Unity 2018 - Game VFX - Weapon Trails / Slash Tutorial

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Hey! Great to see your video here.

Check out a game I made, I went through some of your tutorials to make particle enemies in the game

https://www.indiedb.com/games/expunge

👍︎︎ 11 👤︎︎ u/nogtx 📅︎︎ Sep 14 2018 🗫︎ replies

Just a day after I told myself I should add these kind of things in my project! Thanks a lot for the tutorial, your videos (and assets) helped me learn a lot of things.

👍︎︎ 5 👤︎︎ u/Maximelene 📅︎︎ Sep 15 2018 🗫︎ replies

I'd like to see this for unreal engine.

👍︎︎ 10 👤︎︎ u/Kraftausdruck 📅︎︎ Sep 14 2018 🗫︎ replies

My confidence in the particle system is increasing day by day. My favorite development platform is 2D but, I think I should develop an isometric, 2.5D game. LUL. Thank You!

👍︎︎ 4 👤︎︎ u/sirjoan620 📅︎︎ Sep 14 2018 🗫︎ replies

This happens to be just what I've been researching for the past week.

Thanks a ton!

👍︎︎ 3 👤︎︎ u/jeradj 📅︎︎ Sep 15 2018 🗫︎ replies

its worthy for beginners.

👍︎︎ 3 👤︎︎ u/Shontyraj 📅︎︎ Sep 15 2018 🗫︎ replies

Hey love your tutorials been following along in unity

Was hoping you could make a tutorial of your setup for unity editor.

👍︎︎ 2 👤︎︎ u/childish_gavino 📅︎︎ Sep 16 2018 🗫︎ replies
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hey what's up guys welcome back to note 3 about game effects my name is Gabriella gia and we are going to see how to create wipin trails it was widely requested and today I bring to you these efforts that you are seeing they are available in my patron and they can be attached to Swartz to access to knives to pretty much any weapon and they can also be attached to a character as you can see or simply nothing which looks awesome - this is only available map agent so make sure to go check it out there is a link in the description it comes with three scenes and each one with seven weapon trails effects so let's see how we can create a simple weapon trail alright so in my scene I have this word which is from the asset store it's free and it's really awesome and in my sward I have a spawn point which is where the effects are going to be instantiated if using a script and I created an animation for this word so I can see the effects in action and we could create these effects with trail renderer where we would say it has a certain time with a specific curve and with a color but this method is defective because as you can see if you look closely every time the sword goes back and forward we can see a little glitch which is not really pleasing for dehy but there is another way to create wipin trails and it's with particle systems let's create an empty rename it to sport trail tutorial in this case place it in the right position and inside it we want a particle system which is going to be called trails and that's what it's going to do it's going to generate trails and where we can do it is by setting the shape to mesh to sphere or in this case to edge which will do the work and we need to rotate it as you can see in the z-axis 90 degrees let's adjust the size of this edge to fit this word and we can come down here the material and select none because we are going to use the default particle in the trail material and we can turn on trails but we will still have these purple squares because we need to set the render mode to none which means this particle system is only using a trail material and for some reason these trails are more efficient and we have more options to control so let's change the start lifetime to something shorter between 0.8 and 1.6 the duration is going to be treat these guys because of the animation I created and the start size is going to be small between 0.05 and 0.15 this case we want a high rate over time somewhere between 40 and we can start with the burst of 10 and color of a lifetime it's going to go from full opacity to no opacity the start call in this case it's going to be a darker orange towards a lighter orange something like this and it's starting to look cool already but we can create some improvements by coming down here to the trails and in the white overtrain we want to use a curve actually we want to use this one this curve which will make the beginning thicker than the end we can also create a small variation start speed between 0.2 and minus 0.2 all right let's see how this is looking and as you can see nothing really happens and that's because we need to turn on one last thing which is in the trails and it's world space world space we'll make sure that the trails are not attached to the sport and we'll leave a trail behind and it's looking really good just have a small observation to make which is related to the edges that this trail crate as you can see it's not that smooth and we can increase the smoothness of our trail by going down here in the minimum vertex distance we can lower this number to 0.01 and now it's looking already a little bit smoother next step we can create a globe for this world so let's create a particle system and change the duration to three this is not going to move so start speed is zero let's turn on to the start size and turn off shape in the right overtime in this case we want only one for now and start life time is also going to be 1 now let's adjust this globe to this world in the y axis of the 3d start size in my case 7 7.5 this really depends on what you are using you can use this in a knife in the axe you know whatever wipe and you want basically let's actually increase the rate over time to 2 so we can have one more particle and let's turn our color of a lifetime so we can use a gradient with full opacity in the middle and no opposite in the extremities just like this I'm going to choose an orange for start color you can use two colors if you want and we can also make these random between two values in the 3d start size so you can have a bit more of randomness basically let's go down here to the renderer and set the render alignment to local so it aligns with this world great let's also had some particles and for that we can duplicate the trails particle system and rename it to particles and in particles we want to turn off the trails and in the render mode we want to use billboard and we can use the default particle from unity and set the trail material to none now we want to use these particles in a world simulation space so every time this words go back and forth the particles will be left behind and will not be attached to this world like the trails or like the globe and start sighs it's going to be a little bit smaller just like this and let's increase the start speed to between 0.5 and minus 0.5 nice now let's see how this is looking I'm going to select these three particle systems play the animation and it's looking really good so let's just see what would we need to change everybody to use these weapon trails in a character for example so here in my scene I have this correct from mix ammo which is really great for animated characters and as you can see I am selecting the left and middle and the right and middle and I'm going to drag and drop basically this word trail we have just created from the tutorial I'm gonna break prefab instance so we don't make any mistakes and rename these to hand trail I'm gonna reset the position and create a prefab out of this and the first changes we want to make is in the shape and for this we want to select the sphere another same beginning we can change the shape to fit any weapon or character or pretty much anything that we want to put our trails on which is really great but in this case I'm going to select the sphere and the scale is going to be 1 1 1 and the radius 0.2 0.1 somewhere between that next change we want less emission in this case because the radius is smaller and in bright of a time we can set something around 7 and the burst can be between three and five all right now let's do the same thing for the glow in this case we don't want three start size and in the renderer we want to run our element to beat view just like this great start size it's going to be between one and three more or less maybe two and the emission is also going to be lower to around two with a burst between two and three all right looking great now in the particles we also want to change the shape to a sphere with a radius 0.1 and with a scale of 1 in the x y&z great and the emission this is going to be a bit smaller 20 in the rate of a time and 5 between 10 in the burst all right great now let's apply these changes to debrief at a let's drag and drop do it prefab to the right hand just like this and as you can see we have created some really cool trails for the hands of this character I have a few animations running great and if you want you can increase the start lifetime so the trails are longer like this it looks fantastic you can also change the color I'm going to quickly change to a bluish violet color something like these and yeah it's looking awesome I really enjoyed creating this effect and as you can imagine we can use this in a lot of weapons and off characters not have places it's really great and that's it for this tutorial guys if you can please support me on patreon page you can get access to this package full of effects and much more effects I want to say thank you to all the patreon supporters you guys are awesome I mean I hope you guys enjoyed this tutorial as well and thanks for watching see you in the next video [Music]
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Channel: Gabriel Aguiar Prod.
Views: 126,902
Rating: undefined out of 5
Keywords: Unity tutorial, unity effects, unity special effects, game effects, unity particle system, unity particle tutorial, unity game effect, unity vfx, spell, unity spell, unity fireball, unity projectile, projectile, unity bullet, bullet, vfx for games, spell effect, unity muzzle, unity weapon trails, weapon trails, weapon effects, unity sword slash effect, unity slash, unity knife hit, unity particle trails, unity bullet trail, unity particle effects, unity trail, trail, slash
Id: c8hijUge7IY
Channel Id: undefined
Length: 10min 31sec (631 seconds)
Published: Sun Sep 09 2018
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