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Question Spawning vfxGraphs and particle Systems

Discussion in 'Graphics for ECS' started by shotoutgames, Mar 24, 2024.

  1. shotoutgames

    shotoutgames

    Joined:
    Dec 29, 2013
    Posts:
    290
    What's the best / correct method / workaround?
    I am fine spawning prefabs as entities but I don't have a clear method in my head on how to access the managed objects components.
    Code (CSharp):
    1.    //pass  this to playermove mb and set VFX effect there - for some reason if set in Sub-Scene it ignores parameters
    2.         AddComponentObject(GetEntity(authoring, TransformUsageFlags.None),
    3.             new PlayerMoveGameObjectClass(authoring.AudioSource)
    4.             {
    5.                 name = authoring.name,
    6.                 clip = authoring.AudioClip,
    7.                 vfxSystem = authoring.vfxPrefab
    8.             }

    then system

    Code (CSharp):
    1.  
    2.                         if (playerMove.vfxSystem)
    3.                         {
    4.                             playerMove.vfxSystem.GetComponent<VisualEffect>().SetFloat("FlareRate", 40);
    5.                             Debug.Log("Flare Rate 40 ");
    6.                         }
    I get no errors but the changes to the Spawn Rate have no effect event though I can change the cloned object properties from the scene.

    Thanks for any feedback