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Question Triggering Secondary Particles

Discussion in 'Visual Effect Graph' started by Livealot, Jul 2, 2020.

  1. Livealot

    Livealot

    Joined:
    Sep 2, 2013
    Posts:
    228
    With GPU events, its great to be able to spawn secondary particles that inherit attributes of the source particles (e.g. current position).

    Currently, those triggers can be fired:
    • on death of the source particle
    • over time of the source particle
    • over distance of the source particle
    I'm looking for a way to control that trigger point via script that modifies the vfxattribute with some kind of signal

    Any ideas?

    For context, imagine a main vfxgraph that is simulating a jump rope, the source particles live forever, and their position is animated over time. I want to hit the A button, and make the rope emit secondary GPU particles from the current position of the rope.
     
  2. JulienF_Unity

    JulienF_Unity

    Unity Technologies

    Joined:
    Dec 17, 2015
    Posts:
    326
    Hi. You can plug an exposed property into the Trigger blocks and set it to 0 when you don't want to emit events
     
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