How To Create Vfx Graph Physics Interactions In URP (Kind of) - Unity Tutorial

Поделиться
HTML-код
  • Опубликовано: 9 ноя 2024

Комментарии • 11

  • @zishuning
    @zishuning Месяц назад

    THANKSSSS

  • @cynner98
    @cynner98 Год назад +1

    So helpful!

  • @jessica-kz3dm
    @jessica-kz3dm Год назад

    Needed this, thanks so much! 😊

  • @antonpiven7941
    @antonpiven7941 Год назад

    Ur amazing

  • @TREXYT
    @TREXYT Год назад +1

    Nice, can we create a fake bullet that we see visually and disapear at the moment when raycast hit ?

    • @andrewchiarelli
      @andrewchiarelli  Год назад

      You could probably do that by changing the lifetime of the bullet based on distance and speed. t = d / s

    • @TREXYT
      @TREXYT Год назад +1

      @@andrewchiarelli yes i did it today and worked, thanks anyway 🙂 the cool part 0 fps drop even with tons of particles since its on gpu 😁

  • @rackneh
    @rackneh 10 месяцев назад

    6:47 this may be entirely stupid, but since both rotation and position are a vector3, couldn't we just use a second position to parse through the rotation data?

    • @andrewchiarelli
      @andrewchiarelli  9 месяцев назад

      Quaternions are actually a Vector4. You can use Quaternion.Euler to convert a Vector3 into a Vector4. But same issue still applies as the video where we don't get any access to rotation data

    • @rackneh
      @rackneh 9 месяцев назад

      @@andrewchiarelli Wait really? Can you explain to me why not that seems so fucking stupid
      There has to be a good reason for something like rotation to not be passable
      Edit: sorry if this comment came off badly, I can't think of a way of asking without sounding rude

    • @andrewchiarelli
      @andrewchiarelli  3 месяца назад

      Yeah, it's silly. I'm unsure if they've fixed this in newer versions of Unity. I've been MIA since I gave up on game dev