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Enable/disable VFX Graph (output) nodes from C#

Discussion in 'Visual Effect Graph' started by jeroenvdv, Feb 5, 2020.

  1. jeroenvdv

    jeroenvdv

    Joined:
    Oct 25, 2010
    Posts:
    52
    I'm working on a 'generic' particle system that should be editable in runtime by the user. One of my challenges is making the user select different output types.

    I could have multiple 'output' nodes like 'Particle Output Lit Quad' and 'Particle Output Mesh' in my VFX Graph. Now would it be possible to enable/disable them from script? For example by Shader keywords, or other (undocumented) feature?

    Thanks!
     
  2. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    326
    Hi. There's no easy way to do it at the moment I'm afraid. But this is something we will add in the future
     
  3. jeroenvdv

    jeroenvdv

    Joined:
    Oct 25, 2010
    Posts:
    52
    Thanks for your reply Julien. Well, I'm looking forward to that ;) Would make 'generic' particle VFX graphs way more accessible.