Unity VFX Tutorials - 03 - Basics (Projectile)

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  • Опубліковано 10 лис 2024

КОМЕНТАРІ • 141

  • @Shinziga
    @Shinziga 5 років тому +3

    Great tutorials! I do want to mention that you should work less destructive in your texture setup. If you would make a mask, make a folder and put the mask there. For the glow or spark in your other videos, make a shape, convert to a smart object and than add a guassian blur, you can always tweak without redoing your blur (non-destructive). For making multiple glows or spark you can make a atlas texture sheet with all your effects in there (smart objects of all your effects) and use the texture sheet coordinates for locating your effects. This will reduce memory (not drawcalls offcourse).

  • @LucasStraub
    @LucasStraub 8 років тому +9

    As a Unity dev I can say this tutorial is great!

    • @Sirhaian
      @Sirhaian  8 років тому +2

      Hey, thanks a lot! :D
      I wish I had time to make more though. :c

  • @JelowGames
    @JelowGames 4 роки тому

    Hello i am watching this series in 2020, Although you can tell unity here is very old and has changed. These are great tutorials and they mostly work in the newest versions of unity as you are explaining ways to use and customize functions. I can tell you know your stuff and I have learnt alot from them. Thank you I will be watching your videos

  • @makooooooto4643
    @makooooooto4643 5 років тому

    Thank you so much for this tutorial, It was super clear, the fact that you let us download the materials and everything was super useful, and the projectile looks awesome!

  • @BlazeRhythmTV
    @BlazeRhythmTV 7 років тому +1

    Really well made tutorial. Awesome work.

    • @Sirhaian
      @Sirhaian  7 років тому +2

      Thanks! Glad it's helpful. :)

  • @adrianyup4197
    @adrianyup4197 8 років тому

    LOVING YOUR TUTORIALS :D

    • @Sirhaian
      @Sirhaian  8 років тому +1

      Thanks! :D
      Glad you do! ^_^
      Feel free to share them! C:

  • @JMMedinaDev
    @JMMedinaDev 7 років тому

    Should be nice to say before ppl waste 30 minutes of video, than in the current unity version this can be done better, easier and free. But this video was a nice help on his time :)

    • @Sirhaian
      @Sirhaian  7 років тому

      The unity version is noted in the description, and I explain in the first videos that you need "paid assets" to follow them, but people never seem to read the descriptions anyway. And I doubt there's a node-based shader creation system in the new Unity version. Trails can be done without BetterTrails, for sure, but I still prefer it, and that is only personal. Trails are very easy to understand and that knowledge can easily be transferred to another system. :)
      But I'll add a "deprecated" warning in the desc, thanks for telling me.

    • @JMMedinaDev
      @JMMedinaDev 7 років тому

      I agree with you. You have a node based shader creator but its not free atm, in unity 2017 it will probably will. But why you would need a node based having already substances and PBR shaders? there is nothing you cant acomplish with that in a realistic way. The add shaders for particles has been refined also, so now you can tune more the seams of the trail. You have also now , modifiers to the line renderer wich is way more sofisticated to make your start and end points dynamics , so they can follow an object in a dinamic way, giving that 3D perspective that is so pretty in your video wich it wasnt easy to get in unity 5.5

    • @Sirhaian
      @Sirhaian  7 років тому

      Wow.
      First, I have absolutely zero interest in realistic effects: I never and will never use PBR and substance shaders, because they do not correspond to my needs (and once again, probably never will). Second, I like to have full control over my shaders, so that I can adjust them to my needs. The base shaders are VERY limited, even now. Third, the line renderer is nice now, but still not the best. BetterTrails allows me, for example, to have a trail that has random and/or constant forces, in local and/or in world.

    • @JMMedinaDev
      @JMMedinaDev 7 років тому

      You can have full control of the shader if you do the substance in substance designer and put all the shaders variables visibles to unity. Even you can make it change in real time in execution time. Thats why its so lovely, if you put effort out of unity you can skip money in Unity. But, I recognize Substance Designer is a pay program also. So money is money. As you said earlier, its all about personal opinions.
      Thanks for the answers.

    • @Sirhaian
      @Sirhaian  7 років тому

      Yeah, personal opinions indeed. I'm all for cartoon/stylized and "as much as possible in Unity". Makes my workflow a lot faster/effective. I just don't get your point at all, tbh, but well.

  • @GojiDuck
    @GojiDuck 3 роки тому

    Can u make a laser vfx tutorial?

  • @dondrapichrust1914
    @dondrapichrust1914 7 років тому

    awesome, waiting for more advanced :)

  • @yousefkhalid5636
    @yousefkhalid5636 8 років тому

    man you are awesome keep up the good work

    • @Sirhaian
      @Sirhaian  8 років тому

      Thanks a lot! I will. C:

  • @cheekymeeper
    @cheekymeeper 7 років тому

    I'm incredibly impressed with your work. It looks extremely nice while still being relatively simple to create - at least in this case. I do however have a question for you if you don't mind taking the time to answer it :D.
    I notice you control the path of your projectile through the animation graph. Is there any chance this can be controlled via or linked to variables in code while still maintaining the control over the varying projectile speed throughout it's flight? I understand I can manually set the velocity of a projectile easily enough in code, especially if it's a rigid body. However, my concern basically is that I would then lose the ability to easily control the speed of the projectile during flight as I'd have to calculate acceleration and deceleration forces. Whereas doing this via a graph (as in the method you have done) makes this almost trivial. My concern with the method shown in this video is if I want to change the distance traveled or flight time of the projectile in the future I would have to change it through the animation graph of the associated effect, therefore taking the control from a developer and placing it in the hands of an artist. Using riot as an example, I doubt they would allow the animators and artists to have control over factors that have such an influence on game balance, however I may be wrong. If you can provide any input it would be greatly appreciated. Or if i've explained my question badly, please let me know.
    Thanks a lot,
    Nic

    • @Sirhaian
      @Sirhaian  7 років тому

      Thanks! :)
      And you can, for sure. But it requires some programming, which isn't my forte. I have programmed a projectile system for my League fan arts, but it is pretty rustic (and spaghetti), so I won't share it. :p

    • @cheekymeeper
      @cheekymeeper 7 років тому

      Thanks for the response :). I have a development background so the programming isn't an issue. I guess what I was asking is, do you know of any way of changing a variable over time based on a graph/curve? For example, you spawn a projectile, set its maximum travel distance, and similar to what you have done in the animation curve you control the speed of the projectile dynamically according to a supplied curve. I can think of some ways of manually writing a system to do this, but they'd have a large overhead. I was just wondering if something already existed that I could do this with? Thanks for your help :)
      Can't wait to see more of your tutorials (if you're doing any). I think they're amazing. Keep up the good work.

    • @Sirhaian
      @Sirhaian  7 років тому

      Oh... Hmm, I think it is possible, but I have never attempted it myself. I know a few friends who used curves. For examples, when I was working on a small personal project with a friend called Particles Wars (see video on my channel), we had the center of the arena attract other objects based on a curve. We also used curves to adjust the strength of postprocess effects: the closer we were to the center, the stronger they'd get (same when we were close to the outer edge). So, I'd say it is entirely possible. :)

    • @cheekymeeper
      @cheekymeeper 7 років тому

      Thank you very much, this is incredibly good news for me. You're extremely helpful :P

    • @Sirhaian
      @Sirhaian  7 років тому +1

      No problem at all. ^_^

  • @antoinearthur9533
    @antoinearthur9533 7 років тому

    Thanks a lot, that's awesome work, i'm making my Final project game for school and this help so much, i'm going to have a look at yours videos and hope to be able to do the same things at you one day :D

  • @brunoverissimobrito
    @brunoverissimobrito 7 років тому

    First of, nice tutorial...
    Second... I`m really subscribing it...
    Now, question... you made your projectile based on an animation... But, if you`re gonna shoot it from a gun, you can`t (i assume it) do it on an animation right? because you have no idea how far the target is. And after hitting a target you gonna have to create a second VFX in order to make the hit effect, correct?
    So... lets say you just move it using transform... the trail is still gonna look nice like in the video?

    • @Sirhaian
      @Sirhaian  7 років тому

      You'd need to code the projectile, of course. I made that for Demon Teemo. It's basically a game object that translates to its target. On collision, it spawns another game object that contains the hit effect. As simple as that. :)
      For the trail, you just have to adjust the duration of the trail depending on the projectile's speed. ^^

  • @mathieuracine2122
    @mathieuracine2122 8 років тому

    J'adore test video, tu m'apprent plein de choses!!!! Continue

    • @Sirhaian
      @Sirhaian  8 років тому +1

      +Time Tricks Mercii! Là je suis un peu occupé, mais de nouveaux tutos devraient arriver dans les prochains jours. :)

  • @JozefKonradPlata
    @JozefKonradPlata 6 років тому

    Thank you so much for those tuts man :)

  • @joao.soliva
    @joao.soliva 8 років тому

    First of all, nice tuts and great work, man. Keep up with that.
    Second of all, Unity 5.5 came with some changes in the trail renderer. I've been trying to achieve the same result as in this episode but it's getting kinda weird. Any chance of an update to the trail renderer topic here on the channel?

    • @Sirhaian
      @Sirhaian  8 років тому

      Hey! Thanks. :)
      I'll probably make some more videos... someday. I'm really too busy right now. :c
      And I'm not really using the default renderer recently, so I'm not really sure. Sorry. ^_^"

  • @djetew
    @djetew 7 років тому

    thanks, very useful (although I had to get reference elsewhere as to which shader I should use for the trail renderer material)

  • @ailiaili7398
    @ailiaili7398 7 років тому

    Hi. Great tutorial! Many thanks.
    And a question. I added particle to the projectile, everything fine except glow emitter. It doesn't want to follow proper rotation. Simulation space - Local. Do you know what could it be?

  • @MrLuis7766
    @MrLuis7766 6 років тому

    Hi,
    I attached the trail to a game object (my real projectile), but the trail comes from another point on the map.
    I shoot my projectile, the trail comes from this another point and then it follows the projectile, producing a curve instead of just beginning on the same point where the projectile is instantiated.
    I don't know if you'll understand what I'm saying because my english isn't as good as yours ahhaha
    anyway, thx for the video

  • @leen4-j1m
    @leen4-j1m Рік тому

    Thank you very much :)

  • @EugeneLlorens
    @EugeneLlorens 6 років тому

    Hi! i'm trying to make the script but for some reason i dont get the main Projectile tab and the particle system tab. And when i try to donwload your files i just get like 8 folders all with the same files. asset, asset.meta and pathname. Please forgive my bad english and my noob question. Greetings from Mexico! =)

  • @jasonui4794
    @jasonui4794 8 років тому +1

    Just asking, can we use your textures for a commercial project?

    • @Sirhaian
      @Sirhaian  7 років тому

      I don't really care, as long as you tell me in advance.

    • @gabrielraposo1466
      @gabrielraposo1466 6 років тому

      I'm planning on using your textures on a gamejam, can I?

    • @Sirhaian
      @Sirhaian  6 років тому

      As long as you credit me appropriately, sure. Show me your results once it's over! :)

    • @gabrielraposo1466
      @gabrielraposo1466 6 років тому

      Thank you! Sure I will!!

  • @lucianavessalius7533
    @lucianavessalius7533 7 років тому

    I cant download your package via MediaFire.
    It said something about: "You are attempting to access a forbidden site.
    Consult your system administrator for details."
    :(((

  • @gokhanerylmaz509
    @gokhanerylmaz509 5 років тому

    Just perfect :) Thanks a lot

  • @imrankhan-ur7dd
    @imrankhan-ur7dd 6 років тому

    great tutorial or should i say the best one... thanks man...

    • @Sirhaian
      @Sirhaian  6 років тому

      Thanks! Glad it's been useful. :)

  • @augustusallen9984
    @augustusallen9984 8 років тому

    Hey man, I've got a question.
    Is it possible to have a mesh emitter (rocks) that fades in, stays solid, then fades out? So far all I can get is Alpha Blended, but the rocks are semi-transparent.
    Alternatively, it pops into existence then pops out adruptly. Is there a way to get in-between? Thanks.

    • @Sirhaian
      @Sirhaian  8 років тому +1

      There's a way if you use an alpha-blended shader, but that might create some shadows/lighting issues for a solid mesh. The solution I usually use would be to scale them over lifetime. But that's limited to small rocks, as it'd look super weird with big debris. Other solution would be to use a dissolve/cutout shader. I'll probably cover this in a future video, but in the meantime I recommend checking this one: ua-cam.com/video/qCkdVX1RhJ4/v-deo.html
      For a particle, you need to use the Vertex Color's alpha channel instead of a slider, and you should be good to go. :)

  • @trutatj
    @trutatj 8 років тому +1

    Great tutorial! :D For how long have you been doing VFX if I may ask? :>

    • @Sirhaian
      @Sirhaian  8 років тому +2

      +♥ Marv Trutatj Thanks! :)
      I went to a video game school for three years but didn't learn anything about VFXs, so decided to learn about it by myself. Started about 1.5-2 years ago for the Riot games art contest. Then I never stopped. :p

    • @trutatj
      @trutatj 8 років тому +1

      Well, that's awesome! Did you win the contest? Or what place did you get? :D

    • @Sirhaian
      @Sirhaian  8 років тому +2

      Nah, I didn't win anything. It was my very first FX, and I was competing against pros in the industry. :p

    • @trutatj
      @trutatj 8 років тому +1

      I love how fast you reply lol, well even though you didn't win, a lot of people consider you a pro as well I suppose :D Btw will you explain more about Shader Forge in the upcoming tutorials when we use it? I didn't really understand it too well when making the sparks :x

    • @Sirhaian
      @Sirhaian  8 років тому +1

      Ooh, okay. Sure, I'll explain it a bit more in the next tutorials. :)
      The next one will come a bit later. I'm a bit busy with something else right now. :p

  • @MrKazuomi33
    @MrKazuomi33 7 років тому

    this is pretty useful. However, i have a question i hope you reply.
    Is there a way to attach this projectile to a model..
    the model is animated and i want the projectile to move along the model as it is moving...
    i hope you got my point.. is that possible?

    • @Sirhaian
      @Sirhaian  7 років тому

      Must be possible, though I don't really know how. It most likely requires some more scripting. :/

  • @BentonXu
    @BentonXu 4 роки тому

    Are you selling blender coures on udemy? I think I bought a copy.

  • @ihsankoksal430
    @ihsankoksal430 8 років тому

    Hmm, well done! I wonder something: can't we use any in-game animations to change their color or shape? I mean, like, I wanna practice projectiles, how can I use Ezreal's Q or W animation? =)

    • @Sirhaian
      @Sirhaian  8 років тому +1

      Thanks!
      Not really sure to know what you mean, especially about using Ezreal's particles?
      I recreate everything by myself. League particles are not compatible with Unity or any other engine. :)

    • @ihsankoksal430
      @ihsankoksal430 8 років тому

      Oh I gotcha. I meant how to edit his skills colors or etc. But if we can't edit them then no problem.. =)
      Anyway, thanks for these tutorials. They really answering the questions in my head! :)

    • @Sirhaian
      @Sirhaian  8 років тому

      Welcome! And sorry, I have no idea how you could modify them in-game ^^''

  • @lee1663
    @lee1663 5 років тому +2

    thank you !!!

  • @TaurionMartell
    @TaurionMartell 7 років тому +1

    you're a wizard ;)

    • @Sirhaian
      @Sirhaian  7 років тому +4

      But, but... My name is not Harry...

  • @diogomiranda5514
    @diogomiranda5514 8 років тому

    what photoshop version do you use?

    • @Sirhaian
      @Sirhaian  8 років тому +1

      I subscribed to the Creative Cloud, so the latest. :)

  • @kelvinh9650
    @kelvinh9650 8 років тому

    What are you doing to make that glow slider on your shader?

    • @Sirhaian
      @Sirhaian  8 років тому

      I explained it in the second tutorial, I think. I'm just multiplying the output by a value :)

  • @diogoramos1434
    @diogoramos1434 7 років тому

    May i ask how do i get teh Glow_Intensity property on teh shader??? all i see is Render Queue there :(

    • @Sirhaian
      @Sirhaian  7 років тому

      Are youy using the green "value" node or the grey one? :)
      The green one can be modified in the material, while the grey one is "set" and can only be changed in the shader.

    • @diogoramos1434
      @diogoramos1434 7 років тому

      Sirhaian'Arts didnt notice that u had added a node value on the shader on the 2nd tutorial, my bad ^^

    • @Sirhaian
      @Sirhaian  7 років тому

      No problem ^_^

  • @StarZoneLP
    @StarZoneLP 8 років тому

    Hey Sirhaian, could you pls make something like "Master Arcanist Viegar" or a "pulsfire" themed skin?

    • @Sirhaian
      @Sirhaian  8 років тому

      Hey! I don't really take requests, sorry. :p
      But maybe someday. c:

    • @StarZoneLP
      @StarZoneLP 8 років тому

      it was just an Idea.
      I hope Riot Games will recognize your skills one day so the league Skins are getting better :P

    • @Sirhaian
      @Sirhaian  8 років тому

      Thank you! C:

    • @StarZoneLP
      @StarZoneLP 8 років тому

      No Problem :P

  • @alveskyllian5966
    @alveskyllian5966 8 років тому +3

    Ca sent l'accent Français x) Effet sympa, je cherchais justement à le faire x)

    • @Sirhaian
      @Sirhaian  8 років тому

      Mon accent ne trompe pas x)
      Et ravi d'aider :)

    • @naldaoudas7795
      @naldaoudas7795 7 років тому +5

      Je pensais indien ... :0

    • @TGA19
      @TGA19 6 років тому

      Ce vrai? Tu as de bonnes oreilles

    • @TGA19
      @TGA19 6 років тому

      Indien?
      Comment pouvez vous dire?

  • @LucasMtSoares
    @LucasMtSoares 8 років тому

    Can I use Unity VFX on Ragnarok? I always had a project for a Ragnarok mod server but I never finished because I wanted custom VFX for some skills and I never learned how to do it.

    • @Sirhaian
      @Sirhaian  8 років тому

      I don't think so.... Unity is Unity. It's used to make games in Unity, and not for any other game/engine... :x

    • @LucasMtSoares
      @LucasMtSoares 8 років тому

      +Sirhaian'Arts sad T.T

    • @Sirhaian
      @Sirhaian  8 років тому

      What did you expect xD

  • @diogogouveia4676
    @diogogouveia4676 8 років тому

    How much time do you take to make a skin?

    • @Sirhaian
      @Sirhaian  8 років тому

      The first ones I made used to take me between 10-25 hours. The last ones are taking me much more time. Something around 50h in general. :)

    • @diogogouveia4676
      @diogogouveia4676 8 років тому

      oh i tought you took like 3 days to do one.:)

    • @Sirhaian
      @Sirhaian  8 років тому

      It really depends. ^^
      The one I'm working on right now is very challenging, for example. So it'll take time before I can show it to people. :p

  • @Crauzer
    @Crauzer 8 років тому +1

    Next tutorial - Explosion ?

    • @Sirhaian
      @Sirhaian  8 років тому +2

      Not really explosion but most likely impact, yes. :)

  • @shubhamshetkar4406
    @shubhamshetkar4406 5 років тому

    Hi, how to make jumping from airplane and taking parachute? Like in pubg

  • @FaTal_AxE
    @FaTal_AxE 6 років тому +3

    Can some help me in actually firing this projectile as a bullet from gun, when we get left mouse click input and destroy it after a certain time, I tried a lot but it's not working.

    • @Sirhaian
      @Sirhaian  6 років тому

      This should be of help: unity3d.com/learn/tutorials/temas/multiplayer-networking/shooting-single-player :)
      Or this video: ua-cam.com/video/DEtZUeVY9qk/v-deo.html

    • @FaTal_AxE
      @FaTal_AxE 6 років тому

      I know how to fire a normal gameobject (like cube or sphere), but I'm having tough time firing this projectile having particle effects. please help

    • @Sirhaian
      @Sirhaian  6 років тому

      Hmm, you can place the whole effect inside of the projectile, in 0,0,0. Then, you can add some more code to activate/deactivate the particle system you added in when you want. You can also give the projectile a linger time that does this: when the projectile hits something or ends, keep it alive but stop its motion and stop the particle systems inside of it. :)
      I can't really help much more when it comes to coding stuff (my coding knowledge is pretty limited), but I'm sure you can find how to do it by googling it. :)
      (Also, the BetterTrails plugin has an Emit property that you can turn on/off in the code, if I remember correctly.)

    • @FaTal_AxE
      @FaTal_AxE 6 років тому

      Thank you soo much for your help, It helped a lot. I was just missing to add a rigidbody property to it and because of that I was not able to display trail effects. Now it's all fine and those effects are awesome! :)

  • @staticbeepbeep
    @staticbeepbeep 7 років тому

    Under Colors I can only chose 1 color, no idea what did I do wrong :(...

    • @MRC76582
      @MRC76582 7 років тому

      Hey, you probably get one color line with "keypoints" which can be added pressing on the bottom (or top for alpha channel) of the color line. Those are the points in which the color can be changed.

  • @TGA19
    @TGA19 6 років тому

    Can this be done without coding?

    • @Sirhaian
      @Sirhaian  6 років тому

      There might be plugins for projectiles out there, but I do not know them. :/

  • @Mordaxe
    @Mordaxe 6 років тому

    vraiment coolos! je m'abonne direct

  • @katowo6521
    @katowo6521 7 років тому

    How do you make a sword slash?

    • @Sirhaian
      @Sirhaian  7 років тому +1

      I'll definitely make a tutorial about that someday! :D

  • @pixore6046
    @pixore6046 7 років тому

    Salut je sais pas si tu répondras mais quand je lance l'animation avec la barre espace elle se fait deux fois d'affilé ça fait comme une boucle et je ne comprends pas pourquoi. J'ai tout fait comme dans le tuto pourtant donc si tu as une réponse je suis preneur. Sinon très bon travail.

    • @Sirhaian
      @Sirhaian  7 років тому

      Ah bah si tu as tout fait comme dans le tuto, je ne sais pas du tout pourquoi ça te fait ça... ^^''
      Revérifie bien le code. :)
      Regarde aussi si ton anim clip n'est pas en loop!

    • @Raphaël_Alegria
      @Raphaël_Alegria 6 років тому

      j'ai exactement le même problème mais j'ai refait le tuto 3 fois renommé tout pareil que vous dans le tuto j'ai vérifier le code et l'anim ( je l'ai refaite plusieurs fois)

    • @Raphaël_Alegria
      @Raphaël_Alegria 6 років тому

      ho fuck j'ai trouvé je mets un lien vers le screenshot pour ceux qui ont eu cette merde qui m'a fait recommencé le tuto pour rien ... www.noelshack.com/2018-24-5-1529098247-fck-this-shiet.png

  • @jasonakon
    @jasonakon 7 років тому

    im sad to say ur video is no longer workable in UNITY 5.5 , why they changed all the width setting and shit into timeline instead of putting start and end value, and the particle starts after the end point of the animation , watttttttt

    • @Sirhaian
      @Sirhaian  7 років тому

      Not sure to see what you mean. ;_;

    • @YuriNoirProductions
      @YuriNoirProductions 7 років тому

      they updated unitys shuriken system and added a bunch of new features to it...but you can now do may more stuff than before^^

  • @Arkew_
    @Arkew_ 8 років тому

    you're god

  • @ufocomes6730
    @ufocomes6730 7 років тому

    slvp ou je peut trouve cettte texture glow ??

    • @Sirhaian
      @Sirhaian  7 років тому +1

      Y'a un lien pour dl le package dans la description. :)

    • @ufocomes6730
      @ufocomes6730 7 років тому

      merci chef :D

  • @StefPieters
    @StefPieters 8 років тому

    Are you belgian? I'm belgian 😊 nice tutorial btw

    • @Sirhaian
      @Sirhaian  8 років тому +1

      Yes I am! ^_^
      French side. C:
      Merci! :p

    • @StefPieters
      @StefPieters 8 років тому

      I'm from the flamish side :D but i'm learning french so yeah xD

    • @Sirhaian
      @Sirhaian  8 років тому +1

      Awww xD

  • @Moohyn
    @Moohyn 8 років тому

    In one of your videos ua-cam.com/video/vFlKtBr3gjw/v-deo.html do you used other texture for opacity clip in shader forge? If not, how did you make it fade pixel like?

    • @Sirhaian
      @Sirhaian  8 років тому

      It's basically the same as this: ua-cam.com/video/qCkdVX1RhJ4/v-deo.html :)

  • @Moohyn
    @Moohyn 8 років тому +1

    I have one more noobish question =)
    In this video - ua-cam.com/video/AhZbXTH5cng/v-deo.html
    After hit there is small and stretched particles (sparks). How you control speed over life time, i thought you cant only change velocity and force over life time.

    • @Sirhaian
      @Sirhaian  8 років тому

      You can change velocity and force over lifetime. :)
      In this particular case, I believe I used Limit Velocity over Lifetime: it slows the particles over their lifetime, as if they were slowed by the air friction, or something similar. :)

  • @tiraex987
    @tiraex987 7 років тому +2

    Je reconnaitrais cet accent d'entre milles, c'est... L'accent Russe ! цыка блыат

    • @Sirhaian
      @Sirhaian  7 років тому +2

      Alors là absolument pas. :D :D

    • @tiraex987
      @tiraex987 7 років тому +1

      Just jk aha xD

  • @jaxliu2307
    @jaxliu2307 6 років тому

    can i add you facebook .

    • @Sirhaian
      @Sirhaian  6 років тому

      Here's my page: facebook.com/sirhaian.arts :)

  • @FirstGearGames
    @FirstGearGames 7 років тому

    I appreciate the tutorials but you move waaaaaaaaaaay too fast. I spend more time pausing and going back a few seconds because I've missed a ton of steps just editing on my screen.

    • @Sirhaian
      @Sirhaian  7 років тому +3

      Well, if I went any slower, the tutorial would take at least twice the time, which is no good either. Plus, pausing and experimenting is all part of the learning process. :)

    • @FirstGearGames
      @FirstGearGames 7 років тому

      I'll have to kindly disagree haha. This felt more like a time-lapse than a tutorial. Settings were being changed quite fast without explanation as to what any of them did. Beginner level tutorials really should be explaining each setting used in relation to the item you're working on. Due to the rapid rate it felt as though I was copying, not learning. To truly learn I would have to pause every time you entered a new setting and research what it did, as the video did not tell me.

  • @RonPaulBot1234
    @RonPaulBot1234 7 років тому

    Damn waste so much listening and seeing the video then I realize this is made with paid assets xD

    • @Sirhaian
      @Sirhaian  7 років тому

      Paid assets? Only ShaderForge isn't free. ;-;
      I also use BetterTrails, but the basic trail renderer from Unity is good enough, now. :)

    • @RonPaulBot1234
      @RonPaulBot1234 7 років тому

      I was going to add the glow effect but you used an addive base shader is there something similar on unity without paid assets? 25:13 like how to make a material do that.

    • @Sirhaian
      @Sirhaian  7 років тому

      If you only want a glow, then the basic particles > additive shader would suffice. :)

    • @RonPaulBot1234
      @RonPaulBot1234 7 років тому

      I found out that a few minutes thx but I still having trouble getting something similar, in my scene the laser looks too much 2d, yours looks 3d is that just from the camera view point? I can't have the player see it's a flat object.