#VFX Graph in ecs

1 messages · Page 1 of 1 (latest)

viral nimbus
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Hello,
I have implemented a vfx graph in my project. The vfx works with a raycast property. Unfortunately this raycast doesn't recognize physics colliders, only colliders on gameobjects. Do I need to set the target position of the raycast in a system manually and how do I do that?
Thanks for your help!

viral nimbus
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Has anyone ever worked with vfx in ecs?

kindred perch
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Sure, but that's a whole different question then how the VFX graph raycast works in tandem with DOTS.

viral nimbus
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I see. I think I try to set the target position of the raycast manually and do the raycast with the physics system

viral nimbus
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Hello. I am now setting the vfx properties via a system and its working fine. The problem now is that I don't see my visual effect in scene or game view. Does anybody know why this could happen`?

dusky escarp
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did you put your vfxgraph in a subscene?

viral nimbus
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Yes with an authoring to get the visual effect later in the system. The exact same graph works fine with a monobehaviour in the "normal scene"

dusky escarp
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only entities can exist in subscenes

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with only a few whitelisted exceptions

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vfx graph is not one of them

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anything that isn't an entity in a subscene does not exist at runtime

viral nimbus
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ah okay thats good to know. So I take the vfx outside and set it to the component through a mono?

dusky escarp
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i wouldn't use a mono

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but you can just make it a prefab and referencing it via a unityobjectref or something

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and instantiate it at runtime for your entities