Millions of particles! Would you like to see a deep dive into those complex samples? 🌐 Have you found the videos Helpful and Valuable? ❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php
I would hit your Patreon for top tier right now if you recreated your ECS tutorials for HDRP in 2019.3 or 2020.1, with different colored entities. I've been grinding at it with procedural quads for two weeks. Last night I hit 5,000 quads at 15 FPS, so I got that going for me, which is nice... But seriously, that's only 10k tris. I'm pretty sure Wii era Mario's average scene has more. I'd just post code somewhere and ask what I'm doing wrong, but I've refactored and rewritten to the point that I can't find anything else to try.
I would really love a In Depth series of shader graph / VFX graph, there is no much solid content of these topics. The 90% of the free content are very limited examples of using the tools. Love your videos!
🌐 Check out the Spring Sale with 500 most popular assets at 50% off! assetstore.unity.com/?on_sale=true&aid=1101l96nj&pubref=vfxgraph com ❤️ Using this Affiliate Link helps support the channel
I had no particles showing up and needed to also install High Definition RP to get this working. But afterwards, this tutorial really helped a lot on getting started with VFX Graphs!
I can't even get Visual Effects Graph to do anything. I created a new empty, created a new Visual Effects Graph in 2 different URP projects. Got a bunch of predefinition errors, but no shader / effect. Not even the preview particles. Nothing. Tried setting particles and such, but errors showed up. Shader didn't. RIP. Using latest 2020.
When i tried to use the Visual Shader Graph templates with the URP pipeline it does not work. It shows me no effects when i place them into a scene. Tried it with the URP template. However when i tried them with the HDRP template it works just fine. What is the problem here ? can't seem to find anything related to this when i google it.
Hey sir!! MANY people do not know how to cut or slice through objects, which is required frequently and DESPERATELY. It would be great if you do a tutorial on cutting through meshes(instead of cutting by using prefabs as told by Brackeys), and giving different components to the differently cut parts. Really looking forward to tutorial. Btw I have asked for this tutorial to other UA-cam channels to see who really checks comment boxes and to give reviews about these UA-cam channels. I'll also appreciate your effort on my other accounts on patreon and UA-cam.
Yeah now that I'm doing a bit more 3D that's definitely a system I'd love to experiment with Mix N Jam made this a while ago and it looks excellent ua-cam.com/video/YGDzRVwmTgM/v-deo.html
@@CodeMonkeyUnity I appreciate your early reply, you always live up to my expectations. I will be looking forward to a detailed video on this topic by you.
The vfx graph is awesome! I was curious if it worked in 2D in the universal render pipeline and even Unity was unsure if it would, but it did and I could make very thick 2d smoke with loads of particles. Thanks for a great tutorial as usual!
I try to find best practices regarding instantiation of Visual Effects on Prefabs, which is surprisingly hard. In my case, every prefab creates it's own Visual Effect instance (e.g. small explosions), like with everything else, but it seems this is not optimal since many effect instances may be significantly slower than one instance that handles all effects (at least of the same type, but this has other drawbacks). What is your approach handling VFX Graph Effect instances on Prefabs / GameObjects? Do you even use it for production?
It really depends on the use case, best answer I can give you is don't waste time on premature optimization until you've actually identified a problem Yes running it all on a single particle effect will be more performant, but also more complex to implement, so if you don't need that extra performance then just spawning a prefab every time works fine.
Thank you for your answer! After fiddling around with different approaches, I tend to use a combinated solution that remains practicable. My brain is apparently too small to go with a fully fledged single VFX system, since it needs a whole different approach to transfer code logic into VFX Node logic via shady workarounds and limited node support for advanced logic. Based on comments I've read it seems possible, but it is no easy task and feels wrong with the tools provided. So I use a special Pool, that will only activate VisualEffect Instances if the same Vfx Event gets called more than once in the same frame. That seems to work quite nicely, but could be even further optimized if using a buffer that will store VFX events and distribute them over the next frames to avoid the one-event-by-frame instance. But as you mentioned, that would be premature optimization. I wish someone would make a decent video about that... ;-) @@CodeMonkeyUnity
Hi everyone! I have some issues with the light , i don´t see it on my gradient i make the same steps but the result is not as lighter as the video.(Im using lightweigth render pipeline). Some solutions? Thanks!
Shader Graph is for making shaders which defines how something looks. And VFX Graph is for making particle effects. You can use Shader Graph shaders in your VFX Graph particles
Is there a way in Unity to multiple instance objects just by painting them onto a landscape like you can in Unreal, I need to paint a lot of low poly trees and dont want to place them all by hand, I could do it Blender with a particle system and just export as blocks of meshes
The main thing I love is it using the GPU as that allows for much more optimized gameplay automatically and using the hardware. And being able to move with certain collisions and things like the player and the grass allows for some neat effects
hi, do you know if there is a way to detect if Headphones are pluged in for Android and IOS? i wanna make a game with the feature of detect if there is a Headset connected to the device.
I have a question, maybe a dumb one, but is the VFX the same as particle affects ? can i use VFX insted of particles and vice versa ? what is the difference ?
The Visual Effect Graph is a Particle System for spwaning millions of particles. Shader Graph is a visual tool for creating Shaders Effects built in the Visual Effect Graph can be rendered using custom Shaders made in Shader Graph
This looks great but .. I’ve tried for the last couple of hours to get this to work for me. I’ve downloaded the same version of Unity as you are using 2019.3.9f. I’ve got Visual Effect Graph Version 7.3.1 & samples installed along with RP 7.3.1. I’ve closed and reopened my project after installing the above. My Graphics settings for ‘Scriptable RP Settings’ says ‘None (Render Pipeline Assist’. I’ve tried clicking on the selection button but it only gives one option ‘None’. If I setup a Visual Effects Graph (which works) but if I then click on it to show the graph I get a display tab, but all I then get is a dark grey panel with the heading ‘TestingVFX’ on the left and a plus sign on the right. Any ideas, please? Regards, Nick
Yup, just use flat quads with the same rotation as your 2D camera. Only thing I'm not sure about is if it works with the 2D Renderer but at least it should work just fine with the normal URP renderer
@@CodeMonkeyUnity Thanks for your response Is URP for 2D game design ? i am new to unity game dev, so basically if we want to create effects in 2d, is its particle effects and shader graph enough to create great effects?
In your game, Ninja Tycoon ( by the way, awesome game, it is really fun), all the characters's movement animations, are done via script with if statements and bools like in the tutorial where you showed us that mesh created character? Or you added some components like bones used for animations? Thank you!
Great video as always, would love for you to expand on this as it looks like it would be a great tool to learn. Also does it work in 2d or is it 3d only?
You should do a tutorial for VFX graph in 2D URP Renderer. I think they added support for that in 2021.2 I know it's probably not that much different, but maybe you can show how to make something like an explosion or a torch flame effect.
Hi guys .Unity game codes are accessed with the program the codes of the games are changing. Make cheating. some programs open codes via .exe How do I turn off access to codes?
Thanks for that video, its very hard to find stuff about VFX Graph considering how new it is. I was trying to make effect of sinewave-ish but generated by projectile moving from point to point ... and was sadly failing to position it correctly .. also my approach seemed to be limited by something like update interval because my particles were spaced evenly and i was not able to get rid of that space (or make it smaller) ... i wish i could consult my graph with somebody and figure out what i did wrong ... when i was asking on Unity discord a while back nobody seemed to know how that stuff works yet :D :/ PS: i would also love to see some more on this subject - maybe series? :))
I wish I could be following this video.... But I'm struggling to even get the package to even pretend to work. Hasn't this existed long enough to not be a complete nightmare to add to a project? Why does everything in unity have to be so completely broken all the time?! I am way too depressed to push through this much shit to be able to do anything with this engine
I got excited when you said it runs on the GPU, and then lost all excitement when you said it requires URP. -- I love the idea of URP, but it keeps doing me wrong, so I'm going to pass for now. -- Someday though, someday.
Millions of particles! Would you like to see a deep dive into those complex samples?
🌐 Have you found the videos Helpful and Valuable?
❤️ Support on Patreon www.patreon.com/unitycodemonkey or get the Game Bundle unitycodemonkey.com/gamebundle.php
Can you only make particles with the visual effects graph? can you "edit" textures or even the camera output?
I would hit your Patreon for top tier right now if you recreated your ECS tutorials for HDRP in 2019.3 or 2020.1, with different colored entities. I've been grinding at it with procedural quads for two weeks. Last night I hit 5,000 quads at 15 FPS, so I got that going for me, which is nice... But seriously, that's only 10k tris. I'm pretty sure Wii era Mario's average scene has more. I'd just post code somewhere and ask what I'm doing wrong, but I've refactored and rewritten to the point that I can't find anything else to try.
Check this VFX out ua-cam.com/video/ATVfzbOkUmc/v-deo.html
I would really love a In Depth series of shader graph / VFX graph, there is no much solid content of these topics. The 90% of the free content are very limited examples of using the tools. Love your videos!
🌐 Check out the Spring Sale with 500 most popular assets at 50% off! assetstore.unity.com/?on_sale=true&aid=1101l96nj&pubref=vfxgraph
com
❤️ Using this Affiliate Link helps support the channel
Dani would love this
I had no particles showing up and needed to also install High Definition RP to get this working. But afterwards, this tutorial really helped a lot on getting started with VFX Graphs!
I can't even get Visual Effects Graph to do anything. I created a new empty, created a new Visual Effects Graph in 2 different URP projects.
Got a bunch of predefinition errors, but no shader / effect. Not even the preview particles. Nothing. Tried setting particles and such, but errors showed up. Shader didn't.
RIP.
Using latest 2020.
Still to this day, very helpful! Thanks for all your hard work!
Now that I've seen the hierarchy sharing a bottom pane with the Project folder/Console I can never go back. That extra visual real estate is amazing
Hey! Amazing video, it would be really cool to see more content of VFX Graph!
you the best man keep going and don't stop your fan from Middle East
When i tried to use the Visual Shader Graph templates with the URP pipeline it does not work. It shows me no effects when i place them into a scene. Tried it with the URP template. However when i tried them with the HDRP template it works just fine. What is the problem here ? can't seem to find anything related to this when i google it.
Can you create an updated tutorial for VFX Graph?
Hey sir!!
MANY people do not know how to cut or slice through objects, which is required frequently and DESPERATELY. It would be great if you do a tutorial on cutting through meshes(instead of cutting by using prefabs as told by Brackeys), and giving different components to the differently cut parts.
Really looking forward to tutorial.
Btw I have asked for this tutorial to other UA-cam channels to see who really checks comment boxes and to give reviews about these UA-cam channels. I'll also appreciate your effort on my other accounts on patreon and UA-cam.
Yeah now that I'm doing a bit more 3D that's definitely a system I'd love to experiment with
Mix N Jam made this a while ago and it looks excellent ua-cam.com/video/YGDzRVwmTgM/v-deo.html
@@CodeMonkeyUnity I appreciate your early reply, you always live up to my expectations. I will be looking forward to a detailed video on this topic by you.
The vfx graph is awesome! I was curious if it worked in 2D in the universal render pipeline and even Unity was unsure if it would, but it did and I could make very thick 2d smoke with loads of particles. Thanks for a great tutorial as usual!
That's great to hear! I haven't tested 2D yet so I was wondering if it's doable.
Can you share your setup? According to some forum post and my own tests it really doesn't work when using the experimental URP 2D renderer...
How much logic can you have in between particles before you can only have a thousand or so particles?
Thanks for this video. VERY well made.
Awesome! I am just starting my adventure with Unity and your videos are very helpful. Keep up the great work :)
Visual Effect Graph is really, really amazing! Cool and soooooooo beautiful! 👍🤓❤️
in depth series please. :)
crystal clear explanation as always. good job!
Thank you for the vids
Please make an in depth video of the demos!
Thanks! You are the best!
It does not show anything. URP assets are all in place, but the effect does not display anything even in the asset's prewiev window.
I NEED a tutorial on when i shoot a enemy he loses damage/dies and same for the player or if you have a vid for that could you please link it, thanks
I covered Aiming and Shooting here ua-cam.com/video/fuGQFdhSPg4/v-deo.html
I try to find best practices regarding instantiation of Visual Effects on Prefabs, which is surprisingly hard. In my case, every prefab creates it's own Visual Effect instance (e.g. small explosions), like with everything else, but it seems this is not optimal since many effect instances may be significantly slower than one instance that handles all effects (at least of the same type, but this has other drawbacks). What is your approach handling VFX Graph Effect instances on Prefabs / GameObjects? Do you even use it for production?
It really depends on the use case, best answer I can give you is don't waste time on premature optimization until you've actually identified a problem
Yes running it all on a single particle effect will be more performant, but also more complex to implement, so if you don't need that extra performance then just spawning a prefab every time works fine.
Thank you for your answer!
After fiddling around with different approaches, I tend to use a combinated solution that remains practicable.
My brain is apparently too small to go with a fully fledged single VFX system, since it needs a whole different approach to transfer code logic into VFX Node logic via shady workarounds and limited node support for advanced logic. Based on comments I've read it seems possible, but it is no easy task and feels wrong with the tools provided.
So I use a special Pool, that will only activate VisualEffect Instances if the same Vfx Event gets called more than once in the same frame. That seems to work quite nicely, but could be even further optimized if using a buffer that will store VFX events and distribute them over the next frames to avoid the one-event-by-frame instance. But as you mentioned, that would be premature optimization.
I wish someone would make a decent video about that... ;-) @@CodeMonkeyUnity
Just what I was looking for. Thanks!
Yes we want more, this is top quality content for developers
Hi everyone!
I have some issues with the light , i don´t see it on my gradient i make the same steps but the result is not as lighter as the video.(Im using lightweigth render pipeline).
Some solutions?
Thanks!
You mean the glow effect? You need to add Bloom Post Processing
@@CodeMonkeyUnity Yes thank you !
It would be nice to have a more detailed video about it. I love the VEG but it's hard to find stuff on it
Yeah, I would like to see you look in the other demos
Awesome video CM . But what is difference between Shader graph and VFX graph ?
Shader Graph is for making shaders which defines how something looks.
And VFX Graph is for making particle effects. You can use Shader Graph shaders in your VFX Graph particles
@@CodeMonkeyUnity Awesome thanks 👍
Heck yes please do another video!
MAAAAN! I was just searching how to do this thing and you posted it! Wow! Thank you, thank you, thank youuu! :DDDDD
would love to see a In Depth series of shader graph!
correction: shader graph also works in default unity....
Thank you!
Keep up the good work
Great video
Please go more in depth into each of the samples!
Any advice on which one is better for mobile games between the particle system and visual effect graph?
Not all Mobile phones support GPU Compute so depending on your target you might be better off with just the normal Particle System
Just what I needed
Will this work for isometric type of games? I guess 2.5d like lost ark
By default the particles look at the camera so yes they work in 2D and 3D
Is there a way in Unity to multiple instance objects just by painting them onto a landscape like you can in Unreal, I need to paint a lot of low poly trees and dont want to place them all by hand, I could do it Blender with a particle system and just export as blocks of meshes
I believe the terrain system supports that, there's also a bunch of tools on the Asset store
How can i stop the particle system ? With script
How do you make it so the particles detect collision from walls, players, enviroment and more?
Please please please!! I would loooove to understand the portal effects!!! Could you make a video about it? This is so cool, I love your channel
you skipped that important part. how can I setup "scriptable render pipeline settings"???
Open the Package Manager and install either the Universal RP or the High Definition RP
The main thing I love is it using the GPU as that allows for much more optimized gameplay automatically and using the hardware. And being able to move with certain collisions and things like the player and the grass allows for some neat effects
Tutorial starts at 3:04
When build to android vfx work but blooming .how to fix this
Finally, something that i love...
hi, do you know if there is a way to detect if Headphones are pluged in for Android and IOS? i wanna make a game with the feature of detect if there is a Headset connected to the device.
I have a question, maybe a dumb one, but is the VFX the same as particle affects ? can i use VFX insted of particles and vice versa ? what is the difference ?
I covered the differences in the beginning of the video, one uses the CPU and one uses the GPU so it depends on what effect you're trying to make
Wow, looks amazing. I’m going to try it out this weekend
Check this VFX out ua-cam.com/video/ATVfzbOkUmc/v-deo.html
Thanks for the awesome video. As a person who is very new to these concepts, what is the difference between the visual and shader graphs?
The Visual Effect Graph is a Particle System for spwaning millions of particles.
Shader Graph is a visual tool for creating Shaders
Effects built in the Visual Effect Graph can be rendered using custom Shaders made in Shader Graph
Please make more VFX Graph and Shader Graph videos!
Nice, I would like to see more videos about the effect graph.
please please PLEASE make an advanced video on VFX Graph and Shader Graph!
This looks great but ..
I’ve tried for the last couple of hours to get this to work for me. I’ve downloaded the same version of Unity as you are using 2019.3.9f. I’ve got Visual Effect Graph Version 7.3.1 & samples installed along with RP 7.3.1. I’ve closed and reopened my project after installing the above.
My Graphics settings for ‘Scriptable RP Settings’ says ‘None (Render Pipeline Assist’. I’ve tried clicking on the selection button but it only gives one option ‘None’.
If I setup a Visual Effects Graph (which works) but if I then click on it to show the graph I get a display tab, but all I then get is a dark grey panel with the heading ‘TestingVFX’ on the left and a plus sign on the right.
Any ideas, please?
Regards,
Nick
Sorry. My mistake, I didn't fully expand the VFX graph window
Nick
I don't see this in my list. Has anything changed since this tutorial?
What don't you see in what list?
@@CodeMonkeyUnity Nevermind, I had to install it even though I had it. Now it shows in the list. Thank You code monkey for reaching out.
Very nice tutorial Code Monkey thanks for that.
How does one make the gizmo’s (graphic, audio, etc) disappear when in the game screen.
Click on the Gizmos button in the top right corner of the Game window
Code Monkey wow talk about speedy replies🥇
Can we use VFX for Unity 2D ? just like we can use particle effects and shader graph, since i see all the tutorials for VFX for 3D
Yup, just use flat quads with the same rotation as your 2D camera. Only thing I'm not sure about is if it works with the 2D Renderer but at least it should work just fine with the normal URP renderer
@@CodeMonkeyUnity Thanks for your response Is URP for 2D game design ? i am new to unity game dev, so basically if we want to create effects in 2d, is its particle effects and shader graph enough to create great effects?
In your game, Ninja Tycoon ( by the way, awesome game, it is really fun), all the characters's movement animations, are done via script with if statements and bools like in the tutorial where you showed us that mesh created character? Or you added some components like bones used for animations? Thank you!
Yup they are all Mesh based animations like I covered here ua-cam.com/video/11c9rWRotJ8/v-deo.html
I gave the sugestion in your corse but I will repeat here: II dont remember this tool in the course or people talking about =)
Yeah I haven't looked at the VFX graph in quite a long time but yup it's a really powerful tool
i got to 8:48 and my effects graph components wont expand
Great video as always, would love for you to expand on this as it looks like it would be a great tool to learn. Also does it work in 2d or is it 3d only?
I believe support for 2D has been added although I haven't tested it yet
I like your video I from Ukraine
the light HDR color no work >>> i downloaded universe RB (is it need (light RB packege )
Did you add Bloom Post Processing?
@@CodeMonkeyUnity oooooooooooooooh ye ye you are amazing
Great video ! It would be great to have some tutorial on how to link to game logic and assets for example. Thanks !
Check this VFX out ua-cam.com/video/ATVfzbOkUmc/v-deo.html
Thank you Code Monkey you are the best!
I was looking for a good tutorial on this as I want to implement this in my future projects. 😁
Please make more vishual effect tutorial !😭😭😭
Can you do it bro?😀
You should do a tutorial for VFX graph in 2D URP Renderer. I think they added support for that in 2021.2
I know it's probably not that much different, but maybe you can show how to make something like an explosion or a torch flame effect.
Yeah I definitely want to get back to using the VFX graph some more, haven't used it since this video
Asset store springsale..... here we go again on a shopping spree!
(I'll try to control myself)
So I’m looking into Houdini for Vfx + more game dev tools this is interesting
Check this VFX out ua-cam.com/video/ATVfzbOkUmc/v-deo.html
Does VFX graph actually runs on URP? I thought it only runs on HDRP.
Previously yeah it was HDRP only but they added support for URP a while ago
Hello Everyone . I would like to ask you all what exactly is the difference between shader graph and Visual effect graph ? :)
The Shader Graph makes Shaders, the Visual Effect Graph makes Particle Systems
@@CodeMonkeyUnity So combining them would be very powerful , I see. Thanky you code Monkey you are my favourite mentor! :)
You are such a great figure in Unity. But in Unreal, you could be a God.
Hello!
Awesome video as always man! Keep going ;)
It would be awesome if you could show us more about VFX Graph.
Thank you!
thank you
Please do one on fire and smoke 🙂
Hi guys .Unity game codes are accessed with the program
the codes of the games are changing. Make cheating.
some programs open codes via .exe
How do I turn off access to codes?
nevermind, you have to hold shift to expand components
Do these effects work on mobile?
I think nowadays this runs on everything yes, in the beginning it required certain GPU support but I think now it always works.
@@CodeMonkeyUnity thank you
This is like you are teaching 1+1=2 but giving an integral as exam question...
Searching for - set lifetime no longer works.
Thanks for that video, its very hard to find stuff about VFX Graph considering how new it is. I was trying to make effect of sinewave-ish but generated by projectile moving from point to point ... and was sadly failing to position it correctly .. also my approach seemed to be limited by something like update interval because my particles were spaced evenly and i was not able to get rid of that space (or make it smaller) ... i wish i could consult my graph with somebody and figure out what i did wrong ... when i was asking on Unity discord a while back nobody seemed to know how that stuff works yet :D :/
PS: i would also love to see some more on this subject - maybe series? :))
why am I not getting a glow around like in the video?
Make sure the color has intensity > 0 and add Bloom Post Processing effect.
Can YouMake A Racing Game Thats 3D Pls?
Yeah, Racing is one of the genres I'd like to cover, haven't done one in ages
@@CodeMonkeyUnity Thank You
I wish I could be following this video.... But I'm struggling to even get the package to even pretend to work. Hasn't this existed long enough to not be a complete nightmare to add to a project?
Why does everything in unity have to be so completely broken all the time?!
I am way too depressed to push through this much shit to be able to do anything with this engine
What exactly doesnt work in the package? This video is a bit old so things might have changed since then
Noice!
I waited seven days for DOOM project files but they do not work!!!
What exactly doesn't work?
So I can install the win rar thing from the website but exporting to Unity does not work it just says “force quit”
@@jakov8 The entire project is included, you don't export anything into Unity, you open the Project through Unity Hub
Ok thanks.👍
I got excited when you said it runs on the GPU, and then lost all excitement when you said it requires URP. -- I love the idea of URP, but it keeps doing me wrong, so I'm going to pass for now. -- Someday though, someday.
It also works on HDRP and custom SRP, just doesn't work on the old built-in renderer.
this is bonkers. Unity is becoming like unreal. Yet unreal still lacks the mobile feature.
InDepth
1st
Intro 100% actual Tutorial Shit
What?