Creating a energy weapon blast

I’m having issue finding/creating a energy blast for my weapon
I bought a asset on the store for it but it uses quads so i have this issue when looking at the bullet from the front or the back.
I want it to look around.
I’m really stumped. I tried using trail render which couldn’t get it to display anything.
I tried line render which I couldn’t get it to show a thick of enough line. but i don’t think it would of been good enough looking.

Judging from your screenshot I assume it’s not mobile, hence you can use particle system and emit glow particles forward from the weapon on a straight line. Use color and size over lifetime modules to fade out alpha and size respectively. If you want to keep the energy bar always straight when you move the weapon, keep the “local” simulation space, otherwise “world” simulation space would create a snake like effect, in such case, you may also add some emission rate over distance as well to maintain consistent particle emission when you move it.

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Thanks for the response. Is using particles good for performance even for a desktop game? I"ll have alot of guns going off.
I’m messing with the particle system right now. I kinda got something that works. I think the issue im having now is the emission module.
If i disable emission. I don’t see anything? Only way i can see anything is have emission enabled. any idea why?

idk if im liking how particles are looking. plus im no where to getting it correctly to act as a blast.

Emission module must be always enabled and given some value to maintain the emission (the only reason you would disable this module is for creating a dummy particle sys in some circumstance or halt emission midway, but the latter can be easier handled by ParticleSystem.Stop() instead of calling for this module).
Some suggestion of other values:
Low start lifetime
High start speed
High emission rate over time until the gaps between glow particles are acceptably small.
Disable shape module and adjust the rotation in object transform to get the correct emission angle if needed (e.g. x rotation: ±90deg).
Create a new material which uses Particles/Additive shader and load the default particle glow texture for this effect. (The default particle material uses Particles/Alpha Blended shader which doesn’t look good for this effect.)

Unless you get the emission rate exceedingly high, this effect shouldn’t cause too much for modern desktop hardware to handle even when you instantiate lot of them.

Thanks ifurkend
This may be a bit much to ask
any chance you could make a blast weapon effect and show a picture of it. video be better.
That would help me out alot. I’m just totally new to using the particle effect.
If i saw a pic of it on you setting it up it will show me what is possible.
I was having huge issues with the overall shape of it.

Hopefully this is what you want. It took me like 10 minutes to mock it up:

This effect only generates 14 particles constantly so it should be considered “very cheap” apart from the high alpha overdraw.

I also added the lights module (with a disabled point light attach to the particle system) in this effect. You can even add HDR bloom to spice it up.

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Oh ya thats exactly what I wanted. Thanks man. I’ll try and see if I can get mine looking like that thanks for taking the time out to do that for me with all the well details.