Last one of the Year 2021!!! What a great year of Visual Effects! Thank you all for the amazing feedback and support!!! Let's go 2022!!! 🎉🎉 In case you haven't, check out our great sponsor Unity: assetstore.unity.com?aid=1100l3Jhu And this awesome Stylized Explosion course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09 Oh and it's available on the Asset Store: assetstore.unity.com/packages/slug/222918?aid=1100l3Jhu
it's more then just a tutorial, it's basically lessons how to properly design a visual effect from start to finish. such amazing high quality content every single time. thanks.
I'm not even into vfx.. just stumbled across your video randomly. I really like the way you explain & present.. even got me interested in vfx! great job!!! What a wonderfull way of presenting tutorials :-).
Awesome, thank you! That's very nice of you, appreciate the feedback and glad that you become interested in VFX. It's an awesome field. Good luck, you have plenty of tutorial on my channel that can help you out. ;)
Thanks for yet another great tutorial! I noticed you forgot one thing about multiple meshes... In order to use the two Debris meshes, not only do you have to set the "Mesh Count" to 2, but you have to pick which mesh you want with the "Set Mesh Index" block. Put it in the "Output Particle Mesh" or "Output Particle URP Lit Mesh" group. Connect a "Random Number" node to that, with settings of "Per Particle", "Min" to 0, and "Max" to 2.
For anyone having the problem that their decals ar not shoing in game view. You can fix it in your URP-Asset. There you just need to allow "DepthTexture" in the general settings.
DId someone have the same problem with some nodes not showing up? For example: Simple Particle System? I installed everything for VFX Graphs and turned on Experimental Operators/Blocks ,but still, some nodes are not visible.
@@GabrielAguiarProd also another thing to note Blender natively supports importing of .blend files and auto converts them to FBX if you leave then in your assets and have blender properly installed using blenders .MSI installer so you can completely ignore the export to FBX part, but you will have to modify the importer settings to make it apply fbx unit scaling's.
True, totally agree and I used to do that. But once I discovered that if someone picked up my project from patreon or the asset store and they wouldn't have Blender installed, they would be smacking their heads trying to figure out why it wasn't working. So yeah, I went back to the good ol FBX export :)
21:13 I did everything as in the lesson, the orange trail and fragment particles are displayed, but why does this light trail not fall on the fragments? they don't interact with each other
@GabrielAguiarProd I tried making this slash effect but the issue is my slash didnt turn out to be bright as yours. It eas just orange but yours is comparatively much brighter and blooming. What could be the reason?
I really like your tutorial! It explained everything very well. I just have one thing to comment, & that might be specific to my Unity Version: the Mesh count property from the Output particle mesh doesn't appear by default. You need to go to Edit > Preferences > Visual Effect Graph; and check > Experimental Operators/Blocks. Then That property will apear.
I would first recommend this course it has all the theory and practice ideal for a beginner, I recommend using the course unity version which is 2019.1: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=16.99_EXPIRES_09-02_ And then maybe this one if you are into VFX Graph: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=16.99_UNTIL_11-01 And then I recommend this playlists which goes from beginner to advanced and has a lot, a lot of information that will help you create awesome vfx: Shader Graph: th-cam.com/play/PLpPd_BKEUoYjcFaqriaMchx5gOqBs2tDh.html VFX Graph: th-cam.com/play/PLpPd_BKEUoYhN8CiOoNLTSVh-7U5yjg3n.html Particle System: th-cam.com/play/PLpPd_BKEUoYh40LeJXTgA6E53gCMPq3MX.html Good luck!
For some reason my fire trail looks very dull and not vibrant at all. The slash and debris work perfectly but the orange trail is very greyed out as if someone was covering it with a layer. Any tips?
When did you renamed the model? Also, what are your blender export settings? How did you apply the pivot changes? Can you move a bit faster? I can still see what you are doing on the screen. 16 is the new 10?!
i have an error where when i press play the vfx will play itself and then get destroyed at the end so when i left clic to use it i get an error message saying im trying to call a missing object
Hi great video! I have 2 questions 1. Why does my slash mesh doesn’t follow the terrain on the ground only the decals? 2. Why are My debris spawning under the plane aswell as in top? And some are floating in the air?
I really don't know what I'm doing wrong or if Visual Effects is still being used in this way, but I couldn't get past minute 7:52, when I use the version of unity 2020.3.22f1 it gives me this error >>> Shader error in 'Hidden / VFX / vfxgrapg_GroundSlash / System / Output Particle Mesh': redefinition of 'PackHeightmap' at Projects / Inventory / Library / PackageCache / com.unity.render -pipelines.core@10.7.0/ShaderLibrary/Common.hlsl (1202) (on d3d11) >>> I just create a Visual Effect Graph and add it to the scene, and when I use version 2021.2.7.f1 it throws me this other >>> InvalidOperationException: SystemNames: Model is not registered (UnityEditor.VFX.VFXDataParticle) UnityEditor.VFX.VFXSystemNames.GetUniqueSystemName (UnityEditor.VFX.VFXModel model) (at Library/PackageCache/com.unity.visualeffectgraph@12.1.2/Editor/Models/VFXSystemNames.cs: 108) UnityEditor.VFX.UI.VFXViewController.UpdateSystems () (at Library/PackageCache/com.unity.visualeffectgraph@12.1.2/Editor/GraphView/Views/Controller/VFXViewController.cs: 2013) UnityEditor.EditorApplication: Internal_CallUpdateFunctions () >>> when I am working in editor. If someone had something similar happened or had any idea, please reply to this message
Niagara and VFX Graph are very similar, I'm sure you can easily convert this to UE. Blueprints is also not that hard, if you know how to use raycasts you should be fine too. The rest (mesh and textures) is pretty much the same. It isn't much, but I hope it helps.
Hi! I've watched this about 50 times over 3 days now. I still got a problem with the decal. It is rendered on the ground and all objects in scene. But i cant get it to render on top of my "debris"-particles. Also, if i place my debris-meshes in the scene, the decal is rendered on top as expected, but not when i spawn them as particles in the VFX.. Any ideas? Thanks.
@@dead_____line3401 not working on that project anymore. So i havnt tried this, but i saw another tutorial where they mentioned the render order of the different particles. Maybe look at that if it helps! I believe the decal has to be rendered after the debris.
Hey, great tutorial! Only issue im running into is that the ground effect will not show up in the game view while it does work in scene view. Do you have any idea how to fix this?
@@Eterlik Thanks! For anyone still confused, head over to the settings folder and turn on the "DepthTexture" for the URP asset. There are 3 in there make sure to do it for all of them or the one you have your render settings on (High, Low, Medium)
I was wondering how would one approach this effect but in a circular, shockwave like style. Is there any option for a circular raycast? Any help would be appreciated!!
Great tutos and I really appreciate your efforts, but I have a problem the decals appears on top of the debris It looks awful even thou I watched the tuto over 20 times and made sure to follow every step, I tried the sorting but it shows an error when I select it so any help please. Btw the debris are not affected with the emission of the decals like there is no relation between them
Go to Edit>Project Settings>Graphics in there you will find the 'Scriptable Render Pipeline Asset' select it and in the inspector turn on Depth Texture.
As soon as I increase the mesh count for the debris, I get the kernel issue. I don't know how to fix it other than reinstalling VFX graph each time, which isn't a very good solution
hi, i have a very weird problem, my particle is not changing when i do anything in the VFX graph, the set size and set angle for example do nothing. also it doesnt show if i use the burst methond, only with a fixed rate. can anyone help me with this?
hey, my slash works great, but there is one thing that doesnt work. the big slash mesh itself doesnt rotate to the direction in which it is shot, I am going to use this attack for a boss, and the targeting works, but the slash mesh just faces one static direction, no matter what direction it shoots in. does anyone know how to fix this?
Maybe a bit late for a 'fix' but I had the same issue where the projectile script was used, but for some reason when i changed the 'true' for the OnlyV bool to false, the projectile conformed to the direction it was aimed to. nothing else worked even freezing rotations on the RigidBody did not solve it, untill the 2 routines that passed the bool for OnlyV where changed to false. I Used Unity 2021.3.4 if not mistaken.
Hey guys! I've been trying to reproduce it, but for some reason my decal is not showing up when I drag the particle effect through the scene. Anyone having any similar issue?
me too.if i use the blend mode as alpha.I cant see the decals.when i use the additive mode and put a plane under the moon,i can see a very lighting decal🥲
It's recommended yes. It's possible to do it in the Built-in render pipeline too, but you need to convert VFX Graph systems to the Particle System for example and use Amplify Shader Editor for the shaders or use one of the latest Unity versions where Shader Graph is available for the Built-in RP.
Not sure too, check if it's in Local or World by pressing the L or the W. Play with the Bounce and Friction too. Oh and as I mentioned in your other comment: Because they use the same spawner, initialize particles and update particles. The only thing that change is the Output Particles. You can have several Outputs from an Update Particle.
@@GabrielAguiarProd The collision work only with plane. Now I see it, in your video the particle ignore every folded surface. My map is not a plane, it's sculpted island :D But still when I change it, they color and crack texture dont apeat on rocks that stay on ground. + in your video 20:15 your rocks are orange while you set grey color. You have other update particle for your rocks and color default particle. I want to get the same result. :D thx for answer and whole tutorial.
The orange comes from the Forward Decal that is painting on top of the rocks. Has for collision, that's one of the biggest downsides of VFX Graph, it can only do basic collisions, for now, hopefully one day we can feed it a mesh to collide with. :) Good luck!
Thank you, glad you like it! Everything is available in my Patreon page: www.patreon.com/GabrielAguiarProd Or in my website: www.gabrielaguiarprod.com/marketplace
@@GabrielAguiarProd do you know how to create an animated character using the particle system? How would one do that? Like this video th-cam.com/video/yz945ejHBJI/w-d-xo.html&ab_channel=BradHammond
Hey, your object starts to emit a glow/bloom once you increase the intensitiy which does not happen for me. Are you using some kind of post processing shader for it, or is it a unity setting which i have set up incorrectly? If it is a shader, have you made a tutorial for it? Great tutorials so far. learning a lot from them. thank you very much for making them.
Thanks! Yes you are correct. You can add a Global Volume with right-click in your scene and then create a new Profile, on that Profile you can add Bloom.
Hello, Super tutorial as always. I saw many people are facing the same issue than me, the decals doesn't show on the "debries mesh particles" but "overwrite" them, resultingg in a weird effect where the debries are "under" the decals and are not affected by the glowing of the decal. I tried to change the order of the differents particles system inside the VFX graph, but the debries are already the last to be rendered. Does anyone manage to solve this issue ? EDIT : I managed to solve the issue, I'm using Unity 2021.3.4f1 and now the default Output Mesh particle seems to be Unlit when "None" shader is assigned, the tricks I did was to create an empty Lit VFX Shader Graph and assigned it to convert the "Output Particle Mesh" to "Output Particle Lit Mesh" and it works now Thanks a lot
Hi Great tutorial works very well i have couple questions tho i want to give damage with this and i want to throw this to mouse point even mid air can you give me some tips please at least for shooting it to everywhere instead of in a direct line :)))
Last one of the Year 2021!!! What a great year of Visual Effects! Thank you all for the amazing feedback and support!!! Let's go 2022!!! 🎉🎉
In case you haven't, check out our great sponsor Unity: assetstore.unity.com?aid=1100l3Jhu
And this awesome Stylized Explosion course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Oh and it's available on the Asset Store: assetstore.unity.com/packages/slug/222918?aid=1100l3Jhu
Really cool choice for the final effect! Happy new year 🎉!!
it's more then just a tutorial, it's basically lessons how to properly design a visual effect from start to finish.
such amazing high quality content every single time. thanks.
If only there was a game with this level of quality.
@@cannotfigureoutaname yeah okay, although, I feel like you could achieve quite similar to this while bumping down the pixel / particle count
As usual I'm at a loss of words- a tutorial for some of the best VFX I've seen, and 100% free!
You are welcome, enjoy!
I'm not even into vfx.. just stumbled across your video randomly.
I really like the way you explain & present.. even got me interested in vfx!
great job!!!
What a wonderfull way of presenting tutorials :-).
Awesome, thank you! That's very nice of you, appreciate the feedback and glad that you become interested in VFX. It's an awesome field. Good luck, you have plenty of tutorial on my channel that can help you out. ;)
your effects always look so good, thanks for doing all these.
and man I hope that stylized water one gets voted on next.
Glad you like it! Thanks for voting! :)
Thanks for yet another great tutorial!
I noticed you forgot one thing about multiple meshes... In order to use the two Debris meshes, not only do you have to set the "Mesh Count" to 2, but you have to pick which mesh you want with the "Set Mesh Index" block. Put it in the "Output Particle Mesh" or "Output Particle URP Lit Mesh" group. Connect a "Random Number" node to that, with settings of "Per Particle", "Min" to 0, and "Max" to 2.
Very nice feedback, thank you!
WOW.... Amazing result Gabriel ! Merry XMAS and a Happy New Year !! Good job man !
Thank you! Cheers!
AMAZING… beautiful work, wonderful tutorial, gorgeous results. Your tutorial’s are incredible!
I've just found this amazing channel, i will come back whenever i finish my blender character tutorials.
I hope you have fun whenever you come back! GL
Such a good guy .
All this explanation for free .
This VFX is really Groundbreaking! Thanks
literally groundbreaking.
For anyone having the problem that their decals ar not shoing in game view.
You can fix it in your URP-Asset. There you just need to allow "DepthTexture" in the general settings.
Thank you, you saved me.
Thank you!
Outstanding tutorial!
gj this is amazing !! happy new year
Thanks! You too!
This is awesome, and I love you.
Woah! That sounds ground breaking!
thanks dude! awesome result)
Amazing.
Added as earth bending to my online multiplayer avatar game.
Thanks :)
Very high quality tutorials. thank you!
Glad you think so!
Incredible video as always, thanks!
Great tutorial! It's very cool, thanks!
Wow, amazing video! I've learned a lot with this. Thanks.
Glad it was helpful!
You are the best, i love effect on the ground.
Thanks! 😃
Great!! Thanks for making this tutorial!! It's really appreciated :D
GETSUGA TENSHOU -ICHIGO KUROSAKI
You know I’m gonna watch it
amazing this work !!!
Another great lesson from the master! nice! thank you Gabriel!
Man I remind me of Brackeys :,) . You 100% desere another sub!
DId someone have the same problem with some nodes not showing up? For example: Simple Particle System? I installed everything for VFX Graphs and turned on Experimental Operators/Blocks ,but still, some nodes are not visible.
A note for the future when exporting from blender you can fix the size issue by exporting scalings as FBX Unity Scale.
Oh nice tip, thank you! Didn't noticed it.
@@GabrielAguiarProd also another thing to note Blender natively supports importing of .blend files and auto converts them to FBX if you leave then in your assets and have blender properly installed using blenders .MSI installer so you can completely ignore the export to FBX part, but you will have to modify the importer settings to make it apply fbx unit scaling's.
True, totally agree and I used to do that.
But once I discovered that if someone picked up my project from patreon or the asset store and they wouldn't have Blender installed, they would be smacking their heads trying to figure out why it wasn't working. So yeah, I went back to the good ol FBX export :)
@@GabrielAguiarProd ahhh that's fair, I tend to only do world and avatar work for vrchat so nothing really ever leaves my PC.
in output particle mesh for the debris when i keep the blend mode to opaque nothing is visible. how do i fix this?
Happened to me too. I'm using 2021.3. I had to switch my "Output Particle Mesh" block to "Output Particle URP Lit Mesh". That fixed it.
Good tutorial, thanks for sharing!
The UV sync selection option doesn't show for me, help? 3:18
Fantástico como sempre.
Bom ano Gabriel.
Obrigado! Bom ano para ti também!
21:13 I did everything as in the lesson, the orange trail and fragment particles are displayed, but why does this light trail not fall on the fragments? they don't interact with each other
Great video, many thanks!
hello when i add 2 meshes they draw only 1 in scene how this fix?
Can you do an updated version as i don't under sand this pipe line stuff i don'tsee the render pipelaine
QUESTION* I'm using Unity 2022, and here i can't control how many meshes i want to output :( ... is this feature only available in Unity 2021 ??
hello i have problem in mesh not animate upword if you have solution plz help me 9:13
@GabrielAguiarProd I tried making this slash effect but the issue is my slash didnt turn out to be bright as yours. It eas just orange but yours is comparatively much brighter and blooming. What could be the reason?
I really like your tutorial! It explained everything very well. I just have one thing to comment, & that might be specific to my Unity Version: the Mesh count property from the Output particle mesh doesn't appear by default. You need to go to Edit > Preferences > Visual Effect Graph; and check > Experimental Operators/Blocks. Then That property will apear.
thanks man
UNITY’S PARTICLE SYSTEM
Gabriel love this! If i wan to start to do it, totally noob in this. Where i have to put my hands on first?
I would first recommend this course it has all the theory and practice ideal for a beginner, I recommend using the course unity version which is 2019.1: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=16.99_EXPIRES_09-02_
And then maybe this one if you are into VFX Graph: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=16.99_UNTIL_11-01
And then I recommend this playlists which goes from beginner to advanced and has a lot, a lot of information that will help you create awesome vfx:
Shader Graph: th-cam.com/play/PLpPd_BKEUoYjcFaqriaMchx5gOqBs2tDh.html
VFX Graph: th-cam.com/play/PLpPd_BKEUoYhN8CiOoNLTSVh-7U5yjg3n.html
Particle System: th-cam.com/play/PLpPd_BKEUoYh40LeJXTgA6E53gCMPq3MX.html
Good luck!
@@GabrielAguiarProd ty so much! Im going for it
For some reason my fire trail looks very dull and not vibrant at all. The slash and debris work perfectly but the orange trail is very greyed out as if someone was covering it with a layer. Any tips?
Yayyyy another one 😀
When did you renamed the model? Also, what are your blender export settings? How did you apply the pivot changes? Can you move a bit faster? I can still see what you are doing on the screen. 16 is the new 10?!
how come that the default settings here make the particle glowy from the get-go but when i do it i just get standard no glow tints
There's a Global Volume with Bloom btw
i have an error where when i press play the vfx will play itself and then get destroyed at the end so when i left clic to use it i get an error message saying im trying to call a missing object
Damn looks so cool !
Thankyou for tutorials
Anyone stuck with Mesh Count in the output mesh particle make sure to Check Experiment Operators / Blocks under Preferences > Visual Effects
To this effect you only can awe and say Noiceee Noiceee Noiceee!
Also, the coupon code didn't work for me. For sale products or non-sale products.
Yeah I guess the "coupon" sale is over. Sad
Wow its amazing
Would like to see a kind of videos for realistic vfx for hdrp. You are the man
Hi great video! I have 2 questions 1. Why does my slash mesh doesn’t follow the terrain on the ground only the decals?
2. Why are My debris spawning under the plane aswell as in top? And some are floating in the air?
Getsuga tenshouuuu !!!
dude i wish i was gifted with vfx design ...
Dude just like, learn then
It's been a year , have you learnt it yet?
@@vocheseleon😂
Thank you
Hi Gabriel, I can’t see the mesh count slider on my computer. Is there anyway to fix this?
Amazing, do you have some tutorials that come close to black desert skills or lost ark skills?
GOAT
I really don't know what I'm doing wrong or if Visual Effects is still being used in this way, but I couldn't get past minute 7:52,
when I use the version of unity 2020.3.22f1 it gives me this error
>>>
Shader error in 'Hidden / VFX / vfxgrapg_GroundSlash / System / Output Particle Mesh': redefinition of 'PackHeightmap' at Projects / Inventory / Library / PackageCache / com.unity.render -pipelines.core@10.7.0/ShaderLibrary/Common.hlsl (1202) (on d3d11)
>>>
I just create a Visual Effect Graph and add it to the scene, and when I use version 2021.2.7.f1 it throws me this other
>>>
InvalidOperationException: SystemNames: Model is not registered (UnityEditor.VFX.VFXDataParticle)
UnityEditor.VFX.VFXSystemNames.GetUniqueSystemName (UnityEditor.VFX.VFXModel model) (at Library/PackageCache/com.unity.visualeffectgraph@12.1.2/Editor/Models/VFXSystemNames.cs: 108)
UnityEditor.VFX.UI.VFXViewController.UpdateSystems () (at Library/PackageCache/com.unity.visualeffectgraph@12.1.2/Editor/GraphView/Views/Controller/VFXViewController.cs: 2013)
UnityEditor.EditorApplication: Internal_CallUpdateFunctions ()
>>>
when I am working in editor.
If someone had something similar happened or had any idea, please reply to this message
Where would you recommend starting to learn Unity and C# so I can start making my own small games?
Awesome!
i dont have the visual effect option showing up like at 6:01 in the video how can i enable it ?
Go to Window>Package Manager, search for Visual Effect Graph and install it.
Hope this helps.
@@GabrielAguiarProd thanks a lot, i just have to finish your tutorial now
is there a way to render the debris above the decals? when I try this, my decals make the meshes look like they are transparent - thanks!
Sadly not yet. In HDRP yes, thanks to decal sorting layers, but not in URP.
@@GabrielAguiarProd Thanks for the reply! :) I ended up using textured quads, for the ground effects, love the channel!
this is gold Gabriel, thanks al lot for the in depth explanation. DO you have any idea how I could achieve a similar result in UE4?
Niagara and VFX Graph are very similar, I'm sure you can easily convert this to UE. Blueprints is also not that hard, if you know how to use raycasts you should be fine too. The rest (mesh and textures) is pretty much the same. It isn't much, but I hope it helps.
Hi!
I've watched this about 50 times over 3 days now. I still got a problem with the decal.
It is rendered on the ground and all objects in scene. But i cant get it to render on top of my "debris"-particles. Also, if i place my debris-meshes in the scene, the decal is rendered on top as expected, but not when i spawn them as particles in the VFX.. Any ideas?
Thanks.
I have the same problem, did you find a solution?
@@dead_____line3401 not working on that project anymore. So i havnt tried this, but i saw another tutorial where they mentioned the render order of the different particles. Maybe look at that if it helps! I believe the decal has to be rendered after the debris.
@@danielbalogh8102 Thanks for the tip
GT Frisk must be sweatin'
Could I use these in a vrchat avatar
Why is my cell fracture not like yours even though I have the same settings?
I believe everytime you break it, it's a different outcome. It's the seed. But as long as you have a small debris, you are good to go!
Hey, great tutorial! Only issue im running into is that the ground effect will not show up in the game view while it does work in scene view. Do you have any idea how to fix this?
Your camera rendering settings likely do not include the layer the effect is on
@@Enalius which renderer are you using because mine is set to UniversalRenderPipelines
Hey, had the same problem.
You can fix it in your URP-Asset. There you just need to allow "DepthTexture" in the general settings.
@@Eterlik Thanks! For anyone still confused, head over to the settings folder and turn on the "DepthTexture" for the URP asset. There are 3 in there make sure to do it for all of them or the one you have your render settings on (High, Low, Medium)
@@Eterlik bro,I allow the depth texture but still can't see ground effect
Thanks for this amazing tutorial. For some reason, the HDR color is not shown correctly with bloom effect in my unity. Any tips will be appreciated.
I was wondering how would one approach this effect but in a circular, shockwave like style. Is there any option for a circular raycast? Any help would be appreciated!!
Can we implement it in threejs ?
can you apply damage using this VFX ?
Yes you can create a script that does that. VFX is only visual.
Great tutos and I really appreciate your efforts, but I have a problem the decals appears on top of the debris It looks awful even thou I watched the tuto over 20 times and made sure to follow every step, I tried the sorting but it shows an error when I select it so any help please.
Btw the debris are not affected with the emission of the decals like there is no relation between them
I can't see the color trail in game but it works in the scene and I can't see the debris while in the game or scene
Hey, had the same problem.
You can fix it in your URP-Asset. There you just need to allow "DepthTexture" in the general settings.
@@Eterlik Thx but I dont see a setting for depthtexture. Can you tell me the path to make Im going to the right place.
Go to Edit>Project Settings>Graphics in there you will find the 'Scriptable Render Pipeline Asset' select it and in the inspector turn on Depth Texture.
@@GabrielAguiarProd did not think to check the inspector thank you but do you know how to make the debris show
wowww
Awesome
did you make it in Unity free or pro version? Thanks
You can follow this and do stuff like this in any Unity version btw. I don't recall which one I used at the time, but it's doable in all versions.
As soon as I increase the mesh count for the debris, I get the kernel issue. I don't know how to fix it other than reinstalling VFX graph each time, which isn't a very good solution
hi, i have a very weird problem, my particle is not changing when i do anything in the VFX graph, the set size and set angle for example do nothing. also it doesnt show if i use the burst methond, only with a fixed rate. can anyone help me with this?
nvm, didnt press compile, not very smart haha
Ey it happens, no worries :)
Please make shader graph for canvas Ui for avatar Frames effects
A great idea, thanks!
hey, my slash works great, but there is one thing that doesnt work. the big slash mesh itself doesnt rotate to the direction in which it is shot, I am going to use this attack for a boss, and the targeting works, but the slash mesh just faces one static direction, no matter what direction it shoots in. does anyone know how to fix this?
Did you try to remove the Orient block in the Output Particle Mesh?
Maybe a bit late for a 'fix' but I had the same issue where the projectile script was used, but for some reason when i changed the 'true' for the OnlyV bool to false, the projectile conformed to the direction it was aimed to. nothing else worked even freezing rotations on the RigidBody did not solve it, untill the 2 routines that passed the bool for OnlyV where changed to false. I Used Unity 2021.3.4 if not mistaken.
Hey guys! I've been trying to reproduce it, but for some reason my decal is not showing up when I drag the particle effect through the scene. Anyone having any similar issue?
Be careful, if the Soft Particle is On you may not see the Decals.
me too.if i use the blend mode as alpha.I cant see the decals.when i use the additive mode and put a plane under the moon,i can see a very lighting decal🥲
You need urp for this?
It's recommended yes. It's possible to do it in the Built-in render pipeline too, but you need to convert VFX Graph systems to the Particle System for example and use Amplify Shader Editor for the shaders or use one of the latest Unity versions where Shader Graph is available for the Built-in RP.
I dont know why but collision with plane doesn't work, can you help me? :( And why your color particle render ON mesh particle?
Not sure too, check if it's in Local or World by pressing the L or the W. Play with the Bounce and Friction too.
Oh and as I mentioned in your other comment: Because they use the same spawner, initialize particles and update particles. The only thing that change is the Output Particles. You can have several Outputs from an Update Particle.
@@GabrielAguiarProd The collision work only with plane. Now I see it, in your video the particle ignore every folded surface. My map is not a plane, it's sculpted island :D But still when I change it, they color and crack texture dont apeat on rocks that stay on ground. + in your video 20:15 your rocks are orange while you set grey color. You have other update particle for your rocks and color default particle. I want to get the same result. :D thx for answer and whole tutorial.
The orange comes from the Forward Decal that is painting on top of the rocks. Has for collision, that's one of the biggest downsides of VFX Graph, it can only do basic collisions, for now, hopefully one day we can feed it a mesh to collide with. :) Good luck!
@@GabrielAguiarProd ehh ;( in my project the orange ignore the rocks and paint only ground and rocks stay grey.
Hello! so cool tutorial!
So, I have a question. Where can I check sources of camera or ground slash scripts that introduced in this tutorial ?
Thank you, glad you like it!
Everything is available in my Patreon page: www.patreon.com/GabrielAguiarProd
Or in my website: www.gabrielaguiarprod.com/marketplace
If you were going to make this for the built in rendered in Unity, how would you go about doing so?
Pretty much the same, but use the Particle System and Amplify Shader (to create shaders if necessary)
@@GabrielAguiarProd do you know how to create an animated character using the particle system? How would one do that? Like this video th-cam.com/video/yz945ejHBJI/w-d-xo.html&ab_channel=BradHammond
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Welcome!!
I'm having a weird bug where my ground effect will show in the editor just fine but not the game view. The slash itself shows.. Any ideas?
I'm having the same problem! Tried recreating the Pipeline Asset but it did not work :(
Hey, had the same problem.
You can fix it in your URP-Asset. There you just need to allow "DepthTexture" in the general settings.
@@Eterlik Ahhhh thank you! That worked.
Fantastic!!! Do you sell effects that can be attached to an animated mesh? Like a fire that animates from a hand up to the shoulder?
Hey, your object starts to emit a glow/bloom once you increase the intensitiy which does not happen for me.
Are you using some kind of post processing shader for it, or is it a unity setting which i have set up incorrectly?
If it is a shader, have you made a tutorial for it?
Great tutorials so far. learning a lot from them. thank you very much for making them.
Thanks! Yes you are correct. You can add a Global Volume with right-click in your scene and then create a new Profile, on that Profile you can add Bloom.
@@GabrielAguiarProd Thank you very much. Looking forward to also trying out your other tutorials.
Hello,
Super tutorial as always.
I saw many people are facing the same issue than me, the decals doesn't show on the "debries mesh particles" but "overwrite" them, resultingg in a weird effect where the debries are "under" the decals and are not affected by the glowing of the decal.
I tried to change the order of the differents particles system inside the VFX graph, but the debries are already the last to be rendered.
Does anyone manage to solve this issue ?
EDIT : I managed to solve the issue, I'm using Unity 2021.3.4f1 and now the default Output Mesh particle seems to be Unlit when "None" shader is assigned, the tricks I did was to create an empty Lit VFX Shader Graph and assigned it to convert the "Output Particle Mesh" to "Output Particle Lit Mesh" and it works now
Thanks a lot
Thanks Man.... I always lost the part that i am using different render pipeline then him.... you saved me
can some big rpg game have this exact ground slash pls?
Hi Great tutorial works very well i have couple questions tho i want to give damage with this and i want to throw this to mouse point even mid air can you give me some tips please at least for shooting it to everywhere instead of in a direct line :)))
By the way in 3.0 you can access convert to mesh in right click menu