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Advanced visual effect

Visual effects (VFX) enhance the gaming experience by visually representing game events and rewarding player actions. Unity offers various methods for adding VFX, including frame-by-frame animations and particle systems, each with unique properties and functionalities. The Particle System allows for the creation of dynamic effects through customizable particle properties and modules, enabling developers to create visually engaging scenes.

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umair ahmed Rana
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0% found this document useful (0 votes)
12 views

Advanced visual effect

Visual effects (VFX) enhance the gaming experience by visually representing game events and rewarding player actions. Unity offers various methods for adding VFX, including frame-by-frame animations and particle systems, each with unique properties and functionalities. The Particle System allows for the creation of dynamic effects through customizable particle properties and modules, enabling developers to create visually engaging scenes.

Uploaded by

umair ahmed Rana
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Visual effects (VFX) are the cherry on top of any great-looking game, and

they’re vital to the gamers’ experience as they play. VFX communicate game
events such as environmental hazards and healing zones, and they visually
reward the player for well-executed actions, like an action scene culminating in
a big, fiery explosion.
Unity provides lots of options to add VFX to your game. You can add frameby-
frame animations made in other software, animate particles, or add
animated shaders.
Frame-by-frame animations
Frame-by-frame (or flipbook) animation lets you add effects quickly in Unity.
Simply import frames as sprites, then animate the Sprite Property over time in
the Animation window. You can also select and drag all the frame sprites into
the Scene, which will then animate them automatically.
While importing frames is fast, drawing each frame to be animated is not, and
this process can require much more time and skill than you have available. To
save time, you can instead export VFX as frames from other apps.
Another shortcut you can use is to select all of the animation frame assets
from the Project view, and drag them to the Hierarchy view or Scene. A new
GameObject will then be created with an animation that uses the sequence
made of the previously selected images.
The flipbook animation technique is very performant, so use it when you want
to have many instances of the effect onscreen. Remember that many frames in
high resolution will require more memory.
Particles
The Particle System allows you to display and animate many smaller images or
meshes in order to achieve a single visual effect. Particle properties like size,
velocity, color, and rotation can be animated over time using certain predefined
rules and randomization. This allows you to create dynamic effects like fire,
explosions, smoke, magic spells, and so on.
You create a new Particle System by selecting the menu option GameObject >
Effects > Particle System.
Particle System
Main Module properties
The Particle System has many modules, but let’s cover a few of the essentials.
The first module contains basic particle properties:
— Duration: How long the system will run
— Looping: Whether the whole system will loop forever
— Speed: The initial speed of the particles
— Start Size: The initial size of the particles
— Color: The initial color of the particles
— Gravity: Gravity force applied to the particles
Emission
Emission controls the rate and timing of emitted particles, while Rate controls
how many particles are emitted per unit of time. You can also create bursts of
particles, specifying how many to spawn and when.
Shape
This module defines the volume or surface from which particles can be emitted,
and the direction that they will travel. The Shape property defines the shape of
the emission volume.
Color over Lifetime
You can control the particles’ color and opacity over its lifetime by evaluating
the
gradient. On the left of the gradient is the starting color, and on the right is
the
color particles will have when they die.
Size Over Lifetime
This setting defines the size of a particle along the horizontal axis of a curve.
Rotation Over Lifetime
Rotation over Lifetime gives particles a rotation speed.
Noise
This module will add randomness to the particle movement. It’s a very quick way
to add interesting and complex-looking effects like magic spells, sci-fi energy,
exhaust fire, dust motes, and more.

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