Collision on trigger

Hi all! Please tell me how can I make sure that when particles touch the ground and run along it (collision) they constantly spawn other particles?

In Particle Update, add Generate Collision Event, then in a new emitter you would add an Event Handler stage and Receive Collision Event this way it only spawns when colliding with the ground, and you can set the amount/speed limits for when and how much you want it to happen :slight_smile:

I tried but it doesn’t work. Can you show me the diagram? Please :slightly_smiling_face:

Example

thanks! it remains to understand how to do this in unity :smile:

oh :man_facepalming: I didn’t look at the tags that’s my fault, had a long day :sweat_smile:

I’ll get back to you tomorrow in VFX graph if you still haven’t figured it out

I’ll be waiting for you!))It’s strange that no one can give me any advice on this issue.

Here ya go :slight_smile:

Not sure of an easy/naitive way to limit collision sampling for when its rolling(it’ll just fire every frame) so using a time-based trigger and filtering by has collision event allows you to adjust frequency.

eaacon_Collision_Events_VFXG

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You are my hero! Thank you!

But I still don’t understand the current logic in vfx graph, how exactly does this node bundle work? It is clear that there is a node that makes a collision, and then what? There is a time event node, but in the end new particles appear from the collision. How?

The Trigger Event over time node fires the event over time regardless of collision, but I turn it on/off based on if there is a collision. It’s basically saying, if get has collision, then trigger event x times a second.

You could try to use Trigger Event Collision instead of time, but it fires every frame there is a collision, but if you want it to continue sending events while it’s rolling, it would fire literally every frame. That’s why I use the time trigger, so you’re able to control how often it happens. Hope this makes it clear :slight_smile:

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thank you sooooo much!