im a little confused on how to create a dashing effect similar to the smoke dashing mechanics in the game “infamous: second son”. i want my player to dissolve into a trail of particles and rebuild itself while dashing. im currently using a vfx graph that is built in called “SampleMesh.vfx” which i duplicated and named it “PlayerDisintegrationVFX”, the problem with it is that i cant see the particles being spawned. if anyone wants to check out my project, please feel free to do so, and help me resolve the issue.
heres the project!
TestingGrounds(copy).unitypackage (23.4 MB)
That inFAMOUS: Second Son smoke dash is such a cool reference you’re on the right track conceptually.
If you’re not seeing any particles from the duplicated SampleMesh.vfx, the most common causes are usually pretty small things: the VFX Graph not receiving a valid Mesh reference, the Spawn context never being triggered, or the Bounds being too small so Unity culls the particles. I’d double-check that your Player mesh is explicitly assigned in the exposed property and that the graph is actually playing during the dash (via Play() or an Event).
Also make sure the VFX object isn’t scaled down to zero or sitting on a disabled layer, and try temporarily increasing the particle size or spawn count to confirm they’re rendering at all. Once it’s visible, you can refine the dissolve/rebuild effect by syncing spawn rate with dash duration and lerping opacity back in.
I’ll take a look at the project when I get a chance happy to help you get that smoke-trail dash feeling right.
thank you for taking your time out to respond. ive done the things you suggested me to do, but unfortunately it didnt work out.