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VFX Toolkit
VFX Toolkit
  • What is All In 1 VFX Toolkit
  • Overview
  • Setup and Render Pipelines
  • First Steps (Must Read)
  • Asset Component Features
  • Shader Structure and Usage
  • Advanced Configuration and Key Rendering Concepts
  • Particle System Helper Component
  • Asset Window
  • Textures Setup
  • Saving Prefabs
  • Screen Distortion and Creating Distortion Maps
  • Custom Vertex Streams and Custom Data Auto Setup
  • How to Animate Materials
  • Custom Scaled Time
  • Scripting
  • Visual Effect Graph (Vfx Graph)
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Render Material To Image
  • Premade Textures, Meshes and Materials
  • Helper Scripts and Other Utilities
  • Lit Shader
  • Effects and Properties Breakdown
  • Custom Gradient Property Drawer
  • Running out of Shader Keywords
  • Considerations
  • FAQ (Frequently Asked Questions)
  • Credits
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FAQ (Frequently Asked Questions)

Before reaching out to the support email please take a look at the following questions and answers.

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Last updated 5 months ago

How can I make sure that a Material keeps being animated when the game is paused?

Use the Scaled Time shader variant and have an active object with the “SetAllIn1VfxCustomGlobalTime.cs” component attached to it.

In URP, I get a glitchy looking artifact on some mesh effects. What’s happening and how can I solve it?

It’s a problem with the Depth Buffer and when it’s being written. We want it to be available when the Vfx transparent Materials render. This only happens with some Unity versions, but in case you encounter it, it can be fixed in the Pipeline asset changing the Depth Texture Mode to After Opaques.

Why are Materials not properly animating in the Scene view?

Because "Always Refresh" is not enabled in the Scene view

Is the asset compatible with Unity 6?

Of course it is :) It's compatible with all Unity versions up from Unity 2019.4.