Such a cool way of creating an Electricity Arc! Made it available in the Asset Store btw: assetstore.unity.com/packages/slug/222981?aid=1100l3Jhu Got a new VFX Graph course btw: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
I was trying this in URP. I know it's experimental but just for reference I had to enable Edit > Preferences > Visual Effects and enable Experimental Operators/Blocks. That allowed me to add the set custom attribute.
Pal, thank you for your comment! This feature also enables to set ParticleStrip to Initialize Particle. I was soo frustrated before I found your comment! You've made my day )) Have a good one as well! ))
If anyone cant make the step of 2:22 u need to go to edit -> preferences -> visual Efects -> enable experimental / operator blocks -> restart Unity and that should do it
I used a method like this for my lasso character a few months back. There are things about it I'd like to change, but that's just game design lol. great tut!
One small adition for this great tutorial : "Set custom attribute" block in VFX graph is disabled, you must enable it in Preferences->VisualEffects->Experimental Operators/Blocks.
This is great. I've used it to create an arc, im trying to get my game to update the Pos values so that it can zap from an orbiting weapon to things that come near it. but all i am getting is the set bezier appearing in a fixed position on the map. what am i doing wrong?
Ty for awesome video, worked perfectly for me! How would you go about making an object, a turret for example, continusly shoot that electric arc at enemies.
Hey Gabriel, great tutorial. How would I make the arc "travel" from position 1 to position 4 instead of lasting forever? I'm using this effect for a chain lightning attack, so the arc needs to dissipate after a little bit.
Amazing tutorial, Gabriel! Got some inspiration from this and made my own, and the amount of power I feel with lightning arcs coming out of my vr hands is undescribable lmao. By the way, any chance for a VFX Graph mirror? Is that even a thing? Or would it be more of a Shader graph thing?
Aw men in VR this must be super cool indeed :D Yeah that would a Shader, mirrors in reality are just an highly reflective surface. I'm sure you can find a tutorial around. Good luck!
I tried with Unity 2020.3.25f1 and 2020.3.48f1, and there are some blocking issues: 1. Default Visual Effect does not show anything in the Scene window. 2. There is no Bounds mode in Initialize Particle 3. There is no "Set Custom Attribute" in Initialize particle blocks list to be added Which version of unity does your tutorial require?
Oh man Its awesome, good job, keep going :D, btw in your Pateron u have more stuff with those kind of magic tricks ? or every trick is hiding behind vfx documenation and your imagination :D ?
On Patreon there's a lot of content, all the tutorials/videos shown here are also there. There's also unique packages of projectiles, AoE, lasers, etc. So yes there's a lot of magic tricks ;)
How can i modify the Bezier like yours, Mine is thicc in the middle but on the outside its just transparent i would love to create a thunderbolt with it
Hey man, love your stuff, been using your tutorials for building my own game. I was wondering if you could take a crack at how the shield effect is done in Halo Infinite, seems like a cool feature to break down
This is all very theoretical, as I'm not near my workstation now. But it probably needs to be based on the last point of the Bezier curve, and on that last point something will happen, like for example, the size will be smaller. It ain't much, but hope it helps point you in the right direction.
Thank you for this great tutorial! Much appreciated, I learned a lot from it! In my particular test scene I have an issue with the VFX disappearing from scene view at certain camera angles. It seems to be very sensitive to clipping in a way that other VFX are not. Zooming out solves the issue. Would there be a workaround to get consistent results from close up?
Yes I had that bug too. I noticed it in a few Unity versions but then, they fixed it in newer ones. It's a Unity bug, and an annoying one. But yeah, in newer versions it's fixed. :)
I was trying this in URP and have already enabled Visual Effects and enable Experimental Operators/Blocks. But I am missing single burst and a bunch of other functions.... any idea how to fix this?
Great Tutorial, I've been trying to make a energy beam that uses this tutorial as a basis as I want it it curve between two points and have noise, but I also want it to appear sort of like the stylized laser you've made in another tutorial. I've got it working almost perfectly but I have one small issue, since the orient node doesn't work with the particle strip output, I'm having an issue where I am struggling to add "volume" to the beam by either angling multiple copies of it in a cross pattern or making it always face the camera (it's being fired in first person from a gunTip transform). Any idea how I can make it appear so it's not just a single "plane" stretching outwards?
To those with a similar issue; a workaround is just to create two empty game objects instead of one with the visual effect on it, and then just rotate one 90 degrees on the z axis and fire them both otherwise identically. But I'm pretty sure there must be a way to have two identical particle systems within the same graph and just set the rotation there, but I can't seem to find it.
Great video! One question, how do you get the arc to have a more uniform thickness throughout? Mine taper out to nothing right before the first and last bezier points, making it look like the lightning doesn't connect to the end points. Yours clearly connect -- any suggestions on this? Thanks!
I find a solution to stop your arc. Script with destroying Gameobject. Not very easy and smooth, like setting lifetime in legacy particle system, but it works :D
Message in a bottle: If anybody can help me, I'm trying to play with the direction of sparkles. Using the "Direction Blend" factor of the "Set Velocity from Direction & Speed (Spherical) component, I can get it to sparkle more or less in the direction of the arc but that's all I can do. My goal is to make it do the exact opposite of setting that slider to .5f, I want to make it sparkle in the opposite direction only.
Such a cool way of creating an Electricity Arc!
Made it available in the Asset Store btw: assetstore.unity.com/packages/slug/222981?aid=1100l3Jhu
Got a new VFX Graph course btw: www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
I was trying this in URP. I know it's experimental but just for reference I had to enable Edit > Preferences > Visual Effects and enable Experimental Operators/Blocks. That allowed me to add the set custom attribute.
thank you
thanks,it's useful
Thanks!
Thank you so much. That was giving me trouble.
Pal, thank you for your comment! This feature also enables to set ParticleStrip to Initialize Particle. I was soo frustrated before I found your comment! You've made my day )) Have a good one as well! ))
If anyone cant make the step of 2:22 u need to go to edit -> preferences -> visual Efects -> enable experimental / operator blocks -> restart Unity and that should do it
Thanks!😀
Thanks
These videos give me extreme Brackeys vibes! Love it!
Aw thank you, that's great, I love Brackeys!
I used a method like this for my lasso character a few months back. There are things about it I'd like to change, but that's just game design lol. great tut!
One small adition for this great tutorial :
"Set custom attribute" block in VFX graph is disabled, you must enable it in Preferences->VisualEffects->Experimental Operators/Blocks.
thanks broo
a huge fan of you Gabriel
earned a sub literally the best kid ever
This is great. I've used it to create an arc, im trying to get my game to update the Pos values so that it can zap from an orbiting weapon to things that come near it. but all i am getting is the set bezier appearing in a fixed position on the map. what am i doing wrong?
This is awesome! I made one like this, so it'll be cool to update it with what you've shared here!
Sounds great! Just a quick heads-up this method is for VFX Graph only.
Awesome tutorial! Thanks man!
How can we make this using particle effect????
Thanks much gabriel!
Sure thing!
Ty for awesome video, worked perfectly for me! How would you go about making an object, a turret for example, continusly shoot that electric arc at enemies.
Great tutorial
God bless you! Amazing videos!
Hey Gabriel, great tutorial. How would I make the arc "travel" from position 1 to position 4 instead of lasting forever? I'm using this effect for a chain lightning attack, so the arc needs to dissipate after a little bit.
Even if I change texture to "Default - ParticleSystem", electric arc is still disconnected from the first and last Pos objects. How can I fix that?
Amazing tutorial, Gabriel! Got some inspiration from this and made my own, and the amount of power I feel with lightning arcs coming out of my vr hands is undescribable lmao.
By the way, any chance for a VFX Graph mirror? Is that even a thing? Or would it be more of a Shader graph thing?
Aw men in VR this must be super cool indeed :D
Yeah that would a Shader, mirrors in reality are just an highly reflective surface. I'm sure you can find a tutorial around. Good luck!
I tried with Unity 2020.3.25f1 and 2020.3.48f1, and there are some blocking issues:
1. Default Visual Effect does not show anything in the Scene window.
2. There is no Bounds mode in Initialize Particle
3. There is no "Set Custom Attribute" in Initialize particle blocks list to be added
Which version of unity does your tutorial require?
you need to go to edit -> preferences -> visual Efects -> enable experimental / operator blocks and restart unity
Oh man Its awesome, good job, keep going :D, btw in your Pateron u have more stuff with those kind of magic tricks ? or every trick is hiding behind vfx documenation and your imagination :D ?
On Patreon there's a lot of content, all the tutorials/videos shown here are also there. There's also unique packages of projectiles, AoE, lasers, etc. So yes there's a lot of magic tricks ;)
How can i modify the Bezier like yours, Mine is thicc in the middle but on the outside its just transparent i would love to create a thunderbolt with it
Thanks for sharing!
amazing stuff
Hey man, love your stuff, been using your tutorials for building my own game. I was wondering if you could take a crack at how the shield effect is done in Halo Infinite, seems like a cool feature to break down
Great idea!
Very cool!
Thank you for your tutorial. I love all of them. How would you go about adjusting the size based on the curve so that it tapers at the ends?
This is all very theoretical, as I'm not near my workstation now. But it probably needs to be based on the last point of the Bezier curve, and on that last point something will happen, like for example, the size will be smaller.
It ain't much, but hope it helps point you in the right direction.
Looks really cool. Ty!
A Lightning Trail tutorial like The Flash's would be awesome!
"Set Custom Attribute" not getting it ... even after I checked the box in Edit>Preferences>Visual Effects>Experimental Operators/Blocks
Thank you for this great tutorial! Much appreciated, I learned a lot from it!
In my particular test scene I have an issue with the VFX disappearing from scene view at certain camera angles. It seems to be very sensitive to clipping in a way that other VFX are not. Zooming out solves the issue.
Would there be a workaround to get consistent results from close up?
Nice!
VFX graph not updating when changing values in graph always have to press compile to update the effect. any idea how to solve it?
Yes I had that bug too. I noticed it in a few Unity versions but then, they fixed it in newer ones. It's a Unity bug, and an annoying one. But yeah, in newer versions it's fixed. :)
Thank you so much !
You're welcome!
I was trying this in URP and have already enabled Visual Effects and enable Experimental Operators/Blocks. But I am missing single burst and a bunch of other functions.... any idea how to fix this?
You prolly have old version of Unity.
Do you know how to make this effect seen in any direction?
Add a "Orient: Face Camera Position" block at the end of the "Output ParticleStrip Quad" section
I don't remember "Set Custom Attribute" available node? What version of vfxgraph is this?
Make sure to turn on Edit>Preferences>Visual Effects>Experimental Operators/Blocks
Ooooo, thanks!
No problem!
Great Tutorial,
I've been trying to make a energy beam that uses this tutorial as a basis as I want it it curve between two points and have noise, but I also want it to appear sort of like the stylized laser you've made in another tutorial. I've got it working almost perfectly but I have one small issue, since the orient node doesn't work with the particle strip output, I'm having an issue where I am struggling to add "volume" to the beam by either angling multiple copies of it in a cross pattern or making it always face the camera (it's being fired in first person from a gunTip transform). Any idea how I can make it appear so it's not just a single "plane" stretching outwards?
To those with a similar issue; a workaround is just to create two empty game objects instead of one with the visual effect on it, and then just rotate one 90 degrees on the z axis and fire them both otherwise identically. But I'm pretty sure there must be a way to have two identical particle systems within the same graph and just set the rotation there, but I can't seem to find it.
Great video! One question, how do you get the arc to have a more uniform thickness throughout? Mine taper out to nothing right before the first and last bezier points, making it look like the lightning doesn't connect to the end points. Yours clearly connect -- any suggestions on this? Thanks!
Found where you answer this in the video by setting the particle to something else which changes the endpoint behavior!
Gabriel, another awesome lesson ofc. But how to stop this ligthing unstoppable force? :D
It's just infitine
thank you for awesome video!
i have a question, this effect works on mobile? (especially android)
VFX Graph only works on mobile capable of Compute Shaders. Basically only on top tier mobiles for example.
@@GabrielAguiarProd thank you for your answer!
How about sasuke sussano man please
Just google it, seems interesting. Maybe :)
Ummmmm I had no clue Gabriel was so hawwwt
I find a solution to stop your arc. Script with destroying Gameobject. Not very easy and smooth, like setting lifetime in legacy particle system, but it works :D
Message in a bottle:
If anybody can help me, I'm trying to play with the direction of sparkles. Using the "Direction Blend" factor of the "Set Velocity from Direction & Speed (Spherical) component, I can get it to sparkle more or less in the direction of the arc but that's all I can do.
My goal is to make it do the exact opposite of setting that slider to .5f, I want to make it sparkle in the opposite direction only.