Asset Mage W

Special Effects Tools

The tool can be found in the Editor’s top menu: ‘Tools → UNI VFX → Special Effects Tools’.

Set Bounds & Direction tab

Modifies bounds and direction used by Pulse and Dissolve effects when using Object Axis – for example Pulse in object’s Y axis. This has no effect on the Omnidirectional setting.

For your convenience, you can use the Scene view to modify the bounds. The goal is to set the bounds so that it is large enough to encompass the character even during animation, but not so large that parts of Pulse and Dissolve get lost in empty space.

You can also change direction of the Pulse and Dissolve Special Effects. When using characters with multiple renderers, Object Axis Direction (X/Y/Z) may be misaligned. Omnidirectional options will work reliably.
Bounds and Directions are saved in the material. If you want to use different Bounds and Directions on the same type of character, you’ll need to create new materials.
Change of direction may require tweaking of material properties, animation curves in the Special Effects and/or VFX. Save the Bounds and check the result (more on that in the next chapter). The main areas that typically require adjustment include the following.

Change of Pulse direction to Omnidirectional:
- Some templates use Progress Curve, that is not starting at 0. When changing to Omnidirectional option, the safe Progress Curve is simply from 0 to 1:
You can find the Progress Curves in the Animation Settings in the Prefab that was inserted as a child of your character/object.
Change of Dissolve direction from Object Axis to Omnidirectional and vice versa:
- Depending on the Dissolve Pattern Texture, a different Progress curve may be suitable for the Omnidirectional and Object Axis options. The easiest way is to copy the Progress Curve from the prefab variant that uses it by default. The list of default Dissolve directions is at the end of the Manual.

- Given how VFX work, Dissolve using the Omnidirectional option usually looks better with a higher DissolveSpawnRateMultiplier, because more particles are culled.