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    Visual Effect Graph preferences

    The Visual Effect Graph preferences are in the Unity Preferences window. To access them:

    Windows:

    • Navigate to Edit > Preferences > Visual Effects

    macOS:

    • Navigate to Unity > Settings > Visual Effects

    Properties:

    Name Description
    Experimental Operators/Blocks Displays experimental Blocks and Operators in the Node Creation Menu.
    Show Additional Debug info Displays more detailed debug information in the Inspector when you select Blocks, Operators or Contexts
    Verbose Mode for Compilation Enables verbose logging in the console when Unity compiles VFX Graphs.
    Experimental Shader Externalization Enables externalizing shaders for Debugging purposes in the Visual Effect Graph Asset Inspector.
    Generate Shaders with Debug Symbols Enables shader debug symbols when Unity compiles a VFX graph.
    Force Compilation in Edition Mode Disables Graph Optimization when saving Assets. Only enable this property for debugging purposes.
    Multithread Update Enabled Enables multi-threading when possible to speed up effects updates. Only disable this property for debugging purposes.
    Instancing Enabled Enables the Instancing feature to improve scalability. Only disable this property for debugging purposes.
    Main Camera fallback Specifies the camera source for MainCamera Operators and Blocks to use when in the editor. The options are:
    • Prefer Main Camera: If the Game view is open, Unity uses the main Camera. If the Game view is not open, but the Scene view is, Unity uses the Scene view Camera.
    • Prefer Scene Camera: If the Scene view is open, Unity uses the Scene view Camera. If the Scene view is not open, but the Game view is, Unity uses the main Camera.
    • No Fallback: Uses the main Camera even if Unity does not render to it.
    Target in Shader Graph Displays the Visual Effect Target in the Shader Graph Target Settings. From VFX Graph version 23.1, use the Support VFX Graph toggle instead.
    Authoring Prewarm Step Count Per Second Specifies the number of steps each second that Auto Reinit prewarms. A high value might impact performance when you author a VFX Graph.
    Authoring Prewarm Maximum Time Specifies the maximum amount of time (in seconds) that Auto Reinit can prewarm.
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