Hey, I am having a bit of a hard time working with the vfx graph because I don’t see it’s spawn radius etc. when placing it in the scene.
Is there a way to visualize this somehow?
The thing seen in the picture is if I select the spawn circle within the graph, but that doesn’t really follow the value I set in the inspector for radius etc.
Morning.
In VFX Graph some nodes have dedicated scene gizmos that let you edit values directly in the scene view. To make it work, you must be attached to a VFX.
To check on which VFX you’re attached to, you can take a look at the Attach button:
The default behavior is to auto-attach. The VFX asset will attach to the last selected VFX instance, and you can swap between different instances by simply selecting them. Information should pop up in the VFX Editor window to let you know on which instance the VFX asset is currently attached.

Now, you can also disable the auto-attachment behavior by clicking on the Lock icon. This disables the auto-attachment behavior, locks you to the current instance, and allows you to manually choose on which instance to attach.
With the VFX editor properly attached, you should now be able to see and interact with the node-dedicated Gizmos. For this, just select the node and either change the node’s values or directly interact with the gizmos in the scene. You should see both Values and Gizmos updated in real-time to reflect your changes.

Non-exhaustive examples of nodes that you can interact with thanks to a Scene Gizmo:
Set Position Shape:
Initialize Context
(allow you to set the system’s bounding box)
Set Velocity from Direction and Speed
(allow you to set the velocity direction)
All transform and Shape node’s
Spaceable Properties and Nodes
(Vectors, position with a space)
With that information out of the way, some interaction can prevent the proper display of the Scene Gizmos:
Wiring a Property or another node:
When plugging a node into a slot, the value of this slot will be controlled by the plugged node.
In this example, selecting the Velocity from Direction node doesn’t display the Gizmo’s node even if the Direction’s value is controlled by another Vector node.
In this case, selecting the input vector should display the correct Gizmo:
Wiring per-particle data
If some per-particle data is wired to a node, this can prevent the gizmo from being displayed.
This makes sense, as the value can now be different per-particle making the Display of Gizmos pointless.
Example of random per-particle value wired to the radius of a sphere:
I hope that information will help you understand better how the Scene Gizmos interaction is working. After reading, if something is still unclear or you think that you have found a bug, please do not hesitate to follow the discussion. Good day to you.
That was really helpful, I truly appreciate such a detailed response.
However, I think I have an edge case that’s not covered above.
I use a Set Position Shape Circle node, that has a Radius(float) property set in the inspector.
Even if I select the radius node, the scene view gizmo still doesn’t reflect the changes made to radius in the inspector.
Is there any way to work around this, or would you maybe suggest a different workflow to make this process easier?
Since I have a lot of windows in the scene, I have to set the radius for each system individually.
Thanks in advance!
Well, there are no Gizmos for simple float values.
In this case, what you could do is expose the Arc Circle or Circle as a property.
This will let you control the radius with a scene gizmo for each VFX instance.
Note that if you have plenty of VFX instances that are bound to exposed properties, you should use the Show Property Gizmos in the Inspector. If you just select the property in the VFX editor, it will display the gizmos with the “default” property values that might have been overwritten by the instance.

That’s exactly what I needed, fixes another issue with huge bounds due to rotations I had too, thanks!
You’re welcome
. Glad to know that I was able to help you.










