The Visual Effect Graph is a package that you can use to create large-scale visual effects for your Unity Project. The Visual Effect Graph simulates particleA small, simple image or mesh that is emitted by a particle system. A particle system can display and move particles in great numbers to represent a fluid or amorphous entity. The effect of all the particles together creates the impression of the complete entity, such as smoke. More info
See in Glossary behavior on the GPU, which allows it to simulate many more particles than the Built-in Particle SystemA component that simulates fluid entities such as liquids, clouds and flames by generating and animating large numbers of small 2D images in the scene. More info
See in Glossary. If you want to create visual effects that include a large number of particles and need highly customisable behavior, use the Visual Effect Graph instead of the Built-in Particle System. For information on how to install and use the Visual Effect Graph, see the getting started guide.
| Topic | Description |
|---|---|
| VFX Project Settings | Reference for the VFX tab in the Project SettingsA broad collection of settings which allow you to configure how Physics, Audio, Networking, Graphics, Input and many other areas of your project behave. More info See in Glossary window that controls Visual Effect Graph settings. |
| Visual Effect Graph asset | Reference for the asset that contains all necessary data to process a visual effect. |
| Block Subgraph asset | Reference for a subgraph asset that packages operators and blocks together to use as a single block. |
| Operator Subgraph asset | Reference for a subgraph asset that packages operators together to use as a single operator. |
| Visual Effect component | Reference for the component that provides basic controls to configure a Visual Effect instance in a sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary. |
| Property Binder component | Reference for the component that connects scene values to exposed properties for an attached Visual Effect instance. |