0% found this document useful (0 votes)
12 views2 pages

Unity VFX Prefab Setup for DemonSlayer

Uploaded by

future2engineers
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
12 views2 pages

Unity VFX Prefab Setup for DemonSlayer

Uploaded by

future2engineers
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Unity Setup Guide — Converting Placeholders into Working Prefabs & Wiring VFX

(Tanjiro & Rengoku)

1) Import the package files into your Unity project (Assets/...).


- Copy the 'Assets' folder from the ZIP into your Unity project's Assets/
directory or import via Unity Editor.

2) Generate VFX prefabs


- In Unity Editor, open: Tools → DemonSlayer → Build VFX Presets
- Click 'Generate Tanjiro & Rengoku VFX'
- This will create prefabs in Assets/VFX/Prefabs: TanjiroSlash, RengokuSlash,
ImpactSpark, EnrageFlames.

3) Replace placeholder player capsule with a humanoid model


- Import your humanoid FBX (Mixamo recommended).
- Create a Prefab named 'Player' and add these components:
- Animator (assign your Player Animator Controller)
- CharacterController
- PlayerController (script)
- CombatSystem (script)
- Stamina (script)
- BlockingSystem (script)
- Health (script)
- TouchInput (attach your VirtualJoystick in HUD)
- Set Player tag = 'Player'

4) Setup Player Animator


- Add parameters: Speed (float), Combo (int), Attack (trigger), Block (bool),
Parry (trigger), ParrySuccess (trigger), Stagger (trigger), Dash (trigger), Hurt
(trigger), Die (trigger)
- Build states: Idle/Walk/Run (blend on Speed), Attack1->Attack2->Attack3 (use
Combo int), Block, Parry, ParrySuccess, Stagger, Die
- Add animation events on attack frames to call 'ResolveAttackHit' or verify
CombatSystem timings (use CombatSystem's timing or call a public method via
animation event to apply damage).

5) Create Boss prefab


- Replace boss capsule with a boss model FBX.
- Add: NavMeshAgent, Animator (Boss controller), BossAI, Health
- Assign the 'player' reference on BossAI to your Player object.
- Ensure NavMesh is baked (Window → AI → Navigation → Bake) to allow
NavMeshAgent movement.

6) Wire VFX to attacks & parry


- For player attack animations: add an Animation Event at the hit frame that
instantiates the appropriate VFX prefab:
- Example: For a water-breathing slash, instantiate
'Assets/VFX/Prefabs/[Link]' at the weapon's tip transform.
- For a fiery slash, use 'Assets/VFX/Prefabs/[Link]'.
- For impact frames, instantiate 'ImpactSpark' at contact point.
- For Boss enrage transition, instantiate 'EnrageFlames' as a child of the boss
and enable/disable the GameObject on phase change.

7) Manual style toggle (Inspector)


- In your Player prefab, add a public Transform 'weaponTip' where VFX spawn.
- In the attack animation events or CombatSystem, reference a public GameObject
field 'slashVFXPrefab' (assign either TanjiroSlash or RengokuSlash in Inspector).
- To switch styles, change the assigned prefab in the Player prefab's Inspector
before play.
8) HUD wiring
- Create Canvas (Screen Space - Overlay).
- Add VirtualJoystick prefab and hook up to TouchInput component.
- Create Buttons: BtnAttack, BtnDash, BtnBlock, BtnParry. Hook
OnClick/OnPointerDown events as follows:
- [Link] -> [Link]()
- [Link] -> [Link]()
- [Link] -> [Link](); OnPointerUp ->
[Link]();
- [Link] -> [Link]()
- Add Sliders for Stamina/Health and attach to PlayerUI script; assign Player
reference.

9) Build & Test on Android


- Ensure Android Build Support installed (Unity Hub).
- File -> Build Settings -> Android -> Switch Platform.
- Add scene (Assets/Scenes/[Link]) to build.
- Build & Run to device.

10) Tips & Troubleshooting


- If particle prefabs appear black, enable URP's bloom and ensure the Particle
material uses an additive shader.
- Tweak particle start sizes and lifetimes to taste; the editor script creates
solid starting points.
- For better mobile performance: reduce maxParticles, lower emission bursts, and
use smaller texture atlases for particle sprites.

If you want, I can also:


- Provide an animation-event helper script that instantiates VFX at weapon tip
with pooling (recommended for mobile).
- Create the pooling system and hook it automatically to the CombatSystem and
BossAI for efficient VFX spawning.

You might also like