🔥 VFX Support in Terra Studio
Terra Studio Pro offers full compatibility with Unity's built-in Visual Effects (VFX) systems. Developers can use Unity's Particle System and Visual Effect Graph directly, with no changes required. This allows you to create everything from simple sparkles and smoke trails to complex GPU-accelerated visual simulations — just like in any standard Unity project.
The only restrictions are those related to T# scripting — all visual workflows and native components function as expected.
🚀 Supported VFX Systems
✅ Particle System (Shuriken)
Unity's classic and widely used particle system.
Use for fire, smoke, sparks, dust, magic effects, trails, etc.
Fully configurable in the Inspector
Supports sub-emitters, color over lifetime, velocity over time, and more
Burst emission, looping, and playback control
Can be triggered via scripting or animation events
✅ Visual Effect Graph
For GPU-powered, node-based visual effects.
Use for high-performance effects like lightning, explosions, volumetric fog, portals
Supports custom attributes, events, and complex simulations
Fully supported in Terra Studio Pro for advanced real-time visuals
🔹 Key Features Available
Play On Awake / Looping / One-Shot Effects
World vs Local Simulation Space
Collision & Triggering Events
Material and Shader Integration (URP/HDRP Supported)
VFX Event System (for Visual Effect Graph)
Trails, Lights, Mesh Particles, and Custom Modules
Scriptable Control of FX via Play(), Stop(), and SetFloat/Int/Vector methods
Animator Integration (trigger FX from keyframes)
🪡 Best Practices
Use Particle System for simpler or mobile-friendly effects.
Use Visual Effect Graph for GPU-powered, high-end effects.
Organize FX into prefabs for reuse and easy reference.
Control VFX dynamically with parameters exposed in scripts or VFX Graph Events.
Use sub-emitters for chained effects (explosion -> smoke -> debris).
🔊 Triggering VFX via Scripts
VFX components like ParticleSystem
and VisualEffect
can be controlled via scripts:
Start and stop effects manually
Set visual parameters at runtime
Use animation or input-driven triggers
In T#, make sure to use non-generic GetComponent(typeof(...))
and avoid lambda expressions or unsupported C# constructs.
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