This is such an useful technique for any game! Hope you guys like it! Oh and check out this Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Bruh how do you do it?! Hit after hit with these tutorials dude!!! Really appreciate your work bringing all this knowledge to us!!!! Unity should hire you rather than just sponsoring you lol (if you don't already work there) Thanks for another fire 🔥 vid!!!
This bezier path generator uses too many allocations which makes a lot of memory garbage general and therefore starts working on the garbage collector, which results in frequent peaks. The solution is to cache the path data. This is interesting in VR where every little optimization is useful.
Bezier is a curve that is defined by 4 points only. If you want many points, that would be a B-Spline, but I don't know if VFX graph has such module. My guess is due to nature of it being GPU side computation, it probably does not.
Hi, I was wanting to know if you had any other way to get the particles to follow along the path for their entire lifetime, and not have them left behind as the system moved. I know the second method is pretty much what im asking for, but the limitation with the amount of points and not having bezier handles really limits what you can do. For the smoke you did it works fantastic, but for any path more defined, I can't see how it is done. I mostly just want a bunch of particles to follow a path and take a few sharp turns along the way, and have a constant flow of them from start to end.
Right at the end of the video at 12:15 you have a light with particles following. Is there a tutorial on this? I've been trying to achieve exactly that for hours and haven't come close!
why does path creator not show up when typing in search in add component? I imported it into the project ?? In the editor folder the Path Creator script has a puzzle piece icon ??
I couldn't understand how to make a particle moves to a path, setting the end of a path as a transform position of another object withouting using VFX. is it possible?
Hey mate I'm doing everything right on the second method, I wanted to know if there's a way of managing the spread along the spline and also the speed the particles travel along it?
thank you very much Is there a way to use it to create "stop stations" or to monitor whether the follower reached a given point? for instance if you want to create an animated quiz, game with stops and so on, you wouldn't want the follower to go through the entire path, and idealy you don;t want to create a different path to every part.
@@GabrielAguiarProd is there a way to invert the path and detect when it's been completed? I'm making a turn based game so any attack I make I want it to lock on to the correct target and for it to work with both players and enemies
How did you do so that the ice spikes stop a second before starting the path again, if i set the path on "Stop" the spikes just start emerging from the last point on the path, in your case, it knows its on the end of the path and it sort of deactivates, how do yo do that, please answer me, i have been watching all your videos searching a way to bypass this problem for months now and cant find a solution anywhere.
would you look at that just solved it 5 minutes later, i just had to use a loop and delay node on the spawn system of the vfx graph and make so that its only one loop count and add the loop duration to my attack's duration and voila.
Hi Gabriel! I'm having problems with the "Soft Particles" check. When enable it, the particles dissapear. I'm using URP, I have checked "Depth Texture" on URP asset and set Quality Settings to Ultra... what I may be doing wrong?
Porreiro. Acho que também podias usar uma ferramenta do cinemachine para criar o caminho. É triste a Unity não ter de raiz uma coisa tão simples como criar caminhos. Temos que usar ferramentas que outros criaram ou desenrascar com a do cinemachine.
my guy, why do you make the particle effects that I need to learn how to do (because I can't figure out how to rotate or align the particles to the ground) in the preview but only tell us how to do really simple stuff that anybody could do better with default provided stuff?
I have not yet watched the vidéo but is it possible to make it relative to an objet or is it like Itween where the path is "define" and you can't change its location
This is such an useful technique for any game! Hope you guys like it!
Oh and check out this Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
I have been using UNITY for over 6 years and never knew you could change the icon! Love these tutorials, I always see new tips and tricks like this!
Same here!
This tutorial was short and sweet, and amazing! I knew about the property binder, but I never knew you could make paths this easily, thanks!
Glad it was helpful! It's so easy right :)
@@GabrielAguiarProd Yes
I should go to sleep, it’s 3 in the morning but I can’t stop watching this channel!!!
Thank you, Gabriel!
Bruh how do you do it?! Hit after hit with these tutorials dude!!! Really appreciate your work bringing all this knowledge to us!!!! Unity should hire you rather than just sponsoring you lol (if you don't already work there)
Thanks for another fire 🔥 vid!!!
Sebastian is a wizard. His content breaks my mind.
This bezier path generator uses too many allocations which makes a lot of memory garbage general and therefore starts working on the garbage collector, which results in frequent peaks.
The solution is to cache the path data.
This is interesting in VR where every little optimization is useful.
That's is a very interesting tip! Thanks for sharing.
Awesome, awesome - thanks!
Very welcome!
O Brabo tem nome!
I´m trying to make the particles follow the bèzier path and the emitter stay in place with the VFX Graph, any ideas?
Really helpful thanks
Bezier is a curve that is defined by 4 points only. If you want many points, that would be a B-Spline, but I don't know if VFX graph has such module. My guess is due to nature of it being GPU side computation, it probably does not.
Interesting. Well B-Spline is not yet in the menu, but it would be awesome to have them in VFX Graph.
really good
The best of the best
Wow i love it
Incrível tutorial, parabenss!!
Hi, I was wanting to know if you had any other way to get the particles to follow along the path for their entire lifetime, and not have them left behind as the system moved. I know the second method is pretty much what im asking for, but the limitation with the amount of points and not having bezier handles really limits what you can do. For the smoke you did it works fantastic, but for any path more defined, I can't see how it is done. I mostly just want a bunch of particles to follow a path and take a few sharp turns along the way, and have a constant flow of them from start to end.
Right at the end of the video at 12:15 you have a light with particles following. Is there a tutorial on this? I've been trying to achieve exactly that for hours and haven't come close!
why does path creator not show up when typing in search in add component? I imported it into the project ?? In the editor folder the Path Creator script has a puzzle piece icon ??
Hello Gabriel , Can you make a tutorial about niagara system in unreal engine ?
I couldn't understand how to make a particle moves to a path, setting the end of a path as a transform position of another object withouting using VFX. is it possible?
i love this
Hey mate I'm doing everything right on the second method, I wanted to know if there's a way of managing the spread along the spline and also the speed the particles travel along it?
Spread is very much likely in the Particle System or via code. Particle travelling speed, same, either in the Particle System or via code.
thank you very much
Is there a way to use it to create "stop stations" or to monitor whether the follower reached a given point?
for instance if you want to create an animated quiz, game with stops and so on, you wouldn't want the follower to go through the entire path, and idealy you don;t want to create a different path to every part.
Probably needs some code. A few colliders set to trigger, and a few if statements and booleans should do it.
@@GabrielAguiarProd is there a way to invert the path and detect when it's been completed? I'm making a turn based game so any attack I make I want it to lock on to the correct target and for it to work with both players and enemies
Would it be possible to set the end position for either method to the position of another game object? because that would be cool
Can we import curve from maya and use for this ?
How did you do so that the ice spikes stop a second before starting the path again, if i set the path on "Stop" the spikes just start emerging from the last point on the path, in your case, it knows its on the end of the path and it sort of deactivates, how do yo do that, please answer me, i have been watching all your videos searching a way to bypass this problem for months now and cant find a solution anywhere.
would you look at that just solved it 5 minutes later, i just had to use a loop and delay node on the spawn system of the vfx graph and make so that its only one loop count and add the loop duration to my attack's duration and voila.
nice
I am using the second method. Could anyone tell me how to link more than 3 points in the path of the smoke?
Is there any way to not make it follow the Bezier curve perfectly on the VFX graph?
Hi Gabriel! I'm having problems with the "Soft Particles" check. When enable it, the particles dissapear. I'm using URP, I have checked "Depth Texture" on URP asset and set Quality Settings to Ultra... what I may be doing wrong?
I'm using Unity version 2021.1
I just solve it. I was using the 2D Renderer Pipeline Aset instead of the Forward Renderer one
Hi if I subscribe to your patreon to download your assets, would I be able to use them in my own projects? Thanks
Yes you can use them in your project.
@@GabrielAguiarProd thanks! Your work is amazing!
Porreiro.
Acho que também podias usar uma ferramenta do cinemachine para criar o caminho.
É triste a Unity não ter de raiz uma coisa tão simples como criar caminhos. Temos que usar ferramentas que outros criaram ou desenrascar com a do cinemachine.
True. Pois é cinemachine, boa dica.
Hi around 6:11 you can see when the path resets, the particles moves straight towards the starting position. Would you know a solution for this?
On the path follower script put the stop option instead of the loop option
Can unity vfx graph make a nuclear bomb effect?(Realistic mushroom clouds.)
does this work for 2D? The follow path at 5:50 is what im mainly talking about.
I believe it should work without a problem, it would be mostly done in X and Y axis.
why would the first method not work for recent unity im using 2022.3.22
I have the same issue. Getting a bunch of errors on the console.
Is it also easy to create that path follower from script?
Not sure, but it's free and it's really solid, why reinvent the wheel? :P
How to rotate counterclockwise
my guy, why do you make the particle effects that I need to learn how to do (because I can't figure out how to rotate or align the particles to the ground) in the preview but only tell us how to do really simple stuff that anybody could do better with default provided stuff?
The ice attack is from this video: ua-cam.com/video/gfOaGvNQ28U/v-deo.html
I have not yet watched the vidéo but is it possible to make it relative to an objet or is it like Itween where the path is "define" and you can't change its location
I believe the paths are relative to the object that owns the path, so if you want to move where the path origin is, jut move that object.
If I understand your question right, yes it's possible to make it relative to an object. Just attach the path to the object in question.
thanks for your responses
This doesn't work in Unity 2019. VFX Graph genie lamp looking thing that shows up in the Scene doesn't emit anything, at all, ever.
*Es tuga ne?*
Sim!
First