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[Help] Unity 2021 Easy methods to sync mesh animation and particle results?


Hello all! I’m new to the discussion board. Is there a method in unity 2021 so as to add particle methods to mesh animation and preview each in editor to regulate issues on the go? I’m locked utilizing srp solely.

The issue is that I want so as to add particles to mesh animation of a lootbox opening.


Hello Cyfers,

I’ve confronted this actual drawback earlier than and I don’t assume there’s a solution to do what you’re asking. My workflow was to create a easy check scene with the lootbox anim and pfx in, after which run the scene each time you need to check. Make a easy script in that lets you reset the animation with a keyboard shortcut ( or a UI button ) so you may see it a number of instances with out having to restart the scene. Or for a fast and soiled methodology, disabling and enabling the mum or dad object of the lootbox object whereas the scene is working ought to restart the animations.



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Hello there,
if I understood you appropriately, you need to have the ability to do it with a timeline! (So long as you aren’t utilizing VFX Graph, timeline scrubbing isn’t supported but afaik).

In case you add the animation and the particle impact to the timeline, you may preview each on the similar time. Shuriken helps timeline scrubbing so you may regulate issues and transfer ahead/backward like when modifying a video and each the animation and particle impact will replace.

That works in editor, examined in HDRP, undecided if its completely different in URP tho



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Ah, fascinating! Hadn’t considered utilizing timeline, will give it a go subsequent time I want to do that! :+1:

Wow! Thanks all for replying. I’ll strive these options as quickly as I can get again to work!

Howdy,
If you wish to strive it with VFX Graph we now have just a few issues which may assist. (you will get it from package deal supervisor on SRPs

On this article yow will discover a little bit of informations about skinned mesh sampling in VFX Graph which may enable you to created results on animated mesh: New prospects with VFX Graph in 2020 LTS and past | Unity Weblog (scroll a bit till chapter on skinned mesh)
In case you don’t must bind immediately your particles to the animated mesh informations (vertex positions for instance) you received’t want this.
We additionally improved the usage of timeline with VFX Graph in unity 22.2 (scrubbing, occasions administration) , here’s a video I made to indicate this new workflow: VFX Graph Timeline scrubbing and occasions authoring | Unity – YouTube

Hope this helps !

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