#✨┃vfx-and-particles

1 messages · Page 37 of 1

half aurora
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Is there a way to make the Trail Renderer component only active after a certain amount of distance moved or would that have to be done via script?

half solar
#

Result!

coral tinsel
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How did you get it woring that all the stars are shining?

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When I use that much particles from a large distance, almost none of them keep its shine

viral hamlet
#

im not familiar with turbulence, but you can calculate the vector from particle position to spawn position for each particle, then with that direction vector you can increase the offset over time so the particles spread out

upper torrent
half solar
tropic bloom
#

Hey all ! I'm making a runner game where I need "fog" to hide the pop-in/pop-out of prefabs when they come in the the cameras far clip, I need it to be dense enough to actually hide objects behind (though they can blend in over a short distance). I don't mind it being cartoony if need be. But I tried doing it with shaders using Depth but it always creates a silhouette, and I'd like the fog to only be like a ring around the player as to still be able to change the sky. And I've tried making a ring particle emitter of clouds, but nothing seems to do the trick. Since i'm targeting Mobile i'm looking for something lightweight, though the game is pretty optimised so I could fit it in if the effect is great. Does anyone have any idea ? My research hasn't been fruitful. Thanks !

sharp latch
sharp latch
#

I know there's a particle setting for Color by Speed, but is there a way I'd be able to do Color by Velocity?

warm torrent
sharp latch
warm torrent
sharp latch
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so it has no effect

warm torrent
#

Or do the whole thing in code with tweening, but I can understand if you want to avoid that

sharp latch
#

Yeah I know nada about code

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Or at the very least I know enough about it to understand how much that would suck

sharp latch
warm torrent
#

@sharp latch To track the speed of the parent emitter while keeping its particles fixed it needs to be simulated in worlds space with Inherit Velocity set to Current and 1

sharp latch
warm torrent
#

You would have the parent emitter's Color by Speed fade to alpha 0, then set "inherit: color" in the Sub Emitter section

sharp latch
#

Is there a way to set the alpha? I'm only getting RGB options

warm torrent
#

You can set alpha in all color gradient fields with the notches on the upper edge

sharp latch
warm torrent
#

The standard particle shader should work
I believe the color is inherited multiplicatively

sharp latch
#

doesn't seem to do anything either

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I think I'm just confusing myself with the settings at this point, do you have an example you could show me?

warm torrent
#

You could make the scale of parent particles zero to hide it

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The important part is that the parent particle's color fades to alpha 0

sharp latch
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I'll copy over those settings once I have time and probably sharpen the alpha transition a bit, but otherwise this is perfect. Thanks man

sharp latch
#

nothing's happening on the transparency side of things either

sharp latch
#

wait nvm, had the shaders as the wrong type

sharp latch
#

Now I just need to figure out how to make the thing more than just a single color

slim fiber
#

I don't know if this belongs here but I installed the unity particle pack and I think it changed a bunch of setting in my project and I would like to know if it is possible to change them back? If not how to change them back at least what it changes settings wise

next pendant
#

I’m trying to create a beam effect that connects between to players via raycast, the issue is whenever the raycast goes too far the texture of the beam stretches and it loses the high intensity beam effect it has. How can I fix this? I thought about tiling the texture but I don’t know how to do that

slow yew
#

Any idea why this Render Texture is taking up only the topleft trriangle of my screen?

vital horizon
#

Hey! So I'm trying to learn the Unity particle system and I'm trying to reproduce this effect: https://i.imgur.com/O9yC1mp.gif

I understand that its 3 layers of particles (Maybe even 4 one for the "Sparks" coming off of it.) however, I'm struggling to get something even similar. Does anyone have any advice/tips/pointers etc?

vital horizon
safe helm
vital horizon
warm torrent
#

The square embers have some noise and a color by lifetime, spawned in a large rectangular area

vital horizon
vital horizon
warm torrent
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I guess the burst is two sub-emitters because the flames in the back are always orange and the flames in the front are always yellow/white, which would be a harder combo using just one system

vital horizon
atomic magnet
#

Hey I'm trying to do an expanding ring of fire effect
but I want the front edge of it to be explicitly clear, so particles are out
I'm thinking maybe a donut shaped mesh that renders a tiling material, that is animated via shader... but I dont know how to do that first part

how can I make what is essentially a rectangle bent into a donut shape to apply my texture/material to?

vital horizon
tiny quarry
#

Nice. I think you want the flame particles to get larger during the middle of their life though, yours are remaining quite small so you can see lots of seperate particles compared to the reference. Also yours are moving a lot faster than the reference.

vital horizon
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Yeah I'm trying to figure out how to slow them down? The only thing that I think have thats controlling the speed is really the gravity, and thats already pretty low.

warm torrent
tiny quarry
vital horizon
#

Hmm, starting to get something I like, but I'm still having issues with the speed of it, even reducing start speed/velocity over life time.

It still looks more like a jet vs a fire.

tiny quarry
#

Surely you can reduce the start speed all the way to zero? If they're still going too fast you may have a negative gravity or Force Over Lifetime set?

warm torrent
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I like to use only one method for force, since there are so many it's easy to get them stacked and mixed up

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Negative gravity usually

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If that isn't good enough, only then start adding drag or dampening

vital horizon
sharp latch
atomic magnet
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mine could use some additions like smoke, sparks drifting off with noise, etc

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but I think its a good start

vital horizon
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At least from what I can tell from the photo.

atomic magnet
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its a gif, I recommend clicking the link and looking in HD, mine is also pixelated

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heres a better gif of it

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I'm kinda faking the pixels though, using a pixel perfect cinemachine camera to downscale the resolution, snap the pixels, and upscale to my desired resolution

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it doesnt look as sharp as doing it naturally with a color ramp, but its one way to do it

prime ginkgo
#

i have sub emitter on but its not doing anything

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its an explosion particle

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and its child to the main particle

viral hamlet
#

where is the matrix mult operator in vfx graph??

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ex. for transforming local to world

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nvm the family of Transform operators exist...

next pendant
#

How could I rotate a vfx graph to go straight out from the camera? I have a beam I'm trying to cast atm that sits between the raycast origin and the raycast hit but I cant figure out how to get the vfx graph to do this, it also keeps rotating with the camera instead of staying in the world space like I would like

odd drift
#

How do I get particles to spawn on the surface of a nearby mesh with the VFX graph? the signed distance field doesnt seem to do much.

surreal elk
viral hamlet
#

^ just click on these buttons to change the space

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for your effect, I'd recommend doing everything in world space. take in raycast origin & hit in world space

next pendant
viral hamlet
#

your bounds might still be in local space

mild otter
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is there a general consensus on using VFX Graph vs. particle system for mobile/2D games?

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I'm not familiar with either of them, so I'm trying to figure out which one I'd want to learn first (and hopefully stick with)

cerulean oyster
#

can anyone help me out with particle systems rq? Im trying to adjust my particles so they look more defined, like sparks. My only problem rn is that im unable to figure out how to edit this value for the particles. suggestions?

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My Editor info^

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how they look^

flat lotus
odd drift
fallow isle
#

How do I make a particle effect stop emitting after a certain amount of time with unity VFX graph

fluid lagoon
#

er sorry

fallow isle
fluid lagoon
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the Spawn section

fallow isle
#

well when u start it all you have is the rate

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how do u change that

fluid lagoon
#

You can delete that and/or add other blocks there

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press space in there to add other blocks

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Dunno off the top of my head which one would have a duration but I think there is one..

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Oh there's also those like Start/Stop events 🤔

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I forget how those work

cerulean oyster
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rather than just boxes

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but also more defined than the sample particle

fallow isle
fallow isle
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like do I reference the particle and then .SendEvent()

fallow isle
calm harbor
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this is my first time using unity's particle system and im trying to make it change from white to black over time but when i set it to do that in the inspector it doesn't

cerulean oyster
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😭 i just wanna figure out how to make the particle a different shape

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like a capsule shape

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howww

calm harbor
odd drift
viral hamlet
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Is there an elegant way to declare a mutable (fixed length) array inside a vfx graph? basically a uniform buffer that can get updated every frame and that all particles read from

I could use a graphicsbuffer and update the buffer on the cpu side, but that would lead to memory transfer potentially every frame, are there any other options?

vital horizon
#

These are my old fires I made a while back, and well...

I enabled the one thing I forgot to enable on the pixel perfect camera, and in the end, they look so much ebtter now.

sharp latch
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I wanna have this specific kind of trail for VRChat, but VRChat doesn't allow custom scripts

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Anyone have a clue how to go about recreating this?

warm torrent
rugged hazel
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Hi all, I hope im in the right channel with this question. I'm just starting out with unity and the material system is a bit confusing to me - I tried to add a simple wood texture to a cube, but no matter what I do with the materials settings, the texture loses most of its color saturation when I apply it to a cube. I didn't make any changes to the environment or the lighting, its all default. The left side is what the texture should look like, the right is what it looks like applied to a cube. I also attached the materials and texture settings. Any idea what Im doing wrong here?

warm torrent
#

@rugged hazel Set compression to none
You can also try disabling mipmap generation to see if that improves the result

rugged hazel
#

@warm torrent: I tried both, the texture is a bit more sharp now but the colors are still the same

warm torrent
rugged hazel
#

The scene has the default directional light that comes with a new unity scene, which has a light yellow-ish hue to it. The texture should at least have some of the brown colors to it that the original texture has, in the scene it looks grey rather than brown as you can see in the screenshot.

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It doesnt have to be exact but it should at least have some resemblance to the original texture

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in terms of color saturation / hue

warm torrent
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@rugged hazel If the color looks correct in the texture preview, but not in the scene or material preview it suggests that it's scene lighting affecting its appearance

rugged hazel
#

I see, then I'll play around a bit with the lighting, thank you

calm harbor
warm torrent
#

@calm harbor First thing is to make sure the particle's material is using a particle-compatible shader

calm harbor
calm harbor
#

what is the difference between the two

warm torrent
#

Lit and unlit

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whether it recieves light and shadow or ignores them

calm harbor
#

ok thx

fluid grove
rugged hazel
#

Does anyone have an idea what could explain this uneven lighting across multiple meshes even though their normals are uniform?
I set up a world made up of voxels which are subdivided into equal sized chunks. Each chunk is a separate mesh in a separate game object. The lighting across chunks is uneven as you can see in the screenshots but the normals of the vertices are uniform across chunks when I visualize them. Any ideas?

#

Looks great with per pixel lighting but costs a ton of performance. Any way to get this to work with per vertex lighting as above?

warm torrent
prime ginkgo
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is there any way to stop the particle after it produced the max particle amount

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like make it stand still

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after it has produced it

prime ginkgo
#

like freezing it after it has shot out all particles

warm torrent
shell crow
#

does somebody have a good yt video where it explains how to make so when i click on a cube the particals will start

viral hamlet
lusty raft
#

Hello Everyone,

I am trying to create spells that require the effects to be visible between 2 or more points.
EG: https://www.youtube.com/watch?v=52nII6q_OXM&t=30s

What would be the right approach ?
are they Particles or Shaders ?

Thanks!

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mellow fractal
#

anyone know how I can get this texture to stretch the full length of this line renderer?

#

this is the texture

fluid lagoon
mellow fractal
#

ended up using this

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and set the line renderer to tile

bronze idol
#

how to make zelda like fx where a triangle/face fallow a sword

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like here

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dose this effect have a name?

chrome hull
#

i would like to do a lighting effect over the character when i press something, how could i do that?

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or even, the effect when a certain animation is played

rotund sedge
#

Hey I'm trying to figure out how I could make particles lay on the ground oriented with the angle they're in, what I mean by this is similar to maybe a blood splatter, if blood spurts all over the place against the wall and the floor, then the particle with then orient so that one portion of blood that hits the ground would be flat on it while the other portion that are on the wall will be vertical to the wall. Is there a way of doing this without scripts?

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And another question would be, I saw people doing animated mesh particles with a shader or something. I'm trying to figure out how to do that with my meshes but I can figure out a way to do so, I've seen someone do it but I just dont know a good way that doesnt involve scripting

fluid lagoon
bronze idol
#

ya i think that's it

storm sage
#

hi ! I wanted to know if there is a possibility to setup a float to switch on/off a block inside the vfx graph ?

clear spruce
storm sage
clear spruce
#

Most likely there's still way to achieve same results with some tricks

viral hamlet
#

there are pretty straight forward ways to achieve this, imo it's a good little exercise to workaround the vfx graph's limitations

prime dome
#

VFX References from Echo of Soul MMORPG

hard compass
clear spruce
#

Just increase the bounds size enough

hard compass
viral hamlet
vital horizon
#

Has anyone had any luck taking particleSystem.GetParticles(particles); and applying a angular velocity to them?

I'm trying to make them move towards a target while keeping their current speed but I'm not having any luck at all.

Specifically here is my code:

void Update() {
        // GetParticles is allocation free because we reuse the m_Particles buffer between updates
        int numParticlesAlive = m_System.GetParticles(m_Particles);

        // Change only the particles that are alive
        for (int i = 0; i < numParticlesAlive; i++) {
            Vector2 direction = target.transform.position - m_Particles[i].position;
            direction.Normalize();
            float rotateAmount = Vector3.Cross(direction, transform.up).z;
            m_Particles[i].angularVelocity = -rotateAmount * rotateSpeed;
        }

        // Apply the particle changes to the Particle System
        m_System.SetParticles(m_Particles, numParticlesAlive);
    }
gray wing
#

im using a mesh as my particles but for some reason they dont show, anyone know what i did wrong?

gray wing
#

yes

twilit sail
#

If anyone here knows anything about VRChat Development/Using the VRCSDK I could use some assistance with effects/animations.
Im trying to set up a Gun in VRC so that it fires whenever I gesture both my hands into fist, but it fire the animation whenever I spawn the object and I'm stumpted as to how to get it to work correctly.
I've tried asking for help in VRC specific discord but none of them have really helped me much so I thought this might be more of a Unity type problem

green cedar
#

beginner question: is VFX graph and particle system different things? Is one better than the other?

clear spruce
# green cedar beginner question: is VFX graph and particle system different things? Is one bet...

They are different things. They are both used for making particle based visual effects tho. Particle system is simulated on CPU and is therefore limited to few thousand particles at a time. Vfx graph on the other hand is simulated on GPU and can handle hundreds of thousands, even millions, of particles. For small amount of particles, both systems should perform fine. Other than performance, there’s few things that makes the two different. With particle system you can use finite number of options to customize the effect but vfx graph is graph based and you can do whatever you want by using as many nodes as you want and connecting them the way you want. I think particle system is easier to work with for beginners tho. One limitation with vfx graph is that it can’t interact with physics colliders. You can use some primitive shapes inside vfx graph but the vfx graph knows nothing about the actual colliders on the scene. Vfx graph can use depth buffer to approximate collisions with the scene geometry but it’s not always working very well (for example it doesnt know anything about the geometry outside of the camera view). With particle system you can make collisions with actual colliders and I believe you can even receive some collision data with c# script. Also I think vfx graph is not supported on mobile platforms (high-end mobile devices should be supported in future). tldr: particle system is good for simple effects and vfx graph is good for complex effects with loads of particles both having their limitations

green cedar
#

thanks for the thoughtful answer!

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Since I'm using URP and need only very simple effects, I think I'll use particle system

clear spruce
#

Particle system is usually the better one to start with. If you know you need a lot of particles or you need to do something very special that would be impossible/too hard with particle system, vfx graph can be good choise. Particle system is still great tool for making effects overall. For most basic effects, there’s absolutely no need to use vfx graph

flint anchor
#

Anyone know why there is always a one second delay between my Constant Spawn Rate which is set to 1? The expected result is one spawned particle per second, instead I am seeing one particle spawn for one second, then a wait one second, then repeat. Is there some sort of hidden delay?

small dock
#

I wrote a tool to do hundreds of hours of work in minutes :

#

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#

This is for certainly exciting to watch, come check it out

green cedar
#

anyone know how I can access this color custom data in shader graph?

#

afaik Particle systems by default can't use HDR, and the only way to do that is to use custom data

green cedar
#

now I'm having an issue with the texture (default particle texture) being applied across all particles
is there a way to have the texture on each individual particle instead?

#

never mind, I think I got it

clear spruce
viral hamlet
#

so saying that you can do anything you want is a bit of a stretch

clear spruce
#

maybe, but what are those things you can't do by connecting nodes (and could do with hlsl code)?

viral hamlet
#

for-loops. I have a graphics buffer of 32 elemets, and each particle should loop over it. what I did is define custom subgraph operators for:
0. operator for sampling graphics buffer at some index

  1. operator for one iteration
  2. operator for four iterations at once
  3. operator for 16x iterations at once
  4. operator for 32x iterations

problem is the shader compiler just crashes silently when I try the 32x variant, so currently im resorting to 16x variant. In principle I could have a single operator from 1x -> 32x but that's just way too cumbersome.
in general data flow is where node based structure shines, but anything that has to do with control flow is really cumbersome

clear spruce
#

oh yeah, you're right. completely forgot loops. that's something graph based systems tend to be very bad at (ig it could be possible to make a for loops and stuff same way as it works with bolt but atleast yet that doesn't exist)

prime dome
#

Is there any way to remove z axis from VFX?

viral hamlet
#

just set it to 0

analog lake
#

Does anyone know why I can't find Set position; arc circle ?

#

I have the effects thing imported

slate sable
analog lake
#

ñope

viral hamlet
#

do you have the experimental blocks/operators enabled

analog lake
viral hamlet
#

google

grave rune
#

Can i make particles spawn particles?

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I want to make a cloud particle emitter and those clouds spawn rain particles

grave rune
#

Thanks

muted musk
#

would anybody happen to know why the particle system only does same 3 colours (yellow, red, green), it's set to Random Colour

#

nevermind, something in the shader is messing with it

next pendant
#

How would I go about making a trail that follows behind a game object with a vfx graph?

crude flame
#

Hi everybody. My friends and I are developing one VR project that needs a cool graph VFX. If there are those who want to help on hard enthusiasm, write in a personal 🙏 It will be cool if you are from Russia 🇷🇺

next pendant
#

How can you remove the drag from adding force to a vfx graph?

unique hull
#

Hey guys!

I'm working on an ability for a holy paladin type class in an RPG game. I'm using the Unity Particle System.

What I want to achieve is a beam of light that comes down really fast and when the beam of light hits the ground, it should spawn a holy pool. The part where I'm struggling at is this; I can make the beam of light without a problem and it also "comes" down really fast, no issues here. But I cannot for the love of god "make it stay" when it hits the ground. Like after the beam hits the ground I want it to stay there as if it was generating a pool. I hope I'm making sense.. Anyways, here's two pics:

warm torrent
unique hull
# warm torrent It's usually best to make that kind of effect as a child particle system or a su...

Thanks for your insight, I will definitely look into this. However, I'm still confused as to how this will make the light beam "stay" and not disappear when it hits the ground. The only way I could achieve this effect was if I paused the particle system through scripting, so the beam would stay in place after 0.20 seconds. But I don't know if this is optimal. Sort of like the pic below

So I want the beam to spawn from above, and then fly down fast. When it hits the ground I want the beam to stay and in turn generate that pool, if that makes sense.

I will definitely be using your suggestion to spawn the pool! Thanks a lot.

warm torrent
#

Hmm can't quite grasp what type of staying you're thinking of
There's a lot of ways, like controlling emission or velocity over lifetime

unique hull
#

Basically I want the beam to slow down so much that it looks like it isn't moving. Velocity over lifetime sounds promising, I'll try it out

warm torrent
unique hull
#

It's a burst of 1 particle. Stretched billboard mode

knotty panther
#

5 months later but did you get the vfx graph prewarm to work?

woeful pollen
#

@undone torrent your system is playing for 500 seconds (per duration is too long comment from Osteel). It doesn't "loop" until those 500 seconds are over.
Within one loop, it is doing multiple bursts of emission. Every 2 seconds (rate over time = 0.5) it is emitting. Set rate over time to 0 and have a much shorter duration if you want just one burst and no extended emission

heady dragon
#

hi, ive got a question about shader graph and particles
i have a shader graph here that when applied on a quad looks like this

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but when i try to use the shader on a billboard particle the transparency doesnt work

#

any ideas?

tame onyx
#

In a Shuriken particle system, is there a way to make the emissive color on the material use the random color that the particle gets assigned on generation? I'm using random start color with a rainbow gradient. But emissive on the material only lets me pick one color, which just adds to the color I want so they're all pastels.

#

Actually maybe I don't need emissive. Since it's unlit, I just adjusted the opacity on the base color so it's not blending so much. Still curious if there's a way but I probably won't need it.

flint anchor
clear spruce
severe badge
#

how do i make a particle stay in place

#

dont want to shoot it forward

severe badge
#

nvm just gotta set starting spsed to 0

undone torrent
#

hey so I got this free asset off the store

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and it works great for a bullet trail

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but I want to make it variable length

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and there are so many options I'm not sure which one accounts for length

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and length is grayed out in shape

fluid lagoon
twin basin
#

Is there anyway to offload Builtin Particle System (Shuriken) to the GPU or another thread/core of the CPU, or to DOTS?

fluid lagoon
#

no

fluid lagoon
fluid lagoon
#

Not available in built-in no

twin basin
fluid lagoon
#

Your alternatives are make your own particle system or buy/download an asset

clear spruce
#

Praetor meant it’s not available on birp. On urp and hdrp you can use vfx graph

cobalt plover
#

I’m Boutta go to sleep so y’all can tag me or dm me but what’s the best way to make a lightning particle like if I shot a gun that shoots lightning

#

I’m thinking like a trail that zig zags but idk if that’s possible

viral hamlet
#

it's possible

radiant cipher
warm torrent
# cobalt plover I’m thinking like a trail that zig zags but idk if that’s possible

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cobalt plover
prime dome
#

I want to spawn a lot of particles with collision enabled but the particle system does not seem to be performant enough. How could I optimize or what else could I use ?

#

I am spawning simple 2d square particles with 2d sphere colliders

clear spruce
little solstice
#

hi guys, I have a laser (currently just a linerenderer) to which I would like to add a moving spiral effect

#

what tool should I use for this? (I'm using URP if that matters)

viral hamlet
#

why does vfx graph not have e (euler's constant)? lol

viral hamlet
little solstice
#

of course I am

#

I'll look into vfx graph

viral hamlet
#

let me know if you have any questions, I've become quite accustomed to it

little solstice
#

thanks

royal tulip
#

How do i stop VFX particles re-playing after bounds go outside of camera frustrum then back in?

fluid lagoon
rugged hazel
#

Hi guys, I'm not sure if I'm in the right channel with this question, but I'm trying to stack cameras and I cannot find the option for that. I've been looking at some tutorials that use Unity 2019 where they could set the render type of the camera to "Base" or "Overlay" and the camera had a stacking option. I'm using Unity 2022 and I can't find those options in the camera component. Any idea where that went?

#

Ohh never mind i found it, its only supported by URP

tame onyx
atomic vapor
#

hi i have a particle effect as a muzzleflash for a weapon, i want the effect to be with the particles filling the shape instantly, but whenever the effect instantiates, it takes some time for the particles to travel to the entire shape, how can i do that?

safe nebula
#

in shuriken particle effects there is a prewarm checkbox, probably something similar for vfx graph

atomic vapor
#

like

#

how should i set up my burst?

warm torrent
atomic vapor
warm torrent
atomic vapor
warm torrent
#

Then you probably need a cone shaped mesh and use that with Mesh Shape

atomic vapor
warm torrent
#

Correction, mesh can't be used to spaw n particles as a volume like box, sphere and hemisphere can

#

You'll need to experiment with them to see which one best fits

safe nebula
#

prewarm acts as if the particle system was already running instead of just starting up

safe nebula
# atomic vapor It worked thank you so much!!

and just to clarify the terms vfx graph is the particle system where you visually arrange nodes and the default particle system that you are using is often referred to as shuriken because it has the shuriken symbols at its base

atomic vapor
#

ok

little solstice
#

if I have a muzzle flash (as particle system), do I instantiate the prefab whenever I want it, or do I do some "caching" where I have just one muzzleflash instance and activate the particles whenever I need it?

warm torrent
minor wadi
#

When I spawn particles from a script it is not visible, however it spawns in the hierarchy

sturdy epoch
viral hamlet
#

do you have # in any names?

viral hamlet
#

is there a way to convert a float to its bytes in vfx graph? I'm pretty sure casting it to an uint is a value based conversion

gray wing
#

i made a particle system i while ago with a transparent background which worked fine, but now when i added fog it loses its texture when you step back a bit and becomes a almost-transparent rectangle. Can anyone help me? Im using URP

#

this one has fog disabled, i want that look with fog turned on⏬

polar lynx
#

Is there any way to hide a particle system when it is a certain distance away from the camera? Like a special far clipping plane just for particles.

minor monolith
#

how can i make unity particle/trail black? it seems unity sees black as transparency

minor monolith
#

also, how can i make a trail move to the scale of a specific object? basically i'm trying to make a trail follow a character's feet while running, but it lags behind since they're running. something like the trail moving when the animation is playing but the character isn't moving would look good

minor monolith
#

or is there a way to make a simulation space for trails? i just figured out how to do it for particles, but it works better with trails

gleaming stream
knotty panther
#

Oof

#

Well thanks anyway

gleaming stream
#

but i got some ideas from guys making Space Reign

gleaming stream
#

URP VFX

royal tulip
#

Does anyone know how i do VFX particles fly upwards in a spiral-cone?

#

This doesnt really work

polar lynx
#

you can make it a spiral cone by setting the shape to a cone and the velocity over time to orbital z:2

polar lynx
royal tulip
#

we're talking about two different things

polar lynx
#

this will spawn the particles at a point at the base of the cone and make them move upwards

#

then the orbital z will make them rotate around the center of the cone

#

you need to edit it in the particle system, not the shader

royal tulip
#

this is VFX graph

polar lynx
#

ah, I am not sure then

minor wadi
royal tulip
#

make sure your bounds are big enough

#

And you have have VFX rendering enabled

restive horizon
#

anyone have any idea why the transform gizmo on my vfx graphs are moving around ? almost like theyre tied to the effects updating bounding box

fluid lagoon
restive horizon
#

driving me insane

flint anchor
#

Anyone know why Particle Rotation speed, set by Rotate 3D Angle, is different in Play Mode and Editor Mode? .005 looks good in editor but I need to set it to .002 if I want the effect I like in Play Mode.

fluid lagoon
#

otherwise your animation is going to be framerate dependent

#

unless you set the update mode of the graph to FixedUpdate, which has its own issues

green snow
#

Heyo! I've been using a particle system for low poly clouds in my game with the standard surface shader, which gives me the desired effect. The only issue I'm running into is the shadows. The shadow effect on the clouds system looks great, and I don't want to disable it, but since they cast an opaque shadow, it makes the whole world just as dark as if there was a wall over the sun. Is there any way to make specifically the clouds cast a weaker shadow? Basically as if the shadow strength on the sun was set to half for only that system. Thank you in advance, and apologies if I should be asking in #archived-shaders. I will move if it's more suitable for there.

flint anchor
#

@fluid lagoon beautiful, thank you.

odd drift
#

I'm using VFX graph 10.8.1. How would I go about making a lightning ball effect- a jagged line extending out from a point to a point within the sphere, preferably one that's colliding with a mesh. Or should I be using the unity particle system?

minor monolith
odd drift
#

right, that looks a bit better. anyone know if I can set the simulation speed for a VFX graph?

odd drift
#

ah, there's a play rate property.

rigid harbor
#

Hello, I'm building my first android game which will be 2D.

Problem: Particle system won't show in Game View, but it works fine in Scene View.

How did I add the particle system?
Added an empty object, and to its components I had added the Particle System.

How I tried to fix the problem but with no success:
In the particle system i've changed the size, speed and texture but it did not help.
I've added the Particle System to the Canvas
I've set the Canvas Render Mode to Screen Space - Overlay

Any help appreciated.

royal tulip
#

am thinking of this correctly? i only want to run this VFX graph if i send this event. i dont want it to trigger by itself. only when i tell it to

#

then i need to send this event via code?

#

or i could do a bool, and sent count to 1 or 0, im not sure whats "best" here

#

or... atleast common practice

slate sable
# royal tulip am thinking of this correctly? i only want to run this VFX graph **if** i send t...

That's exactly how it works. You want to use VisualEffect.SendEvent("AboveWater"); to activate it.
You can also add event attributes to the SendEvent method if you want to trigger the vfx with different properties that you can access in the graph.

You might need to set the Initial Event Name to blank so it doesn't spawn by default. You can find it in the inspector of the Visual Effect Graph Asset

royal tulip
hard compass
#

is there a way to get vfx graph to work along with the urp 2d renderer? i'm using v2020.2.0f1

hard compass
#

rip

#

guess i'll try upgrading, hopefully nothing breaks

shut flame
#

Oi y'all! Beginner to FX and particle system here! waveKon

#

My question is, when I am previewing my sprite as it is applied to a Particle System as a Texture (as a Material), why does it look... compressed or squished in some weird way? I have been trying to customize and play with all the settings but it doesn't seem to snap back to its original size?

#

(to the left; the original sprite sheet being played through an animation recorder | to the right; the Particle System playing it over, looking unlike its original sprite in size)

#

pls tag me in response heartKNYgyoumeipray

shut cliff
#

@shut flame I haven't used sprites for particle effects, so I'm not exactly sure. You're not using Stretched Billboards in the Renderer module of the particle system?

shut flame
#

I'll show you my modules though

shut cliff
#

Ok, probably not then.

#

Is the sprite part of an atlas? Maybe the cropping on it is not 1x1

shut flame
#

I think it might be because the Particle System in Unity forces all sprites into 1:1

shut flame
#

and I think it is being confirmed as I ask multiple people now

#

all this newbie work

#

for nuffin

shut cliff
#

You can work around that by changing the 3D Start Size

shut flame
#

O

#

WAT

#

wait no, it is not doing any difference

#

just rotating it

#

WAIT NO IM IN THE WRONG CATEGORY WAIT

#

SORRY WAIT

shut cliff
#

Probaly in 3D Start Rotation? 😛

shut flame
#

WAIT I FIXED IT

#

ÅMG YOU'RE A HERO, @shut cliff

shut cliff
#

xD

shut flame
#

LOOK WAT I DID

#

I changed the size to fit my scalings

#

AAAAAA

#

Look at her now

#

THEY'RE IDENTICAL

#

AAAAAAAAAA

shut cliff
#

Ooh. That's awesome 😄

shut flame
#

YÆSH

#

aaaah im so satisfied

#

@shut cliff, we need a !thank you

shut cliff
#

Both æ and å here I see. Norsk? 😛

shut flame
#

!thank @shut cliff

#

Dansk*

#

but i se dig

#

tusinde tak!

#

helt

shut cliff
#

No problem 😄

lone elbow
#
  • Must be pretty common question here. How to make particles change their color during runtime through the complex gradient with 4 colors? Ideally with that nifty curve editor of unity
safe nebula
#

are you using shuriken or vfx graph? in both you should be able to simply set color over lifetime and set the gradient in there

#

whats happening on your end?

lone elbow
#
  • Well, it was intuitive enough. I just didn't notice the "color over lifetime" tab at first
flint anchor
#

Could anyone give me some advice on how to tackle this VFX idea I have. I want a beam of light to shoot straight down. Almost like a tube of light, like what you might see when an alien abducts a cow, lol. Im not sure how to handle that initial beam part.
Progress so far. https://youtube.com/shorts/QctoLhFi_g0

rugged mural
#

I have a particle system using with mesh render and I want to have all the meshes face the same way (forward) so I set the Render alignment to Velocity but they are all facing sideways. The flip X Y Z options below it do not seem to make a difference (only the X flipped the mesh, but Y and Z didn't change anything). Do I need to flip the mesh in blender before exporting FBX and importing into Unity?

#

Basically I made a 3D version of the Galaxian sprite in blender and using particle cone emitter with mesh render but they are coming out like this instead of the nose facing away from the emitter

dreamy turtle
#

Is there a setting to make my Vfx like curve with my object path? The blue one is just always straight when following my circle

lone elbow
#
  • Can i control particle parameters individually, without affecting those that are alredy created?
shut cliff
shut cliff
prime dome
#

Am I missing something? I cant seem to output a Texture2D in a branch in VFX-Graph

rugged mural
rugged mural
#

@shut cliff Also do you also know if there's a way to get particles to show up in the preview window on the timeline? I'm referring when in Unity and you can scrub on the timeline and hit spacebar to toggle to play/pause your timeline, all my animations show but when it gets to where I have particles, they don't play. Not sure what the best workflow that way to be able to view/adjust/tweak the particles.

thorny oriole
#

hi. i'm considering to create a 2d shooting mechanism where i will use particle for bullet instead of prefab. is it hard to handle collision on particle?

narrow obsidian
#

very big noob question, but how do i add child particles to a main particle system?

#

for instance, i want to add a "beam" effect to the center of this, and that requires making a child particle

fast fossil
#

Hey, so uh, I can't find Output Particle Distortion Quad in VFX?

safe nebula
#

Potentially a experimental node? Have to activate those in the preferences

fast fossil
#

Hi! I have a question. My gameobject emits steam. How do I make it that when the gameobject is moved, the steam leaves a temporary trail?

#

Blue is where I want the steam to leave the rail

#

red is the way the gameobject would move

safe nebula
#

setting the particle to simulate in world space should do the trick

fast fossil
safe nebula
#

for shuriken as well as vfx graph you have the option to simulate in world space. that means that each particle has a world space position, that is not tied to the effect game object

fast fossil
#

shuriken?

clear spruce
#

shuriken is the built-in particle system

fast fossil
#

ah

#

okay

fast fossil
safe nebula
#

no

#

which particle system are you using?

fast fossil
#

shuriken

safe nebula
#

Simulation Space Controls whether particles are animated in the parent object’s local space (therefore moving with the parent object), in the world space, or relative to a custom object (moving with a custom object of your choosing).

fast fossil
#

oh wow it works except uh

#

not ideally

#

let me show you

safe nebula
#

are you hitting the particle cap?

fast fossil
#

perhaps

safe nebula
#

or your spawnrate is too low

fast fossil
#

should I increase it?

#

I increased it and the effect is the same - it stops smoking from the flask temporarly, only leaving the trail

shut cliff
rotund sedge
#

Hey, so I'm trying to make a particle system that when I shoot out little particles like a gun. Wherever it lands itll start to go opposite to wherever the ground is. Example if I shoot it at the wall then itll be 90 degrees going away from the wall. If I shoot it at a slope that's 45 degrees and I shoot it then the particle will be 90 degrees going outward from the slope

native steppe
#

skaley

rotund sedge
#

I wanna do this without scripts but it's very difficult to do

#

Yeah?

rugged mural
dark terrace
#

Hello everyone, kinda new here. I just got a question, I'm currently developing a laser harp program in VR for my dissertation. I currently use a line rendered, raycast and a shader to create an effect of a laser which gets interrupted by the hand to play a note. My question is, is the method I'm using the best way to accomplish this goal? I been looking into VFX graph and I made a laser effect but I have no idea how I would be able to get the collision/ interaction that I would need if I were to use a VFX graph. Thank you 🙂

#

Here's a photo of what I have so far 🙂

civic ore
#

Hi, how do I disable this "loop"?

gloomy fern
#

How do I make particles move in a circle?

shut cliff
#

You can set radial or orbital velocity in the Velocity module

gloomy fern
shut cliff
#

Velocity over Lifetime, 3rd from top

zealous orbit
#

Question, I have a particle trail of some flames coming out of a jetpack but when I stop them the next time I press play it plays from the last location it stopped at it seems as the particles slowly move higher and higher from their starting point. Any ideas on how to fix this?

dapper gulch
#

anyone know how to have periodic burst go off for a set amount of times or for a set time window in vfx graph?

#

Like I want to be able to start it as an event, then have it burst a couple times then stop on its own

dapper gulch
rotund sedge
#

and i mean that its stationary

dapper gulch
#

Wait could u send a sketch of what you're trying to do?

summer stream
remote hemlock
#

How can I debug a VFX graph node? Just to read its values on the console.. or any other way

zinc atlas
#

Does anyone have any thoughts about how one would animate an emission shape for VFx graph? I want to animate the emission shape along a gradient of a texture.

warm torrent
vapid halo
#

hey, does anyone know how to attach 2d light to particles?

vapid halo
#

how do you mean that?

#

ah ok

#

do you mean like make a screenshot of a scene with particles and light and want to have the background transparent?

#

cause the particles and the lights are white?
or has your recorder a transparent function i don't really understand.
why can't you use a green background or blue idk and then key it out in gimp or Photoshop?

#

but if you go into gimp take a screenshot and add an alpha layer and key out the back it is transparent or isn't it?

#

you can send me the picture and i can try it
i hve done this in the past so i cna try

#

is it only in discord so bad quality?

#

cause now it is more pixelstyle

#

ok

#

its done

#

look in chats

rotund sedge
#

hey, im curious if its possible to animate editing the starting color as a gradient in particle systems? cause im seeing that im able to animate every single different part of the particle system but im not seeing it animating the start color?

prime ginkgo
#

when using size over lifetime how do I make it so when it goes in the Z Axis it only goes in one direction not both Z directions

cobalt swift
#

Hey I’m making a 2D game I would like to make it so things in the background get blurry as they get further in the distance and I don’t know how is do that

mellow fractal
#

anyone know how to use vfxs from scripts? I have this in the beginning but it's greyed out, and I can't use VisualEffects

hearty flare
#

your IDE should suggest namespaces. If it's not doing that inline, it can at least do it at the point of the error

mellow fractal
# hearty flare

yeah I figured it out, everything online was out of date, had to use UnityEngine.VFX instead of experimental

still sierra
#

I'm new to particles in general and I was wondering how I should approach creating butterflies with the shuriken system?

#

just a few 5-10 butterflies hovering above a spot

#

to my surprise, i wasnt able to find a decent tutorial for something like that - butterflies, moth, etc

#

do i need to have an animated mesh as an input? or is there a better way of approaching this? Thanks in advance!

warm torrent
#

Also in that thread there's animating the mesh vertices on shader level which is what I'd go with

#

Probably also possible to spawn each wing as a child particle system which quickly rotates the wing particle back and forth

still sierra
#

Thanks for the resources, Spazi. It's given me an idea of how I can go about with this. As you advised, i'll be going with animating the vertices in shader graph, and importing the mesh as a particle in the shuriken system. Got to figure how to do that, now.

vast birch
#

I am trying to see if I could recreate it on unity for VRC.

quartz musk
#

sorry if this is the wrong spot to asset I grabbed a particle sys pack from the asset store and im having trouble with the way the colors are coming out

#

heres the the color in the scene in editor it looks right

#

but in game

#

any ideas on how to fix would be appreciated

mellow fractal
#

I have this blood splatter particle system that generates a random pattern based on noise, but every particle in the system has the exact same pattern, is there a way to change the offset of the noise when a particle is created?

vast birch
#

Does anyone have an idea how to make a particle system shoot out two directions?

short birch
#

Hey guys i have a problem, i use a script to start and stop particle
After i stop() particles there are some still there(which is intended) if i play() while other particles are alive , nothing will e emitted until previous particle dies... i need to emit particles before previous particles died

I have decided to:
if particle suposed to emit then enable emission
else disable emission.
It works for me

signal axle
#

Anyone has an example on how to have a particle system inside a button?

finite vine
#

Is there any advantage to handle particle coloring/scaling/... inside the shader vs in the particle component itself?

prime ginkgo
#

how do I make a stretched billboard inherit rotation

flint anchor
#

@vast birch Create one that shoots left, then duplicate and change the direction the second one shoots.

fluid lagoon
warm torrent
#

I wonder if there are examples somewhere for the render modes and alignments
I never got them to work quite right

prime dome
#

Does anyone know why my VFX-Graph HDRP Lit Decal wont show black? it just treats it as transparency for some reason?

#

the texture used doesnt even have transparency...

daring lantern
#

can someone in here confirm if VFX graphs (optimized ) work in Quest 2 untethered?

mellow fractal
#

I have this particle system with multiple particles, how can I instantiate an object at the location each particle collides with?

pastel obsidian
inner topaz
small dock
#

Yo, this program I wrote saves hundreds of hours of professional particle effect maker time and can be run by an amateur.

Say a particle effect maker makes 80$ an hour, and you save 100 hours, that's like 8,000$ of work done just a few minutes. If you use it for hours, you could be producing a million dollars worth of assets.

To top this off, you need no training, just hit play and look around in amazement to the pretty fireworks. Your kid could use this and collect awesome looking particle effects for games.

https://www.youtube.com/watch?v=mTofAjLEdAQ&list=PLOQ-J23AJUfSMF9hRejVPyjTc0Wc9JozM

OFFER ME IF YOU WANT TO BARTER! ANY OFFER CONSIDERED!
Comic books/physical video games/Magic the Gathering Cards/Whatever!!!
Offer me anything! Even boring money and crypto.

Once on UNITY ASSET STORE soon for 147.50$, I can't sell for less! Its actually worth thousands of dollars to the right people... Since it generates hundreds of hours...

▶ Play video
midnight grove
#

I'm confused, is this an asset you're sharing or just something you're showcasing that you made? Can't really sit through 49 minutes of incoherent slurring to figure out what the video's purpose is lol.

Also how does this differ from other popular particle packs already on the asset store? Or is just something that's auto generated, or?

small dock
#

This is a particle generator.

#

Every time you hit play, you get new ones. Future ones will allow genetic algorithms for breeding two or asexually.

#

Hit play, drag and drop em into save em for later. Even children can game dev now!

#

I'm so stoked I couldn't take coherant, its that fun, beyond living up to hype.

#

1980 fractals craze revisited!

midnight grove
#

What if you need a specific particle effect, do you have control over what gets generated?

small dock
#

After it is generated, its just like a normal particle effect you can adjust.

#

I want to add an update where you contrain parts of it, and asexually genetically breed it

#

like rerolls from that particle

#

or don't constrain at all and asexually reproduce it by genetic algorithms

#

This seriously is beyond control, it wouldn't be hard to mod if you got excited

#

Has 21,000 pngs and about over 1/2 are unique, some overlap in copy

#

I'm having my rev workers give it to their kids to make effects for my upcoming MMO

#

Even for pros, lets you brain storm and rapid prototype at a rate never seen before. This is almost a must use tool almost now like Photoshop or Gimp.

#

I could live demo it now if any interested people, otherwise I game some relaxing LOL before I go into my scientific research job

midnight grove
#

That's kind of an outrageous claim. I get that it's generating a particle system, but the fact you would still have to go in a tweak it to be as you actually want it, you'd do just as well using an existing particle pack maker.

#

I get that all the children can press a button and "wow, lots of effects" , but they're not likely useable out of the box.

small dock
#

they are

#

Want to see a couple?

#

I'll close out my stream

#

I'll show you

#

Hey I'm live

#

see how easy it is

#

I'm streamin for you Osteel

#

one button, you see this?>

#

This is straight insane

#

This is not over hyped. This is underhyped. I'm just so freaking stoked, I can't hype it enough properly.

#

Some of these particles are legit BETTER than pro made ones lolz!

#

its crazy how cool this is!

#

Watch that video lol

midnight grove
#

I ... guess? Maybe we just need to see these being used in the context of a game to decide whether they are actually better than professionally made particles. Because, yeah, I'm not feeling that. Either way, good job on the procedural generation behind it.

small dock
#

You watchin this bro?

#

This is insaaaaaane! Edit: Also dumb my mic muted half of it

#

I'm trippin out how good this is

#

I'm doing a live stream just for you Osteel!

#

If you not watching, I'll go into work, lolz

midnight grove
#

Sorry, I'm at work, so I can't be watching a live stream.

#

I get the jist of it from the videos. Still would need to see how these are used in the context of actual production to agree that these are better then professionally created particles, and that it's a must have have tool like Photoshop.

small dock
#

Nearly all of them are professional

#

If you click one at random, odds are high it is awesome!

#

I'm straight trippin

#

Well watch that video when you get a chance. It will be saved froever

#

from live stream

#

I almost wish I didn't have to finish a MMORPG at this point

#

I want to see what I can do to the shaders!

#

Randomized Particle Effect maker first, Randomized professional Shaders next

#

Stuff you just hand off to your 6 year old, lol

#

When does education cross the boundary to child labor, lolz

prime dome
#

starting out on vfx graph and i'm having a bit of trouble. I haven't found anything online that helps;

I'm trying to connect a designated AABox inside of the Vfx graph window to a movable and controllable object, though all ive been able to find on how to do so is that i need to expose the property's reference name and link it to character transform.position.

#

specifically, I want to attempt to have the box in the vfx graph follow / position itself with the test player

cinder pewter
#

Does anyone know what causes this weird behavior ??

warm torrent
cinder pewter
#

Max particle size is 1 though in this case

#

so maxed out

#

I don't care so much however anymore, after realising that it's only an issue in the editor

#

game view does not show this issue

warm torrent
wooden hawk
#

guys, I'm making a game similar to the thing and I would like somebody to make an animation for my character when he starts imitating and become a monster

#

imitation

midnight grove
wooden hawk
#

im gonna pay 500 dollars

cobalt scarab
small dock
#

This Rano Particulo is an industry shift, all professionals will need it, and non pros can become pros with it.

empty folio
#

Yeah, Embergen had better watch out before you knock the market out from under them. UnityChanSleepy

empty folio
small dock
warm torrent
#

I'm not so sure about the "professional" claim

slate sable
#

They have a texture and they move. Clearly a professional work.

half aurora
#

Is there a way to make a trail that aligns with the parent object's rotation at each point during its lifetime?

#

Something like this

winged vapor
winged vapor
mental shoal
#

how can i create Wind Trail Particles?

warm torrent
warm torrent
rose oriole
#

hey, i was trying to make a fog system. this fog system should make fog around the player. the player will be climbing a tall tower. this tower goes on forever. How can i only generate new fog around the same y level as the player? i am not trying to make the fog transform follow the player, but rather move the volume that generates the particles while leaving old particles to despawn below

#

how should i go about this? anything i try also moves previous particles

#

RESLOVED! i changed simulation space to global

ruby gust
#

I'm trying to make it look like one of those slash attack from games, but those shaders aren't moving

#

nvm, the png was backward

terse ore
#

update the materials

foggy cedar
#

anyone know how to make a parrticle system from a texture sheet but its not animated, it just makes each particle a single frame of the animation

warm torrent
quick pawn
#

I am learning VFX Graph but am having trouble getting anything to appear when I add a VFX Graph to my scene (URP).

I have my URP set in the general project settings, go to Create-> Visual Effect-> Visual Effects Graph and then add it to the scene.

The official Unity tutorial I am following then shows particles emitting from the VFX Graph but I do not have the same...

This is on Unity 2021.3.0f1

Any ideas?

#

I also have the standard starting graph

#

There is a console warning:

carmine vine
#

how do I make my particles stick to the 2D plane?

#

cuz this way theeyre not visibile in game

cobalt scarab
carmine vine
#

its renderer?

cobalt scarab
#

Renderer module is on the bottom of the particle system

carmine vine
#

do u mean render mode?

cobalt scarab
bold summit
#

Hello guys hope everything goes well with y'all
Can somebody surgery the 2.5D water system and explain it in detail - mostly gaps between two planes if used plane technic ( all assets in the asset store and docs ,tuts vid from anywhere,been watched )

astral niche
#

how do i make a particle's trail live longer than the particle that created it?

#

i've got destroy with particle turned off, but i can't increase the trail lifetime above 1

#

umm

#

???

#

this is really confusing

#

there's a checkbox 'die with particles' for the trail

#

this can be set to off

#

except: the trail lifetime is documented as being a multiplier of the particle lifetime

#

and can't exceed 100%

#

so like uhhh

#

under what circumstances exactly do they expect a trail to have a longer lifetime than the particle itself,

#

where this checkbox can be used,

#

if they clamp it to 100% at the maximum?

#

like, huhhhhhhh????? what?

#

this seems like a design miscommunication or some kind of mistake

#

why is it clamped at all like

#

that

#

seems

#

completely unnecessary and pointless

rancid osprey
#

how do i make particles fade in and out

slate radish
#

change the color alpha on the color over lifetime gradient

next ginkgo
#

Quick question what settings do i change to make the particles go in each direction similar to an explosion?(2D)

warm torrent
rancid osprey
warm torrent
slate radish
#

the alpha is the handles on the other side of the gradient editor

#

it's not in the color handles

#

it's independent

rancid osprey
#

wdym

slate radish
rancid osprey
#

ohhh

#

thanks

azure delta
#

oops, i posted this in the wrong channel

hidden canyon
#

My particle system doesn't stop unchecked looping and on awake plss help once I click the fire button its and like an endless loop

vagrant ruin
#

so i have it so my particles for a certain effect are briefly frozen at the start, however stretched billboard does not work with this

#

However stretched billboard seems to be the only way for particles face the direction they move in

#

basically im trying to do a similar effect to how enemies die in killer7

#

like this

#

is there a way to have streched billboard not effect the scale?

vagrant ruin
#

just realized the particles in k7 are circles which dont really have a "rotation"

atomic magnet
#

Hey, how can I get the world position of a particle in a particlesystem?

I need to instantiate an object at the particles position when it expires

private void OnParticleSystemStopped()
    {
        if (!bursted)
            Instantiate(shockwave, ???particlePosition???, Quaternion.identity);
    }```
atomic magnet
# vagrant ruin like this

I would just have the frozen particles, and the particles that are in a different, moving position later be two seperate systems. and make the expiration of the 1st system start the 2nd one

vagrant ruin
#

idk i was just experimenting

#

As shown they dont move at first

#

now im curious if it's possible for the particles to head to a part of the hud

atomic magnet
#

sure, if A. your HUD is in world space, or B. you particles are rendered to the UI (not recommended)

#

or option C
have a dedicated camera that can only see the particles, render that out to a render texture, put it through a shader to mask them out and make the rest transparent, put the render texture on your UI, and have the particles, in world space, move to where your HUD objects are in its relative space

#

option C is how I do my game over camera 😛

vagrant ruin
#

I know he probably doesn't do the particles

#

but its common in his games

atomic magnet
#

How do I get a particle burst to play in game???
Its playing in the editor, but in game the particle burst just never happens

#

I even tried doing ParticleSystem.Stop() followed by .Play() and that did not work

opaque basin
#

Particle Tramp

atomic magnet
#

https://i.imgur.com/nHjDQTr.png

I am completely stumped on this... no matter what I do I cannot seem to get this burst to play in game... it plays in the editor just fine when I simulate, but in game it just never emits the burst

atomic magnet
#

is the burst component just useless???

#

I dont understand why I cannot get it to play no matter what I do

hearty flare
#

I mean, create a new particle system, turn off rate over time, looping, and add a burst, (change culling mode if it's off-screen)

#

it works fine

atomic magnet
#

why isnt this one working...

#

I even tried changing rate of time to 20

#

and its still not emitting anything

atomic magnet
#

I give up for now....

#

not finding any info online

#

no one here seems to know

#

nothing I try is working

warm torrent
#

Well without looping it just spawns one particle

atomic magnet
#

that is what I want actually

#

I just want one particle, but I want it to start instantly

#

I'm getting the collission events from the particle system, and that was working before, when the particles was actually coming out

#

but it just stopped working at some point and no matter what I do I cant get it to emit particles again

ripe flame
#

Hello, I don't understand why my fresnel does nothing

#

When I go up my fresnel nothing happens and when I go down it does this ...

#

I'm supposed to get this, I don't understand where I went wrong...

ripe flame
#

Well i guess it's because im using HDRP and the tuto is for URP, kekw . . .

warm torrent
#

...or to base color

warm torrent
#

@ripe flame iirc HDRP uses different units for intensity, so you need to increase the emission a lot depending on exposure

#

For an outdoor scene you might need to multiply it by a factor of 100000 or smth

ripe flame
#

uhh okok i try

#

not working in Hdrp, i try it in URP and it's ok 😦

#

Same thing here it is not the same nodes between HDRP and URP, I searched a little but I do not see an equivalent... @warm torrent

half aurora
#

Anyone know of a way to create sword trails that follow the local rotation of the parent object during its path? The Particle System trails and Trail Renderer has billboarding which I can't seem to disable (if there IS a way to disable it, please let me know"

magic kraken
#

How do I make my particles glow?

#

I have my emissive material already set up, but when I apply it to things it doesn't seem to make it glow:

#

This is a 2D game

half aurora
magic kraken
half aurora
# magic kraken post processing effect to what exactly (sorry new to unity)

Let's explore the New Post Processing System in Unity's Universal Render Pipeline(URP).

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

👉Note : In Unity 2019.3 the LWRP or Lightweight Render Pipeline is renamed to Universal Render pipeline (URP) along with lots of graphical and performance improvements.

👉Note : This video is mainly for Unity 2019.3 or newer version b...

▶ Play video

In this video we take a look at how to use the Post-Processing Stack in Unity to drastically improve the look of our visuals in our project.

We take a look at how to get started using post-processing and work to create a realistic auto-exposure effect.

We also take a look at how to use the depth of field effect to create a tilt-shift effect on...

▶ Play video
magic kraken
#

thanks

astral niche
slate radish
#

@astral niche pretty sure emission doesn't have an alpha component

astral niche
#

hmm ok

#

so i'd need to change it down to black instead

slate radish
#

yep

opaque knoll
astral stump
#

Hey guys, I am trying to make a particle effect in which particles explode outwards and then fall to the ground. I am trying to use force over lifetime but that changes the orientation too quickly. Is there a component I am missing that would be along the lines of change force after a certain amount of time?

warm torrent
#

There are many ways such as gravity, velocity- and force over lifetime

warm torrent
astral stump
#

🤦‍♂️ I did not see the option curve on force over lifetime... Thanks!

warm torrent
astral stump
#

A literal game changer in deed, it works just like I want it now thank you!!

sharp ridge
#

Hi I cant get particles to play when the first of 2 health bars of the object has been depleted.

#

Theres meant to be smoke-like particles emitting from the building top

#

random particles puff out sometimes, its almost like its trying to emit, but it ooks nothing like the simulation

fluid lagoon
sharp ridge
#

its okay I did it as instantiate prefab

sharp ridge
#

there is a slight issue ive run into, it instantiates hundreds of clones, i guess i need to destroy them in the script?

atomic magnet
#

I want the particles to quickly burst out of the center, but lose their momentum quickly

#

force over lifetime isn't quite accomplishing this

#

effectivley, I want the particles to have high drag

#

how can I accomplish this?

#

oh wait I got it actually, didnt notice Velocity over lifetime

astral stump
#

Hey guys, any Idea why my trails disappear when I set the colour to black but work fine with every other colour?

warm torrent
#

But you can also set drag/ speed limit to curve to have it start low but ramp up over duration

vapid wagon
#

Hi everyone, is there any tutorials that you can recommend me to learn of to do some Fx using unity and Houdini ? I would love to learn it but I can't find any tutorial to do it.

atomic magnet
atomic magnet
#

aah I guess in 2021 onward

#

I'm on 2019 still

#

in 2019 that tab is called Velocity over time
which is the same thing I guess, its just more aptly labelled in newer versions of unity

warm torrent
#

..possibly even earlier than that but other stuff changed around it

#

Anyway you do have it somewhere in there

fast fossil
#

so, I have collisions on in the particle system. I set it to collide only with gameobject with LabEq layer, but this happens... Anyone knows why?

warm torrent
fast fossil
#

okay so the fact that the particle system is on the gameobject with that layer itself could also be responsible for this effect, right?

#

yeah it partially solved the issue but

#

I dont want it to pass through

#

this

#

it would be great if it dispersed throught this plate

#

although I doubt this is possible

warm torrent
#

But last I saw it was set to collide against everything

fast fossil
#

yeah I fixed that now

#

but

#

it still doesn't fix it

warm torrent
fast fossil
#

ok fixed

wicked yew
#

Hi ! I'm trying to use VFX Graph with an openGl Build but it seems to not work. I saw that it could be related to compute shader that is not supported by WebGL. Is there really no way to use VFX graph with open Gl ?

grave scaffold
#

Hello guys, for some reason the trigger event block in the update particle node is missing

#

Anyone knows whats happening?

umbral quarry
#

hi can anyone help me with a simple toggle problem please?

#

for particles

grave scaffold
# grave scaffold

Needed to set it in Edit/Preference/visual effects and checking the first two boxes if anyone faces this problem

twilit lagoon
#

Hi all, when I change the Rate of some VFX particles, say I slow them down to 10%, if I click away on some other object in the scene the speed goes back to 100%.. Is there a way to prevent this?

umbral quarry
#

hi, when i add particlesytem.stop, nothing happen if i switch the toggle. If i just use particlesytem.play, it works when i click the button. but theres no way to stop the particles?

rigid island
#

is there any way to get my particles to not have this terrible compression (or whatever it is) in game view?

#

in scene view it looks fine

gloomy geyser
#

Hi I'm new to the particle system, could anyone tell me how to lower the radius of how far the particles go? Currently they explode from the center and go outwards way too much.

umbral quarry
#

@gloomy geyser have you lowered the lifetime of the particles? You can also adjust the speed at which they are generated, having a random range between two values will give a more natural effect!

gloomy geyser
twilit lagoon
#

anyone has experience with KLAK, and vfx graph? I want to modify other properties that I promoted in the vfx graph but it won't show up, only the default playRate

royal tulip
#

(please @ me when replying <3)

daring zephyr
#

I have some vfx particles that emit from a gameobject childed to a projectile. I want the particles to persist after the projectile is destroyed, without keeping the gameobject in memory (or at least remove it after all current particles have despawned). How can I do this?

wicked yew
#

@daring zephyr Maybe you find out but you can detach the child just before destroying the parent object

shut cliff
#

@royal tulip Maybe not the answer you're looking for.. But couldn't you disable the particle system when the sword is back in idle state?

prime dome
#

how can i spawn ALL particles at the time? normally they are spawning slowly

royal tulip
warm torrent
#

@royal tulip Did you look into simulation space: custom

#

Sounds like using the camera object as your custom simulation space would be exactly the ticket

royal tulip
warm torrent
royal tulip
#

Do you know of any alternitives? I've googled but i cannot find any forums on it, i guess im just using the wrong keywords

warm torrent
#

Which offers what looks to be a very limited workaround

#

Weird, seems like custom space would've been incredibly easy to implement

#

Both particle systems and trail renderers seem shockingly lackluster for implementing sword trails
I guess that's why Ara Trails still sells for $30

twilit lagoon
#

I was wondering if you any of you could perhaps help me. I'm struggling to hook values coming from OSC Klak into vfxgraph exposed parameters. I only see the built-in "playRate" in the list. Is it not possible to bind arbitrary parameters? Any help is really appreciated.

daring zephyr
daring zephyr
#

I was able to achieve something I wanted with another script attatched to the vfx object childed to the projectile:

#

I simply unchild the gameobject when the projectile collides, and use vfx.Stop(); to keep it from spawning anything else

uneven magnet
#

ok I have this particle system and all I want to do is change the alpha of all the particles based on another parameter (not the lifetime)

#

and I can't figure it out

#

for the life of me

uneven magnet
#

anyone?

warm torrent
#

What is the "another parameter"?

uneven magnet
#

I've figured it out!

uneven magnet
elder widget
#

How do I make smoke look good

#

And volumetric and stuff

rotund sedge
#

hey, anyone know of any swarm or locust insect like particle sprite sheets? i wanna make an optimized swarm looking kind of particle effect but cant find a good texture sheet for it

dapper gulch
#

is there a way to swap between 2 texture 2d variables in vfx graph?

#

I tried running them through a branch with a bool but it doesn't let me haha. My current solution is just having 2 separate spawn systems with branches that choose which to use, but this looks super messy and I feel like there is probably a better way to do this lol. Any thoughts?

desert saffron
#

what are the particles that get close to the screen called

opal star
prime dome
#

when creating a GPU spawn event from a trigger event on die, is it possible for that gpu spawn event to have a spawn burst or is that not possible?

dapper gulch
dapper gulch
#

If you need a single burst just adjust the amount of particles it spawns from the on trigger die node. If you need it to burst periodically after I'm not sure how to do that cleanly and can only think of janky solutions

prime dome
#

i just settled with single set spawning with inherited positions for this, it works pretty well

high gorge
#

really nooby question here. i am currently trying to use some of the particles from unitys particle collection. in game view it works fine but in scene view, where i need to see it to place it correctly, it is invisible

high gorge
#

my own work fine

undone garden
#

so im working on some explosions and I use this setup to make the particles only spread out on the x and z axis. This works if the particle emitter it self doesnt rotate. If I rotate it, the particles go really messy and i dont know why. Does anyone know how to fix this ?

#

no rotation

#

with 45 degrees on the y axis

tawny crystal
half roost
#

Hi guys, is there a way to make VFX graph work for web gl?

#

I am trying to create particle effects to launch on our website

inner topaz
dapper gulch
#

How would I go about scaling the life of particles over the total active time of a vfx graph? Like when the event is first started I want the particles to last 1 second, but when the event is 5 seconds old I want the new particles that are being spawned to last for 3 seconds. Any thoughts?

tawdry juniper
#

is it possible to get the particle index in vfx ?

#

also is it possible to store/retrieve the starting value of a property (eg velocity) for each particle?

#

*found particle id

surreal elk
dim siren
#

Just made some fireflies using the partcle system, but how do I make them actually glow?

#

this is for a 2D game btw

warm torrent
cloud zealot
#

Does anybody know how I can add, ground marks, in my case, trails that appear on the ground from tank tracks? like the ones in Wii Play - Tanks

prime ginkgo
#

is it possible to make a mesh trail on particles?

warm torrent
small dock
#

You wouldn't think a randomly generated particle system maker would be good, but every other one is good and every other one past that is great: https://www.youtube.com/watch?v=M_0Chh8H0hU

Proof of Achievements no other gamer has: #1 world ladder Starcraft #1 World ladder Broodwar, #1 World ladder Warcraft3 at 200-0, first to 1500 wins Warcraft3, #1 World Diablo2 Hardcore experience ladder, #1 score Pittsburgh without Turtle Tip 1989 Nintendo World Championships, #1 world C&C3, #1 World SC2v2/l https://www.crystalfighter.com/achie...

▶ Play video
clear spruce
small dock
# clear spruce They may look cool but what is the usecase of randomly generated effects? Usuall...

There's two ways to make a game. One way is to design your game up front then demand assets and this is difficult. The other way is to take what you got, and cook with the ingredients in your kitchen(aka download free assets off the Asset Store and see what you got). I made an actual 10v10 functional 3d starfighter MOBA right after only doing rollaball tutorial first learning Unity by cooking with the ingredients in my kitchen... Yes, 2 weeks, fully functional multiplayer space MOBA, but couldn't find beta testers. So you sit around gathering these particle effects, and even people with no skill can do it. A guy who never used Unity before hung out at my place, was awe struck by this program and was literally harvesting professional quality particle effects in a minute. I'm still awe struck by it every time I use it. Kids 4 and above can be helping your game and learning Unity. After a little bit of time of your appointed particle effect harvester(maybe yourself), you will have an assembly of particle effects, much like your own personal asset store cache, which you can then cook with those ingredients. Also they're in particle effect format which means you can modify ones close to what you might want, but never been able to imagine it.

small dock
#

The fact people in this forum would be biased towards experts in the field means... "OH I COULD MAKE THAT PARTICLE EFFECT BY HAND". Sure, but could your little brother, your aunt, your grandmother? No, they're not helping you make your game now, but they could be and they'd love it since it is fun to use. Its like marketing fix a flat to people who like changing tires, "Fixaflat, who would use that? We all know how to change tires here." This is a huge idea brainstorm product too for those who are professional... Since it throws randomness into everything, you'll see particle effects maybe you couldn't imagine up front, but once you see something cool and new, you can then polish it up with your professional skills.

rotund sedge
#

does anyone know how to do mesh animated particles? basically having say a bug model that is show from a particle system and has a slithering animation for it? or walking/running

opal star
#

Well since you can have skinned meshes you will have to do vertex animation on the mesh from a shader. For a slither you can get away with a sin wave "waving" the mesh ,but for a more complee animation like a walk you will need to resesrch how to bake vertex animation textures and use that

plucky path
#

Hey Im making this waterfall, though whenever it intersects with my terrain it looks very weird like this 😦 . Can anyone help please?

warm torrent
warm torrent
#

Google?

plucky path
#

I saw that option in a tutorial as well, though it didn't show in my material options

#

Im using urp btw

warm torrent
plucky path
#

Let me check

plucky path
plucky path
#

Ok I found it

#

Doesn't really help though

warm torrent
#

Soft particles effect is based on depth texture

#

The render pipeline needs to have depth texture enabled, and logically I would assume it only works against surfaces which write to depth buffer

#

Which water won't do unless it's opaque

plucky path
#

It's not slicing with the water though

#

It's slicing with the terrain

plucky path
#

Hey again. I found these trees online and wanted to use them in my project. I found that they also include a "mask" texture. What slot should I put this in? It looks like this...

warm torrent
warm torrent
#

I'm having a mandela effect moment
Absolutely convinced I used to have sub emitters with no motion stay attached to their parent particles using local space
Now I'm reading on forums that it's explicitly impossible

#

E.g. using mesh particles with a billboard particle attached to each

analog locust
#

Hey everyone, is it possible to have particles spawn from a mesh but using the direction of face normals like this without scripting cuz I can't seem to figure it out in the particle editor

#

The whole idea is to use 1 custom made shape emitter particle as the outline of a map so that on the edges of this custom shape it spawns waves

#

a curve would do as well, doesn't have to be a mesh

#

There's a sphere option that spawns from a point
there's edge optionn that spawns from the edge
But I don't see a curve option in the particle editor?

#

ty

warm torrent
quick glacier
#

Will that also be the case with mesh/mesh renderers ?

warm torrent
quick glacier
#

I mean this is my sprite but when I use sprite as a shape. It creates a polygons like that which is completely unrelated to the shape itself.

quick glacier
#

@warm torrent

warm torrent
#

You can view or edit the outline in sprite editor

quick glacier
#

Oh nice. So that wouldn't be the case with meshes right ?

warm torrent
#

Meshes work as-is, as long as they have existing normals data

quick glacier
#

Ok thanks 👍

rugged willow
#

Hello! Does anyone know how to fix the problem with dissapearing particles when the emitter is out of view? Made it in the VFX graph

#

For some reason when I just create a Particle system (non VFX graph) it doesn't have this problem

#

Was looking on Google everywhere, but no proper solution

rugged willow
analog locust
#

I'm not sure exactly what the behaviour of the screenshotted system is

#

The idea is not that I have an irregular shape of emission but rather multiple emissions from one mesh

#

driven by the difference in direction from angle

#

here's a direct example of what I want to achieve

#

red being the mesh/ curve emitter whatever

#

white being the particles

#

and their respective direction

warm torrent
analog locust
#

the problem with the mesh is that it just uses the mesh as a volume and doesn't look at individual faces as emitters

warm torrent
#

Quite on the contrary

#

You can choose vertex/edge/triangle to be the emissive part, in normal direction
Using a mesh as a volume is not one of the options at all

#

A mesh that's just an edge doesn't have any volume anyway

#

VFX probably can also use meshes as volumes but I assume you're talking about the particle system

analog locust
#

@warm torrent

#

here's my mesh

#

angled

#

waves spawn from it just using the volume

warm torrent
analog locust
#

where they should be

#

there's a allign to direction option in the particle system but when I tick it the waves just disappear >.>

warm torrent
#

@analog locust I can verify that the particles are emitted in normal direction
A one sided mesh wouldn't even have volume to emit from

#

If you want to align the wave sprites to also face away/towards the shoreline, that's a separate challenge

analog locust
#

doing what you have on that screenshot is already a challenge enough..

#

f

warm torrent
analog locust
#

.> I tried on a new version of unity and it works

#

our project is unity v 2019 >.>

#

it still doesn't rotate the waves in the direction,just emits them in the proper one but

#

I`ll drop the idea or figure something else out I guess

warm torrent
#

I don't think there's a way to rotate the particles without some tricks, since horizontal billboard doesn't allow rotation

#

But meshes do

gentle gazelle
#

I have a particle system in my scene that plays when something touches the box collider on its parent. I then set a cube up so that it touches the box collider every 2 seconds, playing the particle system.

99% of the time this is perfectly fine, but I found out that if I slow down the speed so it touches it slower, it actually destroys the particle system right BEFORE the collider is touched the second time. I don't destroy anything in any of my scripts anywhere.

Does anyone have any ideas?

warm torrent
gentle gazelle
#

it destroys the entire particle system and I get a missingreferenceexception

warm torrent
gentle gazelle
#

I think thats it!
How does that work?

warm torrent
# gentle gazelle I think thats it! How does that work?

When all the particles belonging to the system have finished, it is possible to make the system perform an action. A system is determined to have stopped when all its particles have died, and its age has exceeded its Duration. For looping systems, this only happens if the system is stopped via script.

#

Destroy destroys the whole gameobject

gentle gazelle
#

That was it! Thank you so much Spazi!
It would have taken me forever to figure that out.

dark kestrel
#

Hey for VFX graph is there a way to set the render queue? I have an opaque shape but I want to render it at the same time as transparents. Similar to when you set the render queue per material.

mint rampart
#

Hey guys so I have this particle system that I want to create where if you shoot one of its particles, it destroys the particle you shot. So far, I have it successfully destroyed these particles with a projectile, but when I set the projectile's collider type to a trigger(The type that I want), collisions are no longer registered. Is there something else I need to change? I have a rigidbody2D on my projectile

fallow temple
#

when I turn on canvas, particle system is blocked. how do i make them show up?

mint rampart
#

I remember having an issue with the canvas not rendering particles because "render mode" option on the canvas. I think I had to put it as screen-space camera for it to work

prime dome
#

hey I have 3 particle systems I want to combine into 1, is there a good way to do that?

rugged willow
#

Heya! A simple question, but again having troubles finding a particular tutorial. I want to emit particles in this kind of shape in VFX graph. Using a standard particle system for example

#

Want them to spread to sides like that. But with VFX graph they just go upwards, even if I select circle shape

#

ah, actually I think I found

#

This is a good way to do it, right?

sour canopy
#

So, i have a quick question. I've tried doing this with both the normal particle system and vfx graph but i can't seem to get it exactly as i want. So i have the system inside the player prefab. I want it to cast a mesh particle whenever I do a specific action, however, I wanted it to be cast into the world in the direction of the player and have it stay "static" in both position and rotation after being casted in the same direction as they were casted.

However this is proving harder then i though. Whenever i do it with the particle system, it will always try to either face the particle system/player after being casted or it will simply not rotate to the proper direction that the player is facing and always point north.

With the vfx graph i seem to have found the same issue where it will face always north and never get the angle of the player. I've even tried to use the Get Angle, but since the system is parented to the player, its rotation will always be 0,0,0. So it will always cast it with the rotation 0,0,0 (at least that's what i think is happening)

Anyone got any insight on how i might be able to fix that

fringe temple
#

hey folks, I'm having an issue where whenever a mesh particle effect plays, it shows a single instance of its mesh at world-space 0, 0, 0 (although the particle effect itself plays at its correct position). The single mesh appears/disappears whenever the particle effect starts/stops. The setup on the particle system is:
• render mode: mesh
• shader: unity/particles/standard unlit
Any ideas why this happens?