All of the particle effects use the Unity particle system and ShaderLab/HLSL, so it should be pretty seamless copying it into another project. Sure! The only VRChat-specific stuff in the package is in the menus & installer.
if you make one of your liquids pink, everyone else using the same liquid in your world will have theirs turn pink, too. The "Processor" material controls the color/transparency of each different liquid, but the stencil layers that different liquids use are shared between users in the same world i.e. Make sure Scene Lights are enabled in the editor and that the "Depth Provider" object is active Youll need cubed shaders and a modified SDK, shes not decimated. I can't see the particles in the Unity editor.An update's in the works to use projected textures which will splat onto anything in the line of fire. The particle systems use "Collision Quality: Medium", which only hits static colliders, and (as far as I know) VRChat creates a dynamic collider for your own avatar and no colliders for anyone else, so it has no way of knowing if it hit something. Can I add multiple emitters to my avatar? Can they be triggered separately?Īs of v1.3, you can! Emitters have been put into Emitter Groups that can be enabled independently, and each group can attach to multiple bones for firing off at the same time.
ThiccWater liquid system for VRChat avatars