set it to destroy but now afterI shoot the enemy once it does the effect then I get an error in the console (Look at error message). I've seen other people do this so I'm kind of confused on why it isn't working haha. anyone able to help?

onyx lake
#

I'm trying to make a on hit effect and I

granite narwhal
#

hi any vfx experts, my animation/vfx are SUPER fast in game. I assume its the same concept of delta time needed for movement.
No idea though, any advice 😄

astral kernel
#

Either way, try switching to unscaled(delta)time

icy wing
thick kite
#

I fixed it like 10 mins ago haha, it was a null on the gameObject, my bullet overlappd the guy multiple times (no I-frames) and over killed the guy bugging it out haha

rapid zephyr
#

does anyone know how to make vfx graphs affected by 2d lights?

ashen robin
manic sluice
#

I'm trying to change a property on a VisualEffect made in VFXGraph. The exposed name is "Color" and the "Exposed" checkbox is checked.
Problem is, when I try to update it in script, I get error "Value type for 'Color' is incorrect"

This is how I'm trying to set it. I've tried casting as well as simply "new Vector4(1, 1, 1, 1)" to no avail. Unfortunately there's no SetColor method on VisualEffects.
myVisualEffect.SetVector4("Color", (Vector4)Color.white);
Anyone know what's going on?

ashen robin
manic sluice
#

I don't need it to be a gradient so maybe i can try a Set Color block instead of Over Life...

ashen robin
#

Pretty sure there's a SetGradient but let me double check

manic sluice
#

i'm now learning that tweening a gradient is very non-straightforward

#

at least the way i'm trying to do it in dotween

winter tartan
errant terrace
winter tartan
granite narwhal
#

my vfx/particles (im using shader/VFX graphs) are SUPERR fast in game but not in the editor. I suspect the issue is caused from not using proper delta time, but i dont really know much about VFX / shaders. I guess if anyone knows where to specifically look at for fixing this issue id greatly appriciate, thanks!

rapid marten
#

On the VFX graph the rate per unit in Spawn Over Distance increases on turning. I've tried a normalize node, but thats not the issue.
Any ideas?

viral marsh
#

Hi, I am using Tile/Warp in order to reduce the number of particles needed.
However, it introduces an issue I am not too sure how to solve.
I am working on a snow vfx and would like all the particles to spawn on top.
However, as soon as the Tile/Warp node is enabled, they spawn in the wrong position.
Pictures:

  1. Without Tile/Warp
  2. With Tile/Warp
  3. Set Position
  4. Tile/Warp
    Thanks in advance and please @ me!
#

Oh wow, I just figured out what's happening as I am writing this 🤦‍♂️

#

Setting the value to 0.5 or -0.5 for Y just caused it to immediately warp again...

stiff topaz
tidal marten
#

hi guys, i'm new here, does anyone have this pack :3

brazen crow
brazen crow
frank mural
#

wasnt sure where to ask but anyone knows how to reduce the radius to the sphere radius in particle system? ive played with alot of settings but no luck , thank you in advance!

onyx lake
frank mural
onyx lake
frank mural
#

my end goal is them flying only closer to the lantern rather than very messyly all over, as for example they only drawn to the light of the lantern

im trying lifetime and speed play rn , doing my best to reach that resault

onyx lake
#

I can give you a sample setup for that later in the day 🙂

onyx lake
#

Notes: the two negative radial values in "Velocity over Lifetime" are responsible to make sure the particles will always fly inwards after being spawned on the outer shell of the sphere location.
The noise module is relatively expensive when you use 3D noise. You might not need it. If this is just a small effect then 2D noise or even 1D noise might do the trick. It's reponsible for the little "random" movements of the particles to make them a bit more bug-like.

frank mural
frank mural
#

it seems alot more like whta i want thank you!!

prime anchor
#

Does anyone know how I could make a round shape under an enemy that has particles, so that the round shape marks an area of that enemy?

mellow girder
#

hey! can someone tell me why nothing is showing up?

#

I'm trying to draw a line between 2 points, the vfxgraph and a different position

stiff topaz
#

Just by looking at your screenshot, it can be several things:
Get Position -> is set to Source. This would means that the position attribute is set thought Script with an event.

mellow girder
#

actually, things do show up, but theyre this small

stiff topaz
#

Also you don't have any orient block in your Output context.

mellow girder
mellow girder
#

oo actually I found it

#

okay so it renders now

stiff topaz
#

If you set it to "Current", you'll need to set it in the Graph. In your actual graph it will default to (0,0,0)

mellow girder
#

but I would like it to not be in local space

stiff topaz
#

For the orient, Yes the Face Camera position is usually a good default for Strip/ribbons

mellow girder
#

as in

#

I tried setting position to use world space

#

but it just goes to the origin

stiff topaz
#

For the space you can change it by cliking any of the Space tag in the up corner of any context

mellow girder
#

thank you for the help!!

#

also, do you have any suggestions to spice it up somehow?

stiff topaz
#

Yes, it's because without the Local to World, your Get Position deafult to (0,0,0) local which is the space of your system.

mellow girder
stiff topaz
#

Well usually when you lerp Vector together you want them to be in the same space. If you want to start from your VFX instance pivot position while your System is in world space then feeding the (0,0,0) local to world make sense.

#

Another solution could be (with a world space system) to First set all your particles position to (0,0,0) in local space. As your system is in world the conversion will be made for you.
And then in an other Set block use the Get Position current (whcih is in world as the system is in world).
If you are in Unity 6 using the Get Ration oVer strip is available also.

stiff topaz
mellow girder
#

also for some reason the position of the graph doesnt corespond to the start of the line

#

actually its because of the bounding settings

stiff topaz
#

Are you sure? Base on your screnn the Start of your line is correct

mellow girder
#

but if I set it to "Recorded" sometimes the line disappears

stiff topaz
mellow girder
stiff topaz
#

If your Transform gizmo isn't at origin it can be due to your Setting:

mellow girder
#

aa gotit tyty

mellow girder
#

calculate the distance between the 2 points and increase the amount of particles accordingly?

#

actually thats it

#

I just don't know how to go about animating it

stiff topaz
#

Did you try the UVs settings in the output context?

#

The Scale and Bias should allow you do so

#

or your can create a custom ShaderGraph if needed

mellow girder
#

I tried, it just makes the lines longer

#

i was thinking of moving the particles towards the target point

stiff topaz
#

This is how I would set it.

#

I hope this will help you. I'm sorry I won't be available for the next few hours. Hope you'll be able to achieve what you are looking for

mellow girder
mellow girder
stiff topaz
#

this for the animation of uv is the Bias (offset)

mellow girder
#

it doesnt seem to work for me

#

as in

#

changing the scale

stiff topaz
mellow girder
#

nothing i change matters

mellow girder
#

holy shit i figured it out

#

im so stupid

#

i had my texture on non repeat

mellow girder
#

I also used a bit of chatgpt ngl

#

its not a bad tool

mellow girder
#

I will probably spice it up a bit more later

#

idk how tho

#

I also would love some suggestions on how I could make the attacking feel more impactful

#

I was thinking of like leaving particles behind

#

I also wonder how you could create these white attack effects?

ashen robin
#

Lot of the sword effects are mostly trails in Elden Ring

mellow girder
#

like i cant even begin

ashen robin
#

I mean you're not far off in your video there

mellow girder
#

the trails I have are very scuffed

#

like very very scuffed

#

plus, these ones in elden ring like move

#

they arent parented to the blade

#

and idk how to make a shape and move it at the same time

ashen robin
#

mostly gradient stuff and HDR colors

mellow girder
#

ive no clue how to exactly

#

i struggled a lot before

#

plus i dont have stuff like photoshop or aftereffects

ashen robin
#

You would parent it, but it's simulated in world space

mellow girder
#

i mean, same for mine, yes

#

but the elden ring one looks 10x better

#

obv

ashen robin
#

there's no photoshop needed. If anything, you'd probably want to make a custom shader for the gradient/texturing

#

gabriel on youtube has a few videos on the sword trails for vfx graph

mellow girder
#

honestly i found gabriels tutorials really bad

#

weird to follow, some things are just unexplained

#

key concepts skipped

#

and due to being outdated, some options either are named differently or straight up no longer exist

ashen robin
#

It gives you a basic overview as there's concepts that aren't really intuitive from the documentation

#

such as using particles as a guide for your GPU events

#

Actually, his tutorial for sword effects if just animating a texture over a quad. He does make trails using shuriken though

mellow girder
#

overall i feel like he really pushed for quantity over quality

ashen robin
mellow girder
#

ohh right

#

what if I wanted to create effects like Malenia's waterfowl? @ashen robin ?

mellow girder
#

ooo shiiit

#

holdon

#

holy shit this looks way better than I anticipated

#

and im not even done

prime dome
#

How do I make a particle like the subway surfers power up and then make it spin like a wheel?

cold latch
#

Hello everyone, im using unity 6 hdrp and trying to make a rain that will not happen when the player is inside a house or under something above his head, also splash when they collide with the terrain, etc. Have been trying to do it by using the "Visual Effects>Visual Effect" but cant figure out how to detect if raindrops collide with anything in the world. Can someone help me? Or is it even possible or i should use "Effects>Particle System"?

prime anchor
#

Right now I have a particle circle, but it looks a bit blurry because of the default Unity material, Particles Unit. I don't know how to make this particle circle look elegant

eager birch
prime anchor
clear spruce
prime anchor
clear spruce
ashen robin
#

You also have the depth buffer which works ok-ish, and they've made improvements, but I still feel the accuracy of baking a collider map produces better results.

#

There is benefits to the depth buffer as large collison maps require management as they do take up quite the space in mem

prime anchor
lean pollen
#

just a very quick question, this little window for the particle system is gone and i cant find where to toggle it back on again lol

onyx lake
lean pollen
#

its completely gone so the 2 lines are not there as well and i just tried the reset and still gone

#

doesnt even appear when i create a new particle system

cold latch
#

@lean pollen you could have de-attached it to the panel above

lean pollen
#

god dammit

#

thank you very much youre a life saver

compact marsh
#

Does anyone know the best way to make particles react to baked lighting probes in the URP? Tried using the Standard Surface particle shader but that only seems to react with realtime lighting.

lusty phoenix
compact marsh
lusty phoenix
random cape
#

this is something simple but how do I remove the white borders at the edges of particles? having trouble finding out why it's happening
edited alpha cutoff, fixed it

lunar apex
#

custom GPU particle effects

lean pollen
#

little bit confused about sumthin, so i have this smoke trail particles that shoot out when another explosion particle plays, and it all works fine and well but when they actually play in game the trails dont appear?

the trails are subemitters and they do work in another particle system that has the exact same trails, ive got the max particles at 10,000 to see if that was the issue but still the same, so so i need to make the max particles higher or am i missing something?

lean pollen
#

nvm the problem turned out to be the way i was instantiating the particles in my script

spiral mesa
#

I'm using Visual Effect Graphs for a few days and one concern is it's hard to manage such a large graph, I prefer code.

Is it possible to manage it by code?

ashen robin
opal star
carmine ether
#

Does anyone know how to fix the particles being rendered over the HDRP clouds please?

#

(the trees are the particles) Using the vfx graph

ashen robin
carmine ether
ashen robin
carmine ether
#

ohhh okay, thanks

ashen robin
#

Or blend mode should say opaque

carmine ether
#

yeah found it there

#

I didn't know with opaque you could still have some kind of transparency with the alpha threshold

ashen robin
#

Alternatively you can change the transparent rendering queue, but there's still a lot of problems with that such as overdraw (but it can be eliminated)

carmine ether
#

I tried that, but couldn't find how to do it😅

ashen robin
#

I like keeping my foliage opaque as it's just easier to work with

carmine ether
#

yeah makes sense

#

thanks 😄

prime anchor
#

I would like to create a projectile for a distance enemy, I want it to launch magic projectiles and right now I only have a simple white Unity sphere but I don't know how to add the effects to it

#

Is for a 3d Game

prime anchor
#

I have added a texture with Substance Painter but I don't know how to make the particle effect, and I don't know if it would come out better with the VFX graph or if it is better to use the particle system

prime anchor
ashen robin
#

Animated shaders can also increase the appeal to the particles by simply slapping them on, but acquiring/making them is a different story ;p

prime anchor
#

Okey thanks

silk vortex
#

Just learning VFX and Shaders, noticed my VFX Texture in scene giving an transparent square around the white circle, here's the texture i've used in the 2nd image.

Do I have to remove the black background instead to fix this issue? Because i was watching an course, the instructor made a black background and then paint a simple dot, so i just followed along, but on his video there was no grey transparents sqaures unlike mine.

Also forgot to mention, my material color is HDR so i've increased the "Glow Intensity" and alongside with Bloom.

slow galleon
#

has anyone else had problem with particles velocity? Im creating a 2D game using meshes and creating particles with meshes. I completely locked their Z position everywhere even added a Z clamp in update for every particles. I also tested disabling any velocity completely. Particles always drift away from camera in Z axis no matter what!! im getting frustrated , I have been trying to solve this the entire day.

#

Is it Unity particle system being wrong or what?

warm torrent
#

Could help to show the "drift"

#

Limit Velocity over Lifetime with limit 0 on an axis and dampen 1 normally prevents any motion in that direction, restricting it to a plane

#

Limiting won't be required if you're not applying any Z velocity to begin with

slow galleon
ashen robin
#

Otherwise just paint your particles against a canvas with transparency over greyscaling it

slow galleon
#

I am still trying to find why my particle are drifting to positive Z velocity when I set them to zero Z velocity in my code...

var velocity = system.velocityOverLifetime;
velocity.enabled = true;
velocity.x = new ParticleSystem.MinMaxCurve(-0.3f, 0.3f);
velocity.y = new ParticleSystem.MinMaxCurve(-0.2f, 0.2f);
velocity.z = new ParticleSystem.MinMaxCurve(0.0f, 0.0f);

var limitVel = system.limitVelocityOverLifetime;
limitVel.enabled = true;
limitVel.separateAxes = true;
limitVel.space = ParticleSystemSimulationSpace.World;
limitVel.limitX = new ParticleSystem.MinMaxCurve(999f); // no limit
limitVel.limitY = new ParticleSystem.MinMaxCurve(999f); // no limit
limitVel.limitZ = new ParticleSystem.MinMaxCurve(0.0f, 0.0f); // Z locked

What should I do I tried everything!!!
is this a Unity bug ???

slow galleon
#

wow finally I had to add this line: limitVel.dampen = 1;

#

-_-

#

stupid unity behaviour

muted olive
#

For some reason the muzzle flash which is just has the same textures as the 3 particle renderers in front of me has a grey box whenever it fires, is there anything which could cause that?

muted olive
#

Yep

ashen robin
#

Is there like 2 cameras here that you're rendering upon

muted olive
#

I don't think so but I'll double check

ashen robin
#

Otherwise throw the material on a quad and observer if the clipping issue persists. If it does then the particle system is probably clipping it, not the material

muted olive
#

There was but all that changed when I turned it off was making it so that the render pass effects it now. Which it kinda shouldn't be effected by anyways since the materials are transparent and the pass renders before transparents.

#

Here's one of the materials as an example

ashen robin
#

Hmm, not enitrely sure. Thing is the quad is still blending even if there was some ordering problems

#

I can only imagine it's some other rendering feature you've got going on that's modifying the blending

muted olive
#

Hmm ok

ashen robin
#

Best advice is just compare against those particles on the scene. There's obviously something extra going on that the gun particle is part of

tame tinsel
#

Hi i am making Viego from game League of Legend . Model making by blender UnityChanwow

rotund sedge
#

hey, was wondering if anyone has any recommendations in if possible to keep a ribbon trail from moving the texture after it starts dying, cause you can see in the video the trail kinda eats itself catching up to the most recent alive particle. Any suggestions?

twilit bobcat
#

Hey guys, what are the reasons for still using the shuriken particle system?

warm torrent
#

Subjectively I think the tool is easier to get quick results with, and easier to learn

#

Whether any of these are useful perks is situational

twilit bobcat
#

Do you know an example for the main caveats for physics callbacks?

#

But I see! I knew it was like this a couple years ago, but I thought they would've made some steps towards merging the systems by now

#

I guess they want to keep Shuriken for some reason 🤔

warm torrent
# twilit bobcat Do you know an example for the main caveats for physics callbacks?

It's a more complex process practically and technically
A vfx graph can't react to anything the GPU doesn't know about, and specifically what the Graph doesn't know about due to the parallel nature of it
CPU and GPU run separately, so if either becomes dependent on data from the other, the game will freeze to wait for the exchange to happen
That means data like colliders needs to be delivered in advance to the Graph for particles to be able to react to it
And that events to the Graph and out from it should be treated as fire and forget kind of thing

twilit bobcat
#

Ok I see!

warm torrent
#

More specifically than that I'm not sure

twilit bobcat
#

No problem that's enough, thanks a lot

warm torrent
#

Generally CPU particles can fully react to any colliders and external forces that come and go at runtime, and you get collision data to use in scripts when they bump into them to do whatever with

#

With VFX graph the forces and collisions need to be calculated within the graph, and it needs to know how much resources to allocate for the simulation regarding them

#

So when a VFX particle triggers an event and sends some info to a script, it should not have to wait for the script to get back to it with instructions what to do next

#

And conversely C# scripts have no way to read where VFX particles actually are or what they're doing

ashen robin
#

you've a bit more control with ribbons in vfx graph such that you can just never destroy them

bitter blade
#

I want to make a large laser beam in a 3D game. I was thinking of using a line renderer but I can't find any tutorials on how to make a line renderer look good. I want the laser beam to look large and powerful with some sort of animation. It also needs to be optimized because it's for a VR game, so spawning thousands of particles won't work. Anyone know how I can make the line renderer look good or can link me a tutorial??

spiral mesa
#

VFX Graph experts I need your help! For some reason setting turbulence in Update oscillates between the non-turbulent position vs the turbulent position every other frame. I calculated the position of the wobbly particle wave using Sine and time

dawn patrol
#

quick legacy particle system question, how do I set these trails' size over lifetime so they're not just whispy boxes

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nvm found the setting ignore me

lofty dew
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Hello game makers. I have a first-person character that is holding a torch. The torch has flames using particles. I have the look I want, but the issue lies when I move the player whether by looking around or moving. The particle leaves behind a large trail, lagging behind. It makes it look like the torch isn’t even lit when moving around. However, when staying still the particles do catch up to the torch and it looks fine again. Example here: https://youtu.be/8_D9DwBOVII

How can I make it, so the particles don’t lag behind nearly as bad?

ashen robin
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Unless you don't want it trailing at all then disgard the extra system idea ;p

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Also an idea is to bend the verts towards the velocity, but not trail them just to give the flame some variance when moving. I think just aligning them towards the velocity would work in the renderer module, but could be more to it.

warm torrent
stiff topaz
# spiral mesa VFX Graph experts I need your help! For some reason setting turbulence in Update...

Morning. From what I can see, your particles might be very quickly jumping between the two positions. The update Context is updating every frame and by default is responsible for aging, reaping particles but also for Velocity integration. This means that if your particles have some velocity, the update context by default will apply a Euler velocity integration to update the particles position each frame. In your Update Context, you are using a Turbulence node which generate a noise filed to applies it to particle's velocity. This velocity is then used to set your particles position by the update context. But in your case, you're also using a "Set position" block at the end of the Update Context, so you are in a way overriding the Particle's position. You kind of need to choose between different approach: a "position" based movement (Setting directly the particle position) or a Velocity (particle movement is driven by forces/velocity) based movement. Doing the two usually cause what you are experiencing. A third approach could be to use a Force/velcotiy based movement and add some "Offset" in the Output Context.

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Usually directly setting the Position is easier to control while Force/velocity based motion is often more natural and allow you to use all the built-in Forces like Turbulences, Drag etc...
Here is a simple "Position Based" approach where i'm setting the Y.position as you described based on a Sine Wave and adding to this a Simple Noise operator:

stiff topaz
# lofty dew Hello game makers. I have a first-person character that is holding a torch. The ...

On my end usually I like to :
Have one tesselated Particle in Local space and orient it with the GameObject Inversed velocity. If you can script or using VFX Graph, you can go a little bit more fancy and squash and stretch the quad and also "Blend" the orientation to get a nice lagging effect. You can even go fancier with you Shader and bend vertices based on the GO's velocity in the Vertex Stage. I've made this post in the past: https://discussions.unity.com/t/decrease-particle-lifetime-by-speed/933177/4 that might help you (VFX Graph/Unity) or you can take a look at this Thread on RealtimeVFX (Niagara/Unreal): https://realtimevfx.com/t/titanlegrand-hyper-realistic-fire-torch/19115/8
While both post are not using Shuriken I think that you can get some valuable tips to solve your problem. Hope it helps

spiral mesa
spiral mesa
spiral mesa
spiral mesa
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So everytime I spawn one, it "glitches" the existing ones

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Attached is the effect! I added it to my scene, so it almost works except when I spawn multiple instances of it, it glitches during spawning (CTRL + C and CTRL +V during play-mode).

warm torrent
# stiff topaz On my end usually I like to : Have one tesselated Particle in Local space and or...

@lofty dew Similar effects as these can be achieved in Shuriken if you're inclined to stick with it
Lifetime by emitter speed as well as emission rate over distance can create flames that spawn and disappear very rapidly in motion, as if fluttered by wind
For the shape a stretched billboard in renderer module will make particles point in their direction of velocity and stretch by speed
Rather than trying to make one system accomplish everything, the systems for fast and slow flames could be separated into child emitters
Particle trails or even separate trail renderers are useful for when the flame needs to go really fast

rotund dawn
#

Hi everyone, I'm doing a dynamite spark effect and I'm facing a problem. I have one particle system with a circle that moves along a curve. And also, there is another system with sparks. My question is how to make these sparkles move in a circle. I tried to assign the y position as the spark starting position, but it didnt work. I would be grateful for any help

rotund dawn
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Can somebody help with this?

spiral mesa
# spiral mesa

Are there anyone able to solve this issue? I have attached the .vfx file on the comment above. Happy to also provide a Unity project if needed. Thank you in advance! ❤️

slender grotto
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Hello, when manually setting particles on a ParticleSystem, is there any way to make certain particles render in front of others? I tried setting order by depth in the inspector, then adjusting the Z coordinate of the particles, but it's like bugged or something because it does not work properly, if more than 2 particles overlay they don't sort properly

stiff topaz
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Are there anyone able to solve this

ashen robin
tepid violet
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Hi i upgraded to unity 6 and some of my particles are pink. not sure what the fix is for this

ashen robin
manic sluice
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Anyone know a way to add stenciling feature on VisualEffect particles? I see you can add a ShaderGraph field on the OutputParticleQuad in VFX Graph, but ShaderGraph doesn't seem to support stenciling, so not sure how to overcome these blocks. Was gonna try Render Features, but it only takes a Shader override, not a ShaderGraph

ashen robin
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well, not shader graph unfortunately

manic sluice
ashen robin
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VFX still respects renderer objects and custom pipeline scripts as far as I'm aware as I've had to remove decals from rendering on layers before

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as far as HLSL goes, VFX graph has support for it in the newer builds, but not something i've toyed around with

stiff topaz
plucky patrol
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Quick possibly dumb question - when exactly is "PlayOnAwake"? Does it happen when a gameobject becomes active, or does it happen on awake of the program, or...?

ashen robin
glass cloud
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Is it actually possible to save current particles position into the texture without writing a compute shader or using a secondary camera?

spring wolf
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heya, could someone help me out with this vfx graph particle system? as you can see, the lightning effect looks fine when it's moving slowly- but as soon as I move it quickly, it's very flat and uninteresting looking

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my graph is pretty simple I think, just trying to spawn them over a distance

ashen robin
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Or, the problem could be extending from not having enough segments as you move, but I wouldn't expect it to shrink down like that so there some other parameters at play

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It probably has to due with the animation curve there as you're starting and ending at 0 which is probably being applied to the whole strip

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which would make the constraint here relative to the lifetime of the particle

plucky patrol
spring wolf
orchid comet
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how can I get a particle to spawn at the back of an enemy in 2D? Like a blood splatter type situation

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ive managed it to spawn in the front of my enemy but not exactly sure how to get it to the other side

ashen robin
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So something like:

Vector2 particlePos = enemy.transform.position + (direction * offset)```
orchid comet
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oh yeah thats perfect thanks

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I kept trying to minus the transform by a float 💀

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forgot I cant do that to vectors

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Also while im here, my current particle effect uses the stretched billboard to simulate a blood effect

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but ive also seen some other effects where the particles kinda roll around (cube form)

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think that mihgt lkook more interesting

ashen robin
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3D particles with 2D is possible. Not entirely sure how to do so with the particle system though

orchid comet
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hm, is there a way to rotate the particles when they bounce? Using gravity/collision with these but they sort of just slide along the floor

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I can turn the bounce up but their rotation still doesnt change

ashen robin
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Maybe it's clamped somewhere? Little rusty with the 2D rigidbody stuff

orchid comet
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I’ll just toy with it until I find something I like

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but thanks for the help

spring wolf
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it seems clear now after testing with a particle system instead of a strip system

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that the spawn over distance thing is not actually spawning over distance, but rather spawning per distance traveled per frame

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so if you travel 5 units, it dumps Rate * 5 particles wherever the system is as of the next frame, which seems odd and not easy to utilize

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as you can see, small movements work mostly fine, long/fast movements are choppy

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even seems to be happening with the recommended old -> new position interpolation

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  • on top of that, in debug mode it shows the total # of particles at 4k+ when i'm dragging it quickly, despite only a handful being visible on screen
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very weird

ashen robin
spring wolf
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am I missing an image? I assume it's that empty spot and that the unity forums have let me down

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hahaha

ashen robin
spring wolf
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OH

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i'm blind

ashen robin
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I'm actually not entirely sure how the solution works but I do know of the problem

spring wolf
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thank you, let me see about that

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no dice unfortunately... very confusing

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this is what i have atm, same results setting old position and not

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there are lots of threads on this and it seems like this fixes most of them, so i'm not sure why it's not fixing it in my case

ashen robin
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I've a better idea how to solve this in a script and sending events in then doing it here in initialize

spring wolf
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that's kind of what i was thinking as well

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it's a bit of a pain in the ass but he does have those PreviousPosition and NextPosition arguments

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so i'll try that now

ashen robin
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or graphic buffers where you've control of every index

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Ok, a few things I'm noticing. You're doing GetPosition but Vlad is sending parameters into the system which I'm guessing is the object itself that is moving, while GetPosition is the current system particle position

spring wolf
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I saw people using the get position nodes but they were using trails, so that makes sense

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this is using passed parameters and the spacing is much better, just have to figure out why the positions don't match the movement

ashen robin
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Yeah it's a pain, the overall problem for this I believe is similar to the problem of not being able to send multiple events in a current frame

spring wolf
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that makes sense

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it is a bit of a pain but I realize this is a kind of hyper specific thing I'm trying to do

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just for context, this is the actual spell problem i'm trying to fix

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the player moving super fast makes streaks instead of convincing lightning, so this should be much better once i fix this position thing

ashen robin
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breddy cool

spring wolf
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thanks yo

ashen robin
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You can also try just spawning particles by a velocity parameter you send in instead of doing it inside of the system by change of space

spring wolf
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ah

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i figured it out

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i connected the float to the lerp first so it was just making previous and next position into their x component

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that sucks

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LOL

junior thistle
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Are lit particles gonna be a bitch on performance no matter what I do?

clear spruce
orchid comet
#

how can I make square particles like rotate as they move?

#

for a simply death effect in 2d

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tried rendering using stretched billboard but its wonky

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oh wait

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theres literally a rotation over lifetime

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nvm

junior thistle
clear spruce
# junior thistle Yea it's probably overdraw cause I get massive fps dips when they stack

Overdraw is one of the big performance issues with unlit particles too. The cost per pixel is just more with lit shaders so it will become problem sooner. Limiting the maximum allowed size of the particles on screen is one of the main ways to reduce overdraw. If you have like 10k particles and you go so close to them that they are all the size of your screen, the fragment shader for the particles need to be run 10k times for each pixel of the screen.

clear spruce
# junior thistle Yea it's probably overdraw cause I get massive fps dips when they stack

Although in reality it isn't that simple, you could simplify the formula to something like cost = amountOfParticlesOnScreen * averageSizeOfParticleInPixels * costOfProcessingOnePixel. You can see how it quickly becomes very heavy if you have a ton of particles, they are very large on screen and/or you do heavy lighting calculations for each. For opaque geometry generally only the top most geometry needs to be processed but the problem with particles is that they are generally transparent which means each pixel/fragment of each particle must be processed even if they are the bottom most particle in the stack of particles on the screen (because in theory it can still be visible to you even if in practice the particles in front obscure it)

junior thistle
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I can't really avoid size scaling or make them a fixed screen size because they are physical things and the player is supposed to be able to go nearer.

One of them is a flipbook animation and thus it's hard to really control the number of particles

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I can't really avoid lit, I need them for my game

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I can control some others more easily, sich as floating dust particles

clear spruce
# junior thistle I can't really avoid size scaling or make them a fixed screen size because they ...

That's fair but likely wouldn't hurt setting a maximum size either so they don't get massive on the screen, that's likely not the main issue though. Obviously if you can go for opaque particles (with alpha cutout) for some of them, that would obviously reduce overdraw. You can also consider using some more lightweight lit shaders (per vertex lighting? mobile targeted shaders?), I'm not really aware what are available built-in though

warm torrent
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@junior thistle what kind of particles in this case?

junior thistle
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Maybe I can switch the shader if too close or some other wizardry

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As for vertex lighting, that's unavailable for hdrp, right?

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Doesn't work

junior thistle
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It's a flipbook animation that I've slower down that I will make a frame interpolation shader for

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(Which will probably make it worse)

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But when slowed down, they double as general silt flowing for some time

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I can't make that effect with just volumetric fog for example. I could, like, switch the particle for volumetric fog at some point but there is NO way that could look good

clear spruce
junior thistle
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Exactly what you might expect

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I might try to limit their spawning and duration

frank coyote
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Can I force a particle system to render at all times, even when it is off-screen?

I'm creating a rain shader that works in camera-space

frank coyote
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i've tried increasing the "max size on screen" setting for a smoke effect to make it look nicer. I wound up with like...150 particles that all wanted to render to every pixel on my screen

frank coyote
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My current plan is to just move the system in front of the camera every frame. That's a bit annoying.

clear spruce
frank coyote
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do i need to do that via a script?

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i was peeking in the debug inspector

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also, this is the old Particle System, not a Visual Effect

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(i know how i'd handle the latter)

clear spruce
frank coyote
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it looks like i could just spawn a few particles at hilarious positions (e.g. -10000 on all three axes)

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i can sacrifice two raindrops

clear spruce
#

Seems like you read the same comment but it sounds like that's the only solution. Really weird the bounds are not exposed in any way

meager forum
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vfx graph has bounds exposed, but they dont always work. looks like when you turn on dynamic resolution, particles disappear far closer then the entered bounds. It could be due to alphaclip and dynamic resolution not working well together too for some reason.

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Also, one thing I noticed, when you turn on Collide with Depth Buffer, particles draw on top of opaque geometry, probably because some type of barrier missing on vfx graph code after they try to read from depth buffer. Noticed the same thing when I tried to use a custom pass shader graph to emit a render texture to be used on a lit shader.

azure tundra
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Question for the particles wizards here:
What's the best way of getting every individual particle position to run into a shader using Object Space for vertex animation?
My team wants to make a swam of bats as an effect, but some of my vertex offsetting is getting warped because the particles dont have a sense of "object space", everything is using world space 0,0,0 as its point of reference.

ashen robin
#

But this means you'll be controlling it from outside of the graph and just interpolating it from within

azure tundra
azure tundra
ashen robin
azure tundra
#

ahhh gotcha. I wast using the VFX graph for this so far, just a regular particle emitter.

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Thanks for the resources!

stiff topaz
#

In VFX Graph, the particle position is sent in WorldSpace in SG through the Object Position node.

azure tundra
pseudo sable
#

Hello ! I'm trying to learn VFX as a beginner and currently toying a little bit with Shader Graph to replicate the Site of Grace VFX from elden ring. I have the distortion done but I have very hard edges and was wondering how I could have soft edges, maybe I should ditch the rounded rectangle but I don't know what to do then with my noise

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I followed a tutorial to have ripples but I can't figure out how to use them with my noise and what to plug where

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My noise doesn't distort the ripples like I want

stiff topaz
#

Iiiii had no idea it did that,

ashen robin
pseudo sable
#

I managed to get this result by using the noise directly

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I can't get rid of the seam though

ashen robin
#

Better off posting the graph on #archived-shaders as you're more likely to get more answers

pseudo sable
#

Got it ! Thank you ^^

ashen robin
#

the complete graph too cause the seam seems to happen before

pseudo sable
#

Well it's in the polar coordinates here

ashen robin
#

Ah, I see. I would think just using the swirl noise node would suffice

pseudo sable
#

Ohhhhh

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I'll try that thank !

ashen robin
#

twirl rather

pseudo sable
#

Ooooh yes looks great, I'll try to modify it for the ripple effect

safe bramble
#

is there any way to set custom data for a particle along with a ParticleSystem.Emit call? preferably without having to read and write the entire list of custom data for all live particles

rotund sedge
#

Question when it comes to triggers in particle systems.

I understand that having a certain trigger interact with a particle can cause it to die and what not. However im wondering if its possible to have two different triggers do different interactions.

For example I have this magical music system and a trigger is touching the notes and making them die and shoot off. However I'd like to have another collider be able to interact with the same notes, but instead of killing them and spawning the shooty note particle. It'll instead spawn in a different particle system.

But not sure if that's possible without scripts coming to play?

I dont know I kinda suck at particles lol

ashen robin
#

Hmm, could probably do something with layers but I think you'd probably need to script that in

rotund sedge
#

Its just the basic trigger component in the particle system tab.
It kills the particle and the particle on death shoots out the note

ashen robin
#

then check the layer type of the collider would be how I'd do it

rotund sedge
#

Dang, im wondering if that would work in vechat since it doesn't accept any scripting to happen.

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Would be a one time script edit or a perma script I'd have to have on the model?

ashen robin
#

Oh no scripting at all? That seems harsh, but yeah you need some way to figure out what it's colliding with in the script then produce the new particle system from that

rotund sedge
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Yeah, its really restrictive ;-:

Cause at least from how im thinking on it, it'll just take any trigger and do the same for all the triggers.

I was thinking maybe changing it to colliders to differentiate it maybe?

ashen robin
#

I'm just not seeing anything that allows to differentiate triggers depending on whats hit from the UI itself. If you can somehow swap the system in the UI would be an idea

rotund sedge
#

Oh that's true, that's a good idea. So if I set it to collide with say ignore raycast. Im sure nothing in vrc uses that layer (i think) so it should only detect my special collider with the ignore raycast layering?

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Maybeeeee

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Im just picky cause I want to seamlessly make it so that you can do the tapping on a note to make it shoot out. Or when you do a different gesture it'll instead kill the note and spawn another note that instead swirls around the wand so its like pulling them off the sheet kinda

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Btw thank you for your assistance with this. When I get home soon I'll def be trying some of these out and hopefully one of them works

placid moss
#

I'm working on creating my first Particle System. I've imported the mesh for the particles (a black cloud), I've created a material for the mesh and applied it. And I can see the system emiting the mesh. Great.

But In my "Color over Lifetime" settings, I've set the cloud to start orange and transition to black, then fade away. When the material I made is applied to the mesh, there's no color change at all. When I use the Default Particle material, I can see the full color transition.

What do I need to change about my material to make the Color over Lifetime settings work?

#

My material:

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Default - Particle Material:

tribal tree
#

Unlike this tutorial :

https://www.youtube.com/watch?v=2qeNu2QApAM
(Links are broken BTW)

In this video, we are going to demonstrate how you can use the Universal Render Pipelines 2D Renderer and 2D Lights to create Pixel Perfect Lights and Particles.

Download the assets from this project here!
https://on.unity.com/3mVQptT

Learn more about the Universal Render Pipeline here!
https://on.unity.com/33boIFD

Read more about our 2D Ligh...

▶ Play video
#

My particles don't snap to grid, i'm going crazy 🥲

#

Here is my problem

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Sprites snap to grid. Not the particles, i'm not doing anything weird, but it can't snap to grid as viewed in the official tutorial

(The trail behind my character snaps correctly because i coded it, but the particle emission is free to roam between pixels :o)

tribal tree
#

I'm using URP.
God(s), please, hear my cry !

ashen robin
tribal tree
#

I though we would be many here doing pixel perfect games

#

I guess i'm doomed 😂

#

If someone have an answer about this i'm willing to pay a bit

junior thistle
#

Do you guys know why particle lit flipbook shader would get worse, choppy/flickery animations compared to just particle lit?

#

it's a flipbook which is slowed down so I'm trying to get more more frames (rather, make it look so), but it's like the particles just appear and disappear.

Same issue at simulation speed 1 and simulation speed 0.3 (the intended one)

tribal tree
#

if anyone come for the same problem as me (i searched everywhere). I'm writing a personal particle system (aka spawning and destroying sprites).

The only official answer about the particle system not being drawn pixel-perfectly : was in 2020.
I believe it's buggy now ! It's too bad... 🙂 It seems to have worked well as seen on the official video.

vast bay
#

Hello guys! I need your help. This is my first VFX graph and I don't quite understand what's going on. These are bubbles underwater from a bottom animal. The problem is that when the animal moves, the bubbles follow it. If I change the local to world, they just don't appear. I asked the AI, but it only confused me. Where did I screw up? The screenshot shows the best working option.

ashen robin
# vast bay Hello guys! I need your help. This is my first VFX graph and I don't quite under...

Few ways to solve this but if this is a local system to that transform then from your position property there you can set it as local position then put the system in world simulation space. If you're adding to the position then make a position node off to the left there and make that local then add your other nodes to it and plug it into the initialization space if that makes more sense to you.

vast bay
vast bay
#

I've been struggling with this VFXS for half a day. But it's my own fault for getting into a field I've never worked in (VFXS graph). LOL, my son says: don't need struggle, and do it on Particle Systems, and in 10 minutes he did it in his project, in which particles move independently of the source's movement. I'll probably do it tomorrow.

ashen robin
# vast bay Still trying to get it to work, no luck so far. I found this: https://discussion...

Few things to understand here is that the system space in the top right corner relates to the space the VFX system incorporates. If it's set to local then it will follow the local space of the object it's a component of. If the system is in world then the particles will not move relative to the gameobject it's attached to.

For the spawning position, if you want the particles to spawn at the position of the object it's a component of, then a local space of Vector3.Zero will be centered to the object. So the idea here is you do want that local zero space to start off with.

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I suggest removing all the extra logic you have here for offsetting the position and getting the particles to spawn at the zero local space.

vast bay
#

At the input of Set Position initialization, should Get Position Current be given? Does it give the local position of the spawn point?

ashen robin
#

For your position node there inside of initialize. Detatch everything and set it to 0,0,0 at local space

#

that'll spawn it at the pivot of the gameobject

vast bay
#

I understand. I'll try now. Test.

ashen robin
#

Additionally, you can also grab the position using GetPosition if you want to do more logic on the blackboard there

#

usually has a icon to select if the coordinates it gives is local or world depending on the version, otherwise connect it to a change space node

#

And finally, how you are offsetting the position matters too for which space it is in. World space y+ => Vector3.Up, Local space y+ => Transform.Up

vast bay
#

Thank you very much! This is how the scheme works.

storm tapir
#

How would I recreate the effect on the thrusters of this ship? Would I use Unity's particle system or something else?

ashen robin
#

Unity's trailer renderer should work fine

placid moss
#

I'm using Stretched Billboard mode in a Particle system to create a "meteor" with a black trail. But for some reason in this mode, the trail starts at the front edge of the billboard. How do I adjust where the trail begins?

surreal pawn
#

Hi, is it possible to control how many particles spawn based on the lifetime of the particle system?

bleak pendant
#

you can use bursts for an exact amount of particles, its on the emission section

warm torrent
warm torrent
surreal pawn
#

Essentially I wanted to do a blood drip effect after severing a limb, and I want a big thick stream of particles at first that thinned down into being a few drops after

icy wing
#

mixed with the trails module as well

warm torrent
#

Start Speed also, so the velocity will drop as it goes from a stream to a drip

#

Any property that has the dropdown arrow can be set to change over PS duration or particle lifetime
(It's not always clear which)

surreal pawn
#

ooh yeah that achieved the exact effect I wanted

#

Thanks a ton!

warm torrent
celest sleet
#

So I have a particle that is thrown out and bounces around a bunch but when it dies I need it to return back to where it spawned from, is that possible?

warm torrent
celest sleet
#

More like I need it to return right before it dies

#

Mb

warm torrent
celest sleet
#

It’s a shield that is thrown via a particle. Bounces off walls. And then returns to the arm

#

Completely understandable if it ain’t possible just would look better than re- enabling the mesh when it died

warm torrent
celest sleet
warm torrent
#

If you can use sub emitters, external forces and triggers, then you could have at its death spawn another shield particle that is affected by a particle force field that gravitates it towards the starting point and applies some drag
The trigger module can then kill the second particle when it reaches the destination

celest sleet
#

THATS WHAT I THOUGH I MIGHT BE ABLE TO DO

#

thanks

warm torrent
#

Without sub emitters or triggers you could use lifetime curves to increase the external force multiplier from zero to one near the end of the particle's life so it stops bouncing and starts gravitating
Though having it die at the right time becomes harder then

#

But might give some ideas

celest sleet
#

I can use sub emitters

#

I can use majority of anything that comes in base unity

#

So the original solution should work

golden osprey
#

hey guys, im a beginner dev. looking to create rainy weather like in this video. I know i can use particle system for the rain/fog but how would I go about making the road and terrain wet/shiny? and is there anything else im missing thats required to get this effect?

#

oops

warm torrent
golden osprey
#

okay ill look into that, thanks

thin sleet
#

hello, can anyone point me in the direction on how to make beams with the trail module in particle system? ive looked online but i cant find a tutorial i like

warm torrent
warm torrent
#

Yes, they are trails rather than beams so I'd recommend it too

thin sleet
#

can you give a tutorial? :>

warm torrent
#

But to get it how you like is mostly up to your artistic skill, as long as you're familiar with the module's settings

thin sleet
#

and i am stuck 😭

#

and ignore how it looks

#

but ive been told to mess with sub emmitters

warm torrent
thin sleet
warm torrent
thin sleet
#

these are the textures i have

warm torrent
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"Go with"?

thin sleet
#

WHAT

warm torrent
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I don't know what "go with the trail" means precisely

thin sleet
#

so like

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lets ignore all the beams for a second and pretend its one beam, so what im doing is im shooting out 1 particle with a trail right, how would i make the sub emmitted particle system go side by side with the main trail

warm torrent
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The way I see it you'd need to use Manual spawn condition to create multiple sub emitters during the flight, each firing off one smaller streak

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The sub emitter would have a cone Shape aligned with the direction of travel of the main streak
So the sub emitter is not looping and doesn't stay attached to the main streak

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I don't recall if sub-emitters can use Inherit Velocity to get the main emitter's direction of travel

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If not, the sub emitter would have to be aligned by the script that manually triggers it

#

If yes, you can use inherit initial velocity to send the secondary streak on the same trajectory as the main streak, no cone Shape or aligning needed

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And if yes, inherit current velocity could be used to stick the sub emitted streak to the main streak constantly during the flight, but it's probably not the kind of effect you're looking for

spring lake
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Is there a redirect node in VFX Graph like there is in Shader Graph?

stiff topaz
spring lake
stiff topaz
# golden osprey hey guys, im a beginner dev. looking to create rainy weather like in this video....

The first part of this Video should show you a good overview of adding Wetness globaly to a scene.
https://www.youtube.com/watch?v=20WjQIFl85o&list=PLX2vGYjWbI0TV4Di9Uhg22OkOH41VcVez&index=47

You can also take a look at this video that present the Production Ready Shader Sample taht contains ready made Weather Shaders:
https://youtu.be/iV79HBv6co4?t=165

Calling all technical artists! In this video, you'll discover how to quickly create a gameplay sequence using Unity 6’s updated VFX Graph, Shader Graph, and other artist-friendly tools. You’ll also get a primer on designing materials and visual effects, setting up post-processing, and creating a resolution-independent user interface.

Speake...

▶ Play video

We created a new sample set – Production Ready Shaders – that contains over 25 Shader Graph shaders that are ready to use in your project. The sample also contains a step-by-step tutorial on creating a forest stream environment using the assets from the sample.

Follow this video to see how to import and use the new samples in Shader Graph...

▶ Play video
golden osprey
grim bear
#

Does anyone know if it's possible to prevent VisualEffects from writing to the alpha channel?

warm torrent
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Or more pressingly perhaps why

grim bear
#

So we're using the alpha channel from the render texture on top of another render texture (like a mask). When this mask is applied, unfortunately the alpha channel of the rendertexture is affected by the actual particle transparency. Using a simple fullscreen shader that lerps using alpha from the URP Sample Buffer node between green (opacity = 0) and red (opacity = 1) it shows that the texture's alpha channel is affected by the particles. The by blue encircled piece is not a particle, everything outside of it is

#

so I guess I would like to understand if there is a way for the particles opacity to not be applied onto the color buffer using some setting somewhere

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or if it'll have to be done through a more manual approach

broken ruin
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Can someone help/tell me why i can't find something called "Simple Particle System" in the VFX graph? I'm getting into VFX graph with a tutorial that was about 9 months ago and i can't find the "Simple Particle System" (I'm using 6000.1.3f1)

warm torrent
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There may not be a direct analogy for "simple particle system" but the templates are simple enough

broken ruin
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oh thanks. I was worried that my Unity was broken or my PC had a problem lol. @warm torrent. Thanks tho

junior thistle
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I may be stupid but how come my imported trim sheet particle system is using a texture which is pretty much a solid color for the albedo and it works?

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shouldn't the texture be the trim sheet?

#

when I try using another solid texture as the albedo, the thing you'd expect to happen happens

#

what is going on there

warm torrent
junior thistle
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This effect just has a solid texture as the albedo, but it displays the flipbook animation correctly, i.e. with different frames and different cutouts

#

Shouldn't that be impossible?

warm torrent
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At face value yes

junior thistle
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Ah maybe it's just using the alpha channel, I didn't check how the alpha channel looks

#

Is that possible?

warm torrent
# junior thistle Is that possible?

It is but if you make an image a solid color, it seems at least very likely you wipe over the transparency as well
You should be able to check the texture easily

#

By looking at the channels separately through the texture import settings

junior thistle
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The point was there was no cutout to it, it was a solid block with color, not necessarily a solid color

junior thistle
mellow fractal
silent basin
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Does anyone know if there's a way to draw a texture at a position ? What I want to do is that I want to draw a texture at every vertex of an object, I was thinking it might be possible using shader graph but I don't know if there's any other ways, any help would be appreciated !

junior thistle
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unrelated, but how do people make texture sheets?

Not technically, but like, how do you draw 50 blobs and have them end up in a nice slick animation?

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Is there are as much artistic talent to that as it looks or is there a method?

exotic orchid
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Like It's staying there against the wall

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I can't tell if it's producing new particles or the old ones are just still existing

#

But the 'front half' of the spray stops as intended

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Disregard me being an idiot, It's 2 particles in a prefab

warm torrent
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And is a big bunch of work

#

With simulations you can bake motion vector maps also for smoother frame blending
But requires particular tools

junior thistle
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I guess it's from one of those tools like Houdini

warm torrent
vital ibex
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Hello , after upgrading a project from 6000.0.40f to unity 6000.1.4f all my visual effect graph are broken
I haven't any error , i test with a new loop template and my particle is not showing can anyone help me ?