Built-in support for VFXGraph effects

In UGUI, it’s difficult and inefficient to integrate particle effects that can be layered between UI elements. Either you had to copy a lot of vertices around to add them to the UI mesh or render your effects to render textures, just to name two examples. This has been proven to be quite inefficient, especially on mobile devices.

I would like to ask the UIElements team to not forget to provide a way for us to easily and efficiently integrate effects through VFXGraph in our UI. It’s important that effects can be sandwiched between UI elements, not just on-top of everything for example.

@richardkettlewell Tagged you here, because you mentioned it in this thread.

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VFXGraph support in UIElements is something we will work on as we finish UIElements. We know the importance of particle effects in UI and won’t consider our UI solution as “complete” without particles support.

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Thanks for the reply. It is reassuring to know that particles are planned. :slight_smile:

Hi there,

I created the Canvas Particle System, an asset that can create UI particles fully compatible with Unity’s UI Render Pipeline.

Within this asset you can:

  • Use sibling index to control particles z position
  • Add particles in front, behind, or between any UI element
  • Emit particles from: point, directional, line, rect, and circular or using any recttransform in the scene
  • Works on all canvas types:
  • Works on all platforms: mobile, desktop, or console
  • Control all emitter attributes programmatically
  • Animate any emitter or particle attributes
  • Add multi-texture particles
  • Particles with animates sprites
  • Emit particles from images
  • Use UI masks
  • Emit from local or world spaces
  • Render Shuriken particle on UI
  • And more