i’d like the ribbons to skip some particles but I’d also like to keep the high frequency of events so that the ribbons have a nice smooth follow movement.
How do I do that?
Perhaps you need to trigger over distance instead? In any case you can implement your own logic based on something by inputing custom rate, for example randomly change between 0.1 and 120.
Also there is Trigger Event Always block and you can implement your custom logic.
Thanks, I’ll try those.
Going through your “how to VFX”. Seems you’re more comfortable with HLSL, did you make your own node?
My main project is 2022.3 currently, so I can’t use custom HLSL.
The “How to” you made is very useful, I’m trying my luck with custom properties
@FredMoreau you seen that? It’d be good in the documentation to his page, if @Qriva is fine by it.
I am trying this:
then with either current or source
But it bombs as soon as Set is turned on
Hello,
Do you still have errors when plugging directly the probability sampling into the trigger count instead of using a custom property?
With seed constant per particle maybe
Same, but only on first frame, it depletes the particles and the trails are crunched so that’s not working.
How would you do the equivalent to this in vfxgraph?
Depending on your Unity version, as @Marie_G suggested, I would use the “Random Selector Weighted” (previously named Probability sampling) with the Boolean port.
But you can use also the same node with a Float to drive the Rate/Cout of your Trigger Event.
I’ve also tried to reproduce your setup and I was able to make it work.
I would first change your Seed setting to Per-Particle. In your screen, you’re using per Component, which means that all your particles will have the same value randomized per VFX instance.
Also, I’ve noticed that you seem to be using a space in your custom attribute name which isn’t allowed if I’m correct…
I hope this helps.
Have a great day.
Thanks. The new ability of turning off modules procedurally is nice.
How does strip work anyway? Would it detach if you turn off GPU event? I use URP10.
I probably don’t understand how the two systems are bound, does each gpu even create a new particle to the strip system and then let the strip system handle its movement? how does the strip system tie up particles to make a ribbon?
PS: After spending a crunch week in Unreal I’m reconsidering what Fred said, VFX graph definitely needs its own window.