The VFX Template showcases different ways to use VFX Graph to implement particle collision in VFX Editor. Collision is implemented by introducing new collision subgraphs in VFX editor. You can find their description in VFX Collision Subgraphs guide.
The Template comes with 4 examples of Collision. These examples can be found in the
Objects Panel under their names. Feel free to try them out by enabling the example scene object. All examples are featuring the world objects and are intended to be used with Back Camera.
Simple Plane Collision Example
This example uses
Plane Collision subgraph to detect when particles collide with the plane and change their color on the third collision.
Expand the hierarchy of the first example, select the
Disc [MOVE ME] scene object, try to move and rotate it in the
Scene panel and see how particles behave.
To dive deeper into the implementation select the
simple_plane_collision [EDIT_ME] asset in the
Resources panel and double click on it to open VFX Editor.
This graph provides an example of how to use
Plane Collision subgraph and how the particle color logic is implemented. Position and Direction of the plane are used by this subgraph and are sent to the VFX editor using
SendDataToVFX script, first introduced in the VFX Template. To replace a plane scene object, change the
Target input of the
Advanced Plane Collision Example
This example is using
Plane Array Collision subgraph that takes positions and normals of an Array of 5 planes. Positions and directions of planes are sent to the VFX graph asset using
ArrayTransformToScript helper script.
You can add or remove planes by selecting
Array Transform to VFX SceneObject in the
Objects panel and editing values of the
Planes array input of the
ArrayTransformToScript in the Inspector panel.
Planes scene object and edit
Tween Transform script settings to change planes movement.
Double click on
advanced_plane_collision [EDIT_ME]asset in the Resources panel to open VFX Editor and see details of implementation.
SDF Collision Example
Provides an example of how to implement collision based on the Signed Distance Fields texture.
We have SDF texture prepared for the Trophy 3D model (
trophy_sdf). To replace 3D model - first import it to the Lens Studio and follow the this guide to generate such texture.
Double click on
sdf_collision [EDIT_ME]asset in the
Resources panel to open
VFX Editor and see details of implementation.
To modify the collision, first we need to set our generated texture to the
SDF Texture input of this asset:
You can see that there are more data sent to the VFX editor, in order to make newly imported model work. Next, swap
Target input in the
SendDataToVFX script on each of the scene objects below with your mesh:
Check out the Asset Library for much more examples!
Previewing Your Lens
You’re now ready to preview your Lens! To preview your Lens in Snapchat, follow the Pairing to Snapchat guide.
Please refer to the guides below for additional information:
Still Looking for help?Visit Support