I have a particle system attached to a bullet and the particles being emitted are just rectangles. The problem is that when rotating the bullet, the particles don't rotate to face the same direction as the bullet.
What could I do to fix this?
Okay, I've looked around at some tutorials and I found that my problem fixes itself when I give the particle a texture. I had assumed I could do it without one given that I only wanted a yellow rectangle. To fix it, I went to the particle system and checked "Texture Sheet Animation" and switched Mode to sprites and assigned a texture. Then I went to "Renderer" and set Render Mode to Billboard and set Render Alignment to Local. Shoutout to Martin for linking that thread!
Related
So I have a HD2D Setup in Unity, meaning a 3D world containing 2D sprites (billboards). I am using URP and created a Lit Shader with the following configuration:
This Shader is attached to a material and this material is attached to my sprite. My problem is, when I rotate the global directional light, the sprite with this shader attached has sort of a delay in adjusting its darkness to the global light (in the video, the environment is bright (morning) but the sprite is still very dark in color (see next picture) and vice versa). This behavior can be seen in the video I uplaoded here:
https://www.youtube.com/watch?v=uAm71ftfy2Y
Desired outcome:
The sprite gets darker as the sun fades (similar to the white Quad that can be seen in the video scene).
Does anyone have an idea which setting I need to tweak here? Thanks for any advice.
I figured it out. For some reason, URP Pipeline was not set under Edit-->ProjectSettings-->Graphics. Once set, I was able to set [X] Will be affected by shadows in shader graph. This solved the problem
I have implemented blast particle within my game but when it spawns, it gets cutout to correspond to the nearest environment object.
This problem, I was getting:
Overall there are multiple particle systems are running to achieve this but I am attaching one particle system inspector panel details:
A similar kind of renderer exists for mostly all particle systems. So please guide me to solve the above effect cut related problem with the wall.
EDIT-1:
I have added a VFX rendering camera and created separate later too for the effects but there is no change in the result.
EDIT-2:
Here you have a screenshot for the Main Camera of the game:
You could add collisions to the particles so that they either bounce away from the world object or are just destroyed.
Example Collision Setup
It will add a little overhead but depending on how many particles the effect uses it shouldn't be an issue, and if it is you could test it with a lower collision quality.
I found this advice on the polycount forums written by user AlecMoody:
[1.] Create a second camera parented to the primary camera...
[2.] Create a render layer for your [particle effect] (or assign it to an existing layer).
[3.] Set the main camera culling mask to everything except your explosion layer.
[4.] Set the child camera culling mask to only be your explosion layer. The child camera should have the clear flag set to "don't clear"
[5.] and put a positive value into the [child] camera depth.
Since for you having a higher depth on the child camera doesn't make it render above the lower depth cameras, setting the clear flag to "depth only" may help you.
I'm new to Unity2D,
So I'm creating a game in 2D where AI agent and enemies walks around a floor with doors to spawn the enemies and alcoves to hold the items that the agents has to collect. I created circles to represent the enemies and applied a material with red color on it. But in the game play, the color is black as you can see in the following picture:
Also, the two of the grey walls are missing as well in the game play. The floor has z-position = 0 and the obstacles has z position -2.
Furthermore, I used transform.Translate(new Vector3(movingSpeed,0,0) * Time.deltaTime); in the fixedUpdate method to move the object, but in the game play it went off super fast. However, the movingSpeed is only set to 0.01.
I created circles to represent the enemies and applied a material with red color on it. But in the game play, the color is black as you can see in the following picture
You should add a light component or change your shader of material.
transform.Translate(new Vector3(movingSpeed,0,0) * Time.deltaTime);
You should use Rigidbody2D.AddForce funciton.
When dealing with Rigidbody never change the position through the Transform component but rather use Rigidbody2D.MovePosition. This keeps the Physics and collisions etc intact.
That it kind of flies off right at the beginning suggests there might be an issue with colliders probably?
The colors seem to be a lightning problem. The disappearing objects might be related to the positioning of your Camera and the near clipping plane but both is hard to tell without more details.
I placed a light in my scene.
It is lighting the ground when i'm facing that light but when I turn the opposite direction, the light on the ground vanishes.
I think this might be some Unity's default behaviour.
Is there a way I can solve this issue?
Unity uses frustum culling to save performance, so it only draws items that are within the camera's viewing area. As a result of this, the particles behind you are not drawn, and any lights attached to them aren't either.
Scene-crucial lights aren't normally attached to particles, so it's normally not a concern if they're hidden along with their particles.
For conventional lights (not attached to particles), Unity should render the light as long as it affects objects within the camera frustum. If you use a conventional light, you should see better results.
Looks like you may have to disable occlusion culling. Unity3D Manual
I have problems with my unity particle system. It is appearing in the scene but it does not appear in the game scene after it is being played. What do you think the problem lies in?
1.ParticleSystem is not loop, not enable or not play...
2.Your particles are too small.
3.Particles are not in the camera's view.
4.If you are using Unity's 2D tool, maybe sprite's sorting order is above your particle. <- Change ParticleSystem's sortingLayerName and sortingOrder.
There's also a bug where the particle's origin (usually the centre) is well outside the camera's frustum they can be incorrectly culled. I found this with giant sunbeams.
I had a similar issue. The problem for me ended up being related to the Renderer Module's "Render Alignment" being set to "World". Pair this with -90 rotation on X and it made my particles disappear (2D game with an orthographic camera probably didn't help). Switching Render Alignment to "Facing" fixed my issue.