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Acessing Custom Spawn Attributes in Update: HOW?

Discussion in 'Visual Effect Graph' started by flimflamm, Nov 1, 2021.

  1. flimflamm

    flimflamm

    Joined:
    Jan 6, 2020
    Posts:
    43
    I am trying to make a dynamic VFX that can be used to generate on-hit effects according to dynamic spawn-event attribute parameters (like world position, particle count, etc...) using a burst spawn event. The purpose of doing it this way is to avoid a costly pool of VFX prefabs by having one hard-working dynamic graph....

    The problem happens when I try to apply a custom gravity direction for a given particle group:

    Any custom attribute that it sent is a "VFXEventAttribute" block will not be accessible in the Update node, so I have no way of defining the gravity that should be applied on either a particle or particle burst basis.

    What I need is a way to bake a custom variable into components (particles) that can be accessed later on on a per-component basis in the update node...

    Is there any way to achieve this?