I haven't looked through most of your videos on this playlist, since I've been looking for something very specific, but I will go through it someday. Question: How does one make the particles spawn at the emitter's origin but move in world space instead of local space? That is what I've been trying to find out, but no-one seems to be answering that question when I've seen it asked. EDIT: Answer: I found the answer for how this is done. From what I've seen, one needs to put a Set Position block in the Initialize Context, then set the System to World space instead of the default Local space. I had tried similar things, but it seems I either didn't try that or didn't save the VFX graph after trying it.
i used this tutorial to shoot fvx arrow to target, it works but it need more details like maybe add little arc depending on target distance and arrow rotation must be follow that arc up and down, keep in mind target maybe moving... can you do that tutorial? it will be awesome. thanks.
César Flores video production will resume in a few weeks. I’m on a project now until early to mid May. I’d like to go over more visual effect graphs after that.
Just wanted to add that at 4:57, int the "Attractive Force" the "Get Attribute position (current)" block does not work correctly because when i moved the Visual Effect Game Object the subtraction was NOT executed properly which resulted in the force = "Attract Object Position" + "Visual Effect Position". e.g. + = . To fix this I replaced the "Get Attribute: position (current)" with another "AttracitveTargetPosition" that is linked to the "Visual Effect"' position. Great tutorial BTW!
I had the same problem. But in my case i used the "Change Space"-Note on the "Get Attribute: position (Current)"-Note to convert it into Word-Space. Don't ask me why it works in this diection, but not from World-Space into Local-Space.
came here to say that. tl;dr: if the attractor is "wonky" and seemingly offset, your particle system probably isn't set at world zero and you have to compensate the offset, either by adding particle position or per above!
I had the same issue, but found that following the tutorial exactly, except on the node from the target param to the change space, I needed to click the little (L) icon to turn it to (W) and that fixed it
I have a rather specific problem with this: I want to attach the emitter to a moving object, and the particles should spawn from that object to move towards the target. Yet, when the emitter rotates, the behavior of the particles changes : the particles move perceptibly less towards the target position the more the emitter is rotated, to the point where they move away from it, when rotated enough. This effect updates for existing particles wit the objects rotation. If anyone knows what causes this or how to fix it, you'd make my day.
funny enough, i found it out just after writing this by experimenting. because the effect updates and because it has nothing to to with the target location or rotation i could nail it down to the emitter rotation somehow influencing the way the force is being calculated: If you change the "change space" node to world AND change the little letter for the input type of the target position in the same node to W as well, the effect will be the same as shown in this video, but the effect will persist regardless of the emitter rotation. I also added a "get Attribute: position" into a "change Space" (World) into a "Set Position" Component in the Initialize Stage (World). This way the particles move independent form the emitter when it moves. I know this was a lot, but if you're in the same place that I was in, maybe this helps.
Reeeeally helpful ! thank you so much ^-^ Do you think it is possible to make a fluid like particle effect ? like water or blood ? Can VFX graph may be relevant for that kind of effects ? Or should I try with an other tool ? Also an other question : Do you have an idea of how I can create a trail effect with vfx graph ? Not very confortable with this tool yet and i'm looking for a way to allow my particule to follow a mesh. When i parent the vfx with my animated mesh, the particule follow the object but don't make the path effet i'm looking for....
Hey late response to this question :p The fluid simulation stuff is something that is not really easy to accomplish at this moment in time. Fluid simulations require the particles to interact with each other and vfx graph does not really have a build in way to do this (you can make it yourself but it takes some skill and knowledge) Also the trail thing is a difficult one. try changing the length of your particle to according to its speed (this works best if the particles move in a straight line) Hope this helps a bit if you still needed it :p
@@ruben7420 Hi :) thx for your answer. I eventually just move on since I couldn't figure out how to make a good trail effect. I think I was a little bit ambitious since i'm still discovering vfx by myself, specially on Unity... :( Thank you again, keep making great tutorial ! :))
Hi Wilmer, I am trying to attract the particles to text (like in the Unity Logo sample). Basically I want the particles to swirl around the text (like an animated logo). I tried using textmesh pro, but it didn't work. Do you know how this can be done?
Jon Yorg The most controllable way would be to author a Vector Field. Unfortunately you can’t do this natively in Unity. You’ll need to get Houdini or a third party plugin. You could do it with a lot of scripting but probably not worth it.
Any way to get the effect to attract to the target's specific position even when you move the visual effect itself. So far it only moves towards the target as if though it's position is 0 which doesn't make it that useful in a practical sense.
Not quite yet. and probably not to the number of particles used in these examples. The HD Render Pipeline has limited compatibility with VR because of the what those devices can support. However, when the next generation of hardware becomes standard...
The situation is not quite as dire as Lin suggests. Steroscopic rendering does literally double the work load required for rendering. To test for that double the particles and see if performance is still ok. The biggest issue with VR and visual effects is that VR is itself a post processing effect and makes the post process stack tricky to work with.
Right, well I can't get this to work. I don't get an option to select my parameter on the Property Binder. So either I'v done something dumb, there's a bug, or they'vre changed something (2019.3.11f1). Just getting "This binding is not cotrrectly configured, please ensure Property is valid and/or objects are not null". Going to see if I can update the properties by script somehow .... lol
@@kendarr honestly, I can't remember. I think so but so long ago I couldn't tell you how. I've got a feeling that I might have used the wrong vector type, but sorry... I don't even remember what project I was working on to check 😭
Cool! Make a video of how to get that unity logo texture effect being spawned by the tendrils of the vfx...like in the intro or that kind that sort of puts up a person like a hologram after the vfx particles comes out of the genie teapot(like in Unity's mini videos). And maybe, an explosion effect, like in the shuriken PS but done in the VFX graph.
If you wanted to adjust the Transform of the FlareFX, to place it in a specific location in space, how would you need to adjust the Attractor nodes to be relative to the new location? (Instead of zeroed out as in th-cam.com/video/3EsITXwhlF4/w-d-xo.html)
You're such a beast, keep making these awesome videos, man!
I realize I am pretty off topic but does anybody know a good site to watch newly released series online?
@Santana Dash Flixportal :D
@Lachlan Vincenzo Thanks, I signed up and it seems to work :D Appreciate it!!
@Santana Dash no problem :)
The best unity tutorial ever! I really mean it, just amazing. Thank you so so much 🙏.
I haven't looked through most of your videos on this playlist, since I've been looking for something very specific, but I will go through it someday.
Question: How does one make the particles spawn at the emitter's origin but move in world space instead of local space? That is what I've been trying to find out, but no-one seems to be answering that question when I've seen it asked.
EDIT: Answer: I found the answer for how this is done. From what I've seen, one needs to put a Set Position block in the Initialize Context, then set the System to World space instead of the default Local space.
I had tried similar things, but it seems I either didn't try that or didn't save the VFX graph after trying it.
U deserve more subs mate, keep working on it!
Cool tutorial, it really helps!
Glad to hear that!
I am on Unity 2019.3.3f1 and the VFX Parameter Binder script seems to be missing.
Found it, you can use VFX Property Binder script
good!!! more vfx graph tuto plz
How would it be setup with two (or more) attractors?
wow this is awesome thank you so much for sharing! keep making more please :)
i used this tutorial to shoot fvx arrow to target, it works but it need more details like maybe add little arc depending on target distance and arrow rotation must be follow that arc up and down, keep in mind target maybe moving... can you do that tutorial? it will be awesome. thanks.
Why we are subtracting in local space instead of world space?
thx for showing me the attributes :)
Thanks man!
thank you so much, the tip with change space was saving my ass right now :P
Awesome! Thank you for uploading this! Please extend this series. Do you have a patreon? Would love to support your work.
César Flores video production will resume in a few weeks. I’m on a project now until early to mid May. I’d like to go over more visual effect graphs after that.
Is there a way to offset the attraction? Like maybe only start it after a particle is a few seconds old?
Just wanted to add that at 4:57, int the "Attractive Force" the "Get Attribute position (current)" block does not work correctly because when i moved the Visual Effect Game Object the subtraction was NOT executed properly which resulted in the force = "Attract Object Position" + "Visual Effect Position". e.g. + = . To fix this I replaced the "Get Attribute: position (current)" with another "AttracitveTargetPosition" that is linked to the "Visual Effect"' position.
Great tutorial BTW!
I had the same problem. But in my case i used the "Change Space"-Note on the "Get Attribute: position (Current)"-Note to convert it into Word-Space. Don't ask me why it works in this diection, but not from World-Space into Local-Space.
came here to say that.
tl;dr: if the attractor is "wonky" and seemingly offset, your particle system probably isn't set at world zero and you have to compensate the offset, either by adding particle position or per above!
I had the same issue, but found that following the tutorial exactly, except on the node from the target param to the change space, I needed to click the little (L) icon to turn it to (W) and that fixed it
Great stuff on vfx graph. Are you planning to do more tutorials on this?
Yeah I've been gone for a few months but I'll be back to recording soon...
does unity vfx can run at lwrp 2D renderer ?
You are awesome ! thank you.
I have a rather specific problem with this: I want to attach the emitter to a moving object, and the particles should spawn from that object to move towards the target. Yet, when the emitter rotates, the behavior of the particles changes : the particles move perceptibly less towards the target position the more the emitter is rotated, to the point where they move away from it, when rotated enough. This effect updates for existing particles wit the objects rotation. If anyone knows what causes this or how to fix it, you'd make my day.
funny enough, i found it out just after writing this by experimenting. because the effect updates and because it has nothing to to with the target location or rotation i could nail it down to the emitter rotation somehow influencing the way the force is being calculated: If you change the "change space" node to world AND change the little letter for the input type of the target position in the same node to W as well, the effect will be the same as shown in this video, but the effect will persist regardless of the emitter rotation. I also added a "get Attribute: position" into a "change Space" (World) into a "Set Position" Component in the Initialize Stage (World). This way the particles move independent form the emitter when it moves.
I know this was a lot, but if you're in the same place that I was in, maybe this helps.
this is awesome video. >.
Reeeeally helpful ! thank you so much ^-^ Do you think it is possible to make a fluid like particle effect ? like water or blood ? Can VFX graph may be relevant for that kind of effects ? Or should I try with an other tool ?
Also an other question : Do you have an idea of how I can create a trail effect with vfx graph ? Not very confortable with this tool yet and i'm looking for a way to allow my particule to follow a mesh. When i parent the vfx with my animated mesh, the particule follow the object but don't make the path effet i'm looking for....
Hey late response to this question :p
The fluid simulation stuff is something that is not really easy to accomplish at this moment in time.
Fluid simulations require the particles to interact with each other and vfx graph does not really have a build in way to do this (you can make it yourself but it takes some skill and knowledge)
Also the trail thing is a difficult one. try changing the length of your particle to according to its speed (this works best if the particles move in a straight line)
Hope this helps a bit if you still needed it :p
@@ruben7420 Hi :) thx for your answer. I eventually just move on since I couldn't figure out how to make a good trail effect. I think I was a little bit ambitious since i'm still discovering vfx by myself, specially on Unity... :(
Thank you again, keep making great tutorial ! :))
Hi Wilmer,
I am trying to attract the particles to text (like in the Unity Logo sample).
Basically I want the particles to swirl around the text (like an animated logo).
I tried using textmesh pro, but it didn't work. Do you know how this can be done?
Jon Yorg The most controllable way would be to author a Vector Field. Unfortunately you can’t do this natively in Unity. You’ll need to get Houdini or a third party plugin. You could do it with a lot of scripting but probably not worth it.
awesome video! why don't you make a course for this VFX Graph? Absolutely I buy the course...!
Time is tight nowadays but definitely I will think about it...
Any way to get the effect to attract to the target's specific position even when you move the visual effect itself. So far it only moves towards the target as if though it's position is 0 which doesn't make it that useful in a practical sense.
I commented this prematurely, but if you were wondering there is an example on how to dit it in the example assets, "Volumetric".
@@hennievanheerden9266 Trying to find the solution to this. Which example assets did you mean?
H unity has example assets for VFX Graph, found it in that
@@hennievanheerden9266 oh thanks!
Wow! Great tutorial what I want to find out! Is this possible on VR/AR? because I am a VR/AR developer!
Not quite yet. and probably not to the number of particles used in these examples. The HD Render Pipeline has limited compatibility with VR because of the what those devices can support. However, when the next generation of hardware becomes standard...
@@GameAcademySchool thanks!
The situation is not quite as dire as Lin suggests. Steroscopic rendering does literally double the work load required for rendering. To test for that double the particles and see if performance is still ok. The biggest issue with VR and visual effects is that VR is itself a post processing effect and makes the post process stack tricky to work with.
Right, well I can't get this to work. I don't get an option to select my parameter on the Property Binder. So either I'v done something dumb, there's a bug, or they'vre changed something (2019.3.11f1). Just getting "This binding is not cotrrectly configured, please ensure Property is valid and/or objects are not null". Going to see if I can update the properties by script somehow .... lol
did you figure it out?
@@kendarr honestly, I can't remember. I think so but so long ago I couldn't tell you how. I've got a feeling that I might have used the wrong vector type, but sorry... I don't even remember what project I was working on to check 😭
@@BlackoutGamingChannel Its property binder now, but stilll didin't fix my problem, thanks for the time xD
Cool! Make a video of how to get that unity logo texture effect being spawned by the tendrils of the vfx...like in the intro or that kind that sort of puts up a person like a hologram after the vfx particles comes out of the genie teapot(like in Unity's mini videos).
And maybe, an explosion effect, like in the shuriken PS but done in the VFX graph.
How do I contact you to get my projects done? I will pay USD100K for the working prototype.
If you wanted to adjust the Transform of the FlareFX, to place it in a specific location in space, how would you need to adjust the Attractor nodes to be relative to the new location? (Instead of zeroed out as in th-cam.com/video/3EsITXwhlF4/w-d-xo.html)