Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
summary
Unity Visual Effect Graph drives explosions with exposed parameters and code: Size 1–5 remaps to particle counts per system (example: 200–1,000 particles via a Remap Float), Color uses a Gradient, Speed is set from Rigidbody magnitude and applied as Z force after Quaternion.LookRotation. Events pick which sub-systems play so one VFX prefab produces four explosion types (Fire, Cryo, Electric, FuelX); Electric caps at ≤2 m and the system works in-engine with ScriptableObject data reuse and Shader.PropertyToID for efficient parameter setting.
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chapters (12)
- 0:00Hardspace: Shipbreaker intro
- 0:42VFX Graph overview
- 2:50Dynamic explosion parameters
- 6:45Explosion variation events
- 8:10Explosion effects demo
- 10:05Data-driven explosion code
- 11:07Explosion data in ScriptableObjects
- 12:35Spawning VFX effects
- 13:39Size color speed settings
- 14:21Triggering explosions in code
- 14:45Explosive props demo
- 15:39VFX Graph benefits
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