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Version: 4.0.0

Best Practices for Using Visual Effects Editor

When using the beta version of Visual Effects Editor in Effect House, refer to this guide for best practices. Additionally, visit the VFX Editor Beta channel in the Effect House forum to ask questions, report bugs, and engage with fellow VFX creators.

Maximum Particle Count (Capacity)

We recommend keeping the Capacity value of particles under 10,000 for optimal rendering. However, exceeding 10,000 particles may be acceptable if your project does not contain many demanding and resource-intensive features.

Maximum Number of VFX Graphs

The maximum number of supported VFX graphs can vary depending on the performance demands of each particle system. However, for a successful QA check, it's advised to limit the number of VFX graphs to a maximum of 4 or 5.

Main Textures in Output Nodes

Avoid using algorithmic textures, such as Depth Texture, Face Occlusion Texture, Portrait Normal Texture, and Segmentation Textures as the assigned main texture in output nodes. Doing so may result in improper rendering of the textures.

set main texture

Camera Input Texture in Init and Update Nodes

When using the Camera Input Texture in either an init or update node, the rendered result may be flipped upside down on Android devices.

vfx flipped demo

To avoid this behavior, you can add a render texture as a workaround:

  1. Go to the Assets panel and click the Add asset button [+]

  2. Go to Texture and select Render Texture

  3. Go to the Hierarchy panel and click the Add button [+]

  4. Go to 2D and select Screen Image

  5. Go to the Inspector panel and locate the Image component

  6. Click the Texture field

    image texture
  7. Select the newly created Render Texture and click OK

    render texture
  8. Go to VFX Editor, and assign Render Texture as the input texture in the init or update node

    assign render texture
  9. Click the Compile button


Effect Performance

The performance of your advanced visual effects is directly impacted by the complexity of the particle systems and features you incorporate. This means that the more demanding and intricate the algorithms used in your effects, the less efficiently they will perform. To ensure that your advanced effects pass QA checks, it is crucial to optimize the various features comprising the effects. Learn more about technical optimization in Effect House.

Effect Examples

Below are several advanced visual effects that have successfully passed QA. We've outlined the various particle systems and features making up each effect.


flashwork demo  flashwork hierarchy

This effect consists of:

  • 5 particle systems with 3 spawn GPUs per particle system (fireworks)
  • 1 post effect (bloom)

Sparkling Silhouette

sparkling demo demo  sparkling demo hierarchy

This effect consists of:

  • 3 particle systems without spawn GPU
  • 1 particle system with 3 spawn GPUs (firework)
  • 1 segmentation (portrait)
  • 1 post effect (bloom)

Dazzling Display

dazzling display demo  dazzling display hierarchy

This effect consists of:

  • 2 particle systems with 3 spawn GPUs per particle system (fireworks)
  • 1 segmentation (portrait)
  • 1 post effect (bloom)

Particle Fusion

particle fusion demo  particle fusion hierarchy

This effect consists of:

  • 3 particle systems without spawn GPU
  • 1 segmentation (portrait)
  • 1 post effect (bloom)
  • Total capacity: 11,000