*UDEMY COURSE - VFX FOR GAMES* : www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09 *NEW SLASH* in Shader Graph: ua-cam.com/video/9Nv28O2OIoQ/v-deo.html Quick tip for a performance improvement. Increase the value of 'Minimum Vertex Distance', in the 'Trails', since lower values generate more triangles. Cheers, have a blast!
Great tutorial in general! Obviously, as it was made in Unity 2018, there are some changes/issues if anyone is using Unity 2019 or 2020 as the particles system got a bit of an upgrade. In 2019 and 2020, to make things works as shown in the video, there are a few changes (as well of possible optimization) that has to be made. Here's a quick list of the changes and why they are necessary in 2019 and 2020: *• Change Start Speed to 0* Prior to Unity 2019, the "trail" option was, by default, only using the movement of the system to generate the particles and was ignoring the start speed. Since Unity 2019, the start speed is now active and this will make the particle active toward a direction regardless of the movement. (In other words, it's ugly.) Since 2019, setting Start Speed to 0 makes it so that any generated particles are truly at the position of the object in space during their lifetime. *• Use Rate over Distance instead of Burst & Rate over Time* This is more of an optimization than a change. Using Burst & Rate over Time means that the weapon will ALWAYS generate a trail even if it's not moving. That's approx. 80 faces per weapon (if you limit things to 40 particles) Using the "Rate over Distance" not only allow the particles to be only generated when the weapon is in movement, but it's also allow you to use fewer particles as there's far fewer chances of getting the small bits where the particles aren't enough present. It does requires a bit of changes to the lifetime. Using the settings shown in the video gives me approx 55-60 particles at a time. Using Rate over Distance (20), lifetime of 0.2-0.6 and start size of 0.05-0.2 gives me around 38 particles at most at a time. This might sound small, but that's a 30% lighter trail on the CPU and, if applicable, GPU and it's 99% lighter if the object doesn't move as particles are only generated when in movement. *• It's better to use a texture that is tiled horizontally* This is more of an artistic and technical thing, but trails works a lot better when you use a texture that is tiled horizontally. As such, it helps reduce the "jiggering" of the curved movements. For example, instead of using the default "blurry dot" particle texture, the results will be a lot better if you use either a full white square (and apply the color through the particle system) or a vertical linear gradient (if you want smoothness in the trail lines).
I've taken a bunch of your tutorials, for some reason this one really stands out as one of the best. I think it's the way you describe what you're applying and why you're applying it. 10/10. Most reusable effect I have made following your tuts as well... THANKS!
To add onto this if you speed up the simulation speed you can get even smoother lines. It does effect performance and other numbers like particle lifetime.
Hey Gabriel, 'been asking you some advices for projectiles when i was still a student. I'm now working at Ubisoft ;) Good to see you going well with your channel.
Great Tutorial, I used this to make a water effect following the flow of a river ! Thank you There are some changes in Unity 2021 but not difficult to adapt !
My particles are rotated wrong way. Rotating the whole particle system or the shape only make the emission shape rotate instead of the particles. Plz halp
How about performance ? How many particles is minimum to use and keep good performence? I can see that you have between 50-80 per second, did you use them just to show the effect without care about performance or it is fine ? I am just curious because I am rather new with fx and I am trying to keep up to 10 per second for the mobile games.
How do I make the trail I created follow the animation? (IE the way you have it set up for the sword swing) My character is making a sweeping claw attack, so I would like it to follow the movements/animation of the arm as it swings across.
In terms of performances, the trail renderer has a relatively stable performance impact based on its few settings while the particles effect method can be either far more optimized (lighter on the CPU) as you can actually produce a really good result with even just half of the faces generated by the most optimized trail renderer settings, but 2 to 3 times more beautiful results... but you can also totally kill your mobile application by not setting it right. The most awesome part of the particles method is the ability to change the particles on the fly in real-time and that includes 1 little trick that works wonderfully with mobile optimization. On mobile application, the best thing to do with things like particles effect is to keep them active and present, but without particles. This is to avoid having any of their ram-cached data eaten by the Garbage Collector (GC) as, if such is the case, it will have to reload the particles data (such as the texture(s)) again which then can again be eaten by the GC and so on. Having the particle system always present and active makes the GC unable to collect and waste the data hence being faster to start again without any impact on the CPU and, if applicable, GPU. To do so, simply change the emission rate to 0 through a script. Not only will this keep the particle system "alive" and avoid filling the GC, but it will also allow any remaining particle to "finish their life" and won't make anything disappear (such as if you disable the particles system). Another thing that is cool with the particle method, for optimization, is the ability to simply reduce the number of particles if the device is low-end. This might look slightly worse, but it's the best considering you don't break the (artistic) feeling of your effect due to the device not being able to render everything. After all, it's better to have a least-beautiful effect than no effect at all. The Trail Renderer has this issue as its available options don't work well with thing like per-device optimization. The few options that allow optimization (in the trail renderer) are options you, usually, already have optimized as much as possible from the start so any further optimization usually ends up looking way too bad or broken.
Great video! But I have one problem, when I play the sword animation the trails are there, but after 3 seconds (The life time of the particle system) they are gone. But I think that you also had the lifetime set to 3 sec, or did I miss one setting where I can like restart the particle system when the animation plays again?
there is a tutorial by Blackthornprod that shows how to do this. What you do is instanciate a copy of the sword prefab every 0.x amount of seconds while the animation is playing, and change the transparency for each one to give it a fade effect
Very nice tutorial. Could you do a tutorial how to make a main character auto aim weapon at enemy in a mobile game, that would be amazingly helpful. Thanks for your efforts making tutorials :)
I,m luck got this channel, this is so cool, can you please make the tutorial more details ? (Zoom, subs, or anything else) thanks dude Auto SUBSCRIBED! 😁
Lol, exactly when I neede this. how did you know? xD (joke, but I really need this...) Thanks for this tutorial, I used this today to make 2 of my wepaons look very much nicer. (I added own particles, but the trails are very nice, thanks)
*UDEMY COURSE - VFX FOR GAMES* : www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
*NEW SLASH* in Shader Graph: ua-cam.com/video/9Nv28O2OIoQ/v-deo.html
Quick tip for a performance improvement.
Increase the value of 'Minimum Vertex Distance', in the 'Trails', since lower values generate more triangles.
Cheers, have a blast!
Great tutorial in general!
Obviously, as it was made in Unity 2018, there are some changes/issues if anyone is using Unity 2019 or 2020 as the particles system got a bit of an upgrade.
In 2019 and 2020, to make things works as shown in the video, there are a few changes (as well of possible optimization) that has to be made.
Here's a quick list of the changes and why they are necessary in 2019 and 2020:
*• Change Start Speed to 0*
Prior to Unity 2019, the "trail" option was, by default, only using the movement of the system to generate the particles and was ignoring the start speed. Since Unity 2019, the start speed is now active and this will make the particle active toward a direction regardless of the movement. (In other words, it's ugly.) Since 2019, setting Start Speed to 0 makes it so that any generated particles are truly at the position of the object in space during their lifetime.
*• Use Rate over Distance instead of Burst & Rate over Time*
This is more of an optimization than a change. Using Burst & Rate over Time means that the weapon will ALWAYS generate a trail even if it's not moving. That's approx. 80 faces per weapon (if you limit things to 40 particles) Using the "Rate over Distance" not only allow the particles to be only generated when the weapon is in movement, but it's also allow you to use fewer particles as there's far fewer chances of getting the small bits where the particles aren't enough present. It does requires a bit of changes to the lifetime.
Using the settings shown in the video gives me approx 55-60 particles at a time.
Using Rate over Distance (20), lifetime of 0.2-0.6 and start size of 0.05-0.2 gives me around 38 particles at most at a time.
This might sound small, but that's a 30% lighter trail on the CPU and, if applicable, GPU and it's 99% lighter if the object doesn't move as particles are only generated when in movement.
*• It's better to use a texture that is tiled horizontally*
This is more of an artistic and technical thing, but trails works a lot better when you use a texture that is tiled horizontally. As such, it helps reduce the "jiggering" of the curved movements. For example, instead of using the default "blurry dot" particle texture, the results will be a lot better if you use either a full white square (and apply the color through the particle system) or a vertical linear gradient (if you want smoothness in the trail lines).
Thanks! This was very useful
Thanks a lot. It looked so ugly on my version and your tips helped so much!
Thanks, you saved me
You saved me with the update info. Thanks bro
I've taken a bunch of your tutorials, for some reason this one really stands out as one of the best. I think it's the way you describe what you're applying and why you're applying it. 10/10. Most reusable effect I have made following your tuts as well... THANKS!
You are welcome. Glad they helped. Enjoy :)
First Intro of a youtuber I skipped back because it was so satisfying
That woldspace tickbox in the trails module.... dude, you literally saved my sanity. Thanks so much!
I dont know why I didnt think of a particle system rather than using the trail renderer. This is so much better
Damn this is exactly what I was looking for, your tutorials are really nice. There aren't a lot of videos like these on UA-cam right now.
Best Channel for learn Unity Effects
i really love it!
To add onto this if you speed up the simulation speed you can get even smoother lines. It does effect performance and other numbers like particle lifetime.
Thank you! Even in 2023 this tutorial helps!
Great! Glad to hear it!
Hey Gabriel, 'been asking you some advices for projectiles when i was still a student. I'm now working at Ubisoft ;) Good to see you going well with your channel.
Hey Steven. That's so awesome man, glad that I could help you out.
I hope you enjoy your work at Ubisoft, couldn't be more proud.
I do enjoy it, even more!
what a fairytale
@@takacao8373 Not a fairytale if it's real.
@@endaevor427 you're right. Do you mind writing another "fairytale"? I could really use an internship to step into the game industry...
Thank you for teaching us such an awesome trail effect using particle system. This is very useful.
Thank you.
I made flame sword from this tutorial and light trails on another sword.
Nice work!
Frustrating at first due to my lack of experience with the particle system, but once I got it, wow!! This is beautiful, I can't thank you enough!!
Really nice and somewhat complicated, yet easy to follow along. Thanks for the tutorial, my friend.
Thats pretty nice friend. I struggle a bit on particle system and vfx on unity and that helped alot. Thanks!
Nice, friend. Now I can create a cool slash effect with a simple trail paired with a slash effect from another tutorial.
Would you apply the same method to do a shockwave trail effect? And just swap the material / renderer with a shadergraph?
Great Tutorial, I used this to make a water effect following the flow of a river ! Thank you
There are some changes in Unity 2021 but not difficult to adapt !
Hello! I noticed that video is a little old. Would you recommend using Particle System for the same effect in 2023 or VFX?
Could you pls make a remake of this video for Unity 2023? I tried to do exactly same as you did, but my trail is just looks like fog.
My particles are rotated wrong way. Rotating the whole particle system or the shape only make the emission shape rotate instead of the particles. Plz halp
How about performance ? How many particles is minimum to use and keep good performence? I can see that you have between 50-80 per second, did you use them just to show the effect without care about performance or it is fine ?
I am just curious because I am rather new with fx and I am trying to keep up to 10 per second for the mobile games.
omg. this is very helpful. i will try to get your patreon!
When I create the glow on the sword, it doesn't align with the sword but is like a straight one (y axis). How do I fix that?
Same for me. Did you find a solution?
What a really, really amazing tutorial. Thank you so much for it!
Glad you like it!
I Hate youtube I got the bell Active and I Never found the notification for this awesome tutorial!!
This is amazing..I'm really considering to take your udemy course
Thank you for makiing these
Why noone on youtube never show how to import end export my fbx after done why?
I have a qeustion;: why is he using edge instead of mesh renderer?
how do you make it stay constant
How do I make the trail I created follow the animation? (IE the way you have it set up for the sword swing) My character is making a sweeping claw attack, so I would like it to follow the movements/animation of the arm as it swings across.
You can parent the trail to any object. In this case to the hand bone for example.
Thank you so much for this tutorial!
WAW This is what i want to make my games.... Thank You So MUCH.......
Thanks for this awesome tutorial. But why is it that my glow particles is only visible in front of the sword and not behind?
Try to make the box cover the whole sword, if that doesn't solve it have a look into the layers or the order in layer of the particles.
Use render mode box, instead of billboard
There was a way like this !! Thank you very much
Nice one! Is there a way to make the particles refractive, such that it looks as if the sword creates a vacuum behind it (like in Devil May Cry)?
Yeah you can probably achieve something similar with Refraction also know as a Distortion Shader too.
Good luck!
Thx, this helped me a lot.
Glad it helped :)
My trails don't make a smooth circle but a poligonal one, even though my minimal vertex is 0.01. I don't really know why, do you gys have any ideas?
Hi, Nice tutorial I have question about performance using particle effects over trail renderer and especially for mobile applications
In terms of performances, the trail renderer has a relatively stable performance impact based on its few settings while the particles effect method can be either far more optimized (lighter on the CPU) as you can actually produce a really good result with even just half of the faces generated by the most optimized trail renderer settings, but 2 to 3 times more beautiful results... but you can also totally kill your mobile application by not setting it right.
The most awesome part of the particles method is the ability to change the particles on the fly in real-time and that includes 1 little trick that works wonderfully with mobile optimization.
On mobile application, the best thing to do with things like particles effect is to keep them active and present, but without particles. This is to avoid having any of their ram-cached data eaten by the Garbage Collector (GC) as, if such is the case, it will have to reload the particles data (such as the texture(s)) again which then can again be eaten by the GC and so on. Having the particle system always present and active makes the GC unable to collect and waste the data hence being faster to start again without any impact on the CPU and, if applicable, GPU. To do so, simply change the emission rate to 0 through a script. Not only will this keep the particle system "alive" and avoid filling the GC, but it will also allow any remaining particle to "finish their life" and won't make anything disappear (such as if you disable the particles system).
Another thing that is cool with the particle method, for optimization, is the ability to simply reduce the number of particles if the device is low-end. This might look slightly worse, but it's the best considering you don't break the (artistic) feeling of your effect due to the device not being able to render everything. After all, it's better to have a least-beautiful effect than no effect at all. The Trail Renderer has this issue as its available options don't work well with thing like per-device optimization. The few options that allow optimization (in the trail renderer) are options you, usually, already have optimized as much as possible from the start so any further optimization usually ends up looking way too bad or broken.
Great video! But I have one problem, when I play the sword animation the trails are there, but after 3 seconds (The life time of the particle system) they are gone. But I think that you also had the lifetime set to 3 sec, or did I miss one setting where I can like restart the particle system when the animation plays again?
There's an option that says "Loop" in the particle system. Enable it. Literally just that :P
@@AsianIdiots323 Thanks! I think I just didnt saw that.
is there an effect to leave a sword trail but with the actual sword? like leaving multiple image of the sword in a trail.
there is a tutorial by Blackthornprod that shows how to do this. What you do is instanciate a copy of the sword prefab every 0.x amount of seconds while the animation is playing, and change the transparency for each one to give it a fade effect
In unity 2019 trying to follow this and it doesn't even look close to it.
The problem is when you swing the sword fast, it creates a very polygonal shape instead of a circle one
easy and short video this is what i want!
Wipon trails!! MY favorite
lol
Thank u so much! U're tutorial are awesome!
NICE VIDEO!
Thanks!
How did he do the black in the trail?
How could I get the electric effect shown on the blade shown first?
You can get it here: www.patreon.com/posts/weapon-trails-21309236
Awesome. Very helpful
Glad it was helpful!
You save my life.
really cool! Nice job!!
Thank you sooooooooooooooooooo much
How else can i add effects without vfx?
helped a lot.
thanks man!
Amazing video!!!
Uuooooouuu show! Fantástic friend!
Thank you for sharing!
Very good tutorial . Good job man I really love your videos and your effort Keep it UP LIKES ++ ;
Thanks, will do!
Really awesome
Pretty good tutorial. It would be good if you can update it to 2019.11. Thanks a lot man!
Very nice tutorial. Could you do a tutorial how to make a main character auto aim weapon at enemy in a mobile game, that would be amazingly helpful. Thanks for your efforts making tutorials :)
hey thanks brother
No problem
hope this is still relevant, but does it work for 2D as well?
Yes it does.
Can I implement this on 2D ?
Yes you can.
@@GabrielAguiarProd I am thankful for your really quick answer.Your videos are awesome.Keep up the good work
O melhor deste canal é o facto de seres português JK
Thanks you so much!!!!!
Pls do that 🌽 corn effect from projectile project..
I,m luck got this channel, this is so cool, can you please make the tutorial more details ? (Zoom, subs, or anything else) thanks dude
Auto SUBSCRIBED! 😁
Thank you
thank you so much
so good!
You Are A BEAST!
Lol, exactly when I neede this. how did you know? xD (joke, but I really need this...)
Thanks for this tutorial, I used this today to make 2 of my wepaons look very much nicer. (I added own particles, but the trails are very nice, thanks)
You are welcome, enjoy!
thx
Awesome. auto subscribe!
Awesome !
aha! thank you! (2023)
could not make it work
Thanks man
looks good
Thanks
hey gabriel, do you work freelancer? I have a job for you
Yes I do freelance / contract work. PM me.
are you brazilian?
Portuguese ;)
greate tutorial guy 1 like and 1 subscribe for you thank you
Muito bom :)
good
How do you even figure this shit out?
It's magic!
Cool!
You say weapon like whypon lol. Good video tho
Everytime I say weapon now I say whypon
"wipe-on trails"
W Video
Wifepon
Thank you for the cool video !!!
Thank you so much for making this tutorial