I’m using the VFX graph and trying to set the particle velocity to the inverted vertex normal to prevent particles from “leaving” the inside of my mesh. I’m new to VFX graph so I don’t know if I’m doing something wrong. This is what I have so far:
If the mesh isn’t readable, the Operator returns 0. For information on how to make a mesh readable in the Editor, refer to the Import Settings for a model file.
Visual Effect Graph can’t sample the current Skinned Mesh Renderer if you disable Update When Offscreen in a Skinned Mesh Renderer and the mesh bounds aren’t visible. Visual Effect Graph uses the position, normal and tangent of the last visible frame.
Thanks, Canijo (and I appreciate you answering my questions!). This was one of my issues earlier but there’s another problem that I just found here: I was setting the position to a random vertex position and trying to access the normals later using particleId. But Unity was setting the position randomly! So instead I made my random position setter and used particleId later. That solved the issue.