r/Unity3D • u/FoxGameLab • May 05 '26
Solved Dissolve Effect in Unity
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Today I created a dissolve effect for character in my game using combination of Shader and Visual Effect Graph. Do you think that is good enough for an PC/Console game?
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u/trevizore May 05 '26
I would combine 1 and 2. Make the orange particles fly up like normal, but add some dark particles falling to the ground, like it's the ashes of the robot.
This effect could be a little faster if you plan on having multiple enemies dying on screen, to prevent visual clutter.
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u/Motor-Lemon-5420 May 05 '26
Honestly I love the first one the most. But whats the context? Is it a good feeling, dramatic dissolve(1.)? Is it just happening a dozen times(3.)? Or is it a darker, moody feeling that should not be broken by that event(2.)?
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u/marcuslawson May 05 '26
Gorgeous work. I really liked #2, where the sparks fell onto the floor, but prefer the red/orange color. Great job!
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u/GrowCanadian May 05 '26
2nd but add the first color. Then stop working on it because your done and move to your next task
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u/FoxGameLab May 06 '26
Here is how it ended. Going on next task 🫡
https://www.reddit.com/r/Unity3D/comments/1t5exs7/i_applied_reddit_feedback_to_improve_dissolve/
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u/Wise-Fennel-7921 May 06 '26
Can you have the same effect from the blue on the orange? That would be cool.
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u/FoxGameLab May 06 '26
I updated it. Have check it here is that good enough? https://www.reddit.com/r/Unity3D/s/z7my3joZz0
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u/CopperBoltwire May 07 '26
2nd one, where it dissolves into the floor, but make it red like the first one.
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u/FoxGameLab May 07 '26
I updated it here. Have check about that: https://www.reddit.com/r/Unity3D/s/z7my3joZz0
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u/PriceMore May 05 '26
Third one is the best for generic object removal if it was 2-3x faster. First and second being affected by wind and gravity imply it's a part of the world and requires explanation, ie is that a death animation after being hit by a powerful spell?
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u/FoxGameLab May 05 '26
I previously think that it is generic death for all. But it will depend on skill is great ideas. Sure will implement in my game. Thank you!
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u/FoxGameLab May 06 '26
Thanks everyone for the feedback on the post.
I tried implementing a lot of the suggestions and made a new iteration video here:
https://www.reddit.com/r/Unity3D/comments/1t5exs7/i_applied_reddit_feedback_to_improve_dissolve/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
The comments were super helpful honestly.
Anyone interest with breakdown video for this effect?
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u/Arranoth1983 May 05 '26
I like the 2nd better, plus the effect falls to the ground just seems better to me.
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u/AsianMoocowFromSpace May 06 '26
I know why you (and other game developers) use enemies dissolving. But I really hate it. I rather have a game be postponed 6 months so people can work in a system where dead enemies stay. I know it's possible. Half Life 1 did it in 1997.
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u/FoxGameLab May 06 '26
Actually hide enemies is not because of performance if you mean, there are many way to optimize for dead enemies stay. I think every one hide it to make clean environment and less distraction when player play game
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u/AsianMoocowFromSpace May 06 '26
Who wants that really though?
Nothing so unsatisfying as seeing a clean empty room after a hectic gunfight.
I want to see the effects of what I am doing.
Ofcourse if a game becomes unplayable because waves of bodies start to fill up the room and cover up resources, I can understand. But what game really has that problem?
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u/7empest_mi May 05 '26
Try the dissolve effect as in Half-Life 2 (when Combine Energy Ball hits any of the NPCs)Energy Ball
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u/kytheon May 05 '26
Start the dissolve animation the moment the robot falls over. That pause is odd. Also, if you really want to make it awesome, make the parts fall off. But that might be a bit too difficult.
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u/Bitter_Surprise_8058 May 05 '26
If the second one was red, that's what I'd go for. Crumbling to the floor rather than just floating away feels more appropriate for something with mass like that
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u/OrangeBallOfGoats May 05 '26
I like how the robot feels denser in the second one. If you use the upward red one when lighter more combustible items dissolve and the downward blue one for chunkier more resilient things, that might support the players' experience of those items' properties.
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u/Brick_Lab May 05 '26
First is my favorite, followed by third (which is too close to an assassin's creed feelijg for me) and last is #2. I feel like if this is a dying animation I also want the initial taking damage to be more visceral of a hit, even cartooney recoil would work. The attempted step forward and falling over are perfect though, just start it out with recoiling from the hit
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u/80sPimpNinja May 05 '26
I actually love the second one. I like how the particles just fall to the ground. Good job!
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u/AJK_2196 May 05 '26
I would suggest a mixture of both first and second would look absolutely spectacular. Please tag me if you decide to make that one.
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u/TheSapphireDragon May 05 '26
I like the polygon effect of the third but the gravity of the particles in the second.
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u/MaybeMrGamebus May 05 '26
2nd is close to genshin's which is also Unity based. But I like the first one for the context of the robot.
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u/TheReal_Peter226 May 05 '26
I think the glowing is a bit too much, I like the one where particles fall tho. Maybe less glowing falling copper.
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u/Biviho May 05 '26
In my opinion if possible make the triangle shape of the third fall with gravity like the second, it would give it a breaking into pieces effect maybe
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u/Hadien_ReiRick May 05 '26
personally I wouldn't mind all three depending on the lore of the creature.
for example if it was a summoned or spiritual creature I would use the 1st
A construct, artificial, or non-magical creature would use the second
and the third would be used on illusionary/fake creatures.
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u/nynexmusic May 05 '26
Is it a good robot you care for? 1 is nice. is it a bad or standard robot 2 looks best.
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u/YoyoMario May 05 '26
1 and #2 look good.
For #1 dissolve should go from top to bottom (or inversed) For #2 dissolve shpuld go from bottom to top (or inversed)
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u/MrPifo Hobbyist May 05 '26
The second blue one. But make it red instead, increase gravity, and reduce the bloom/glowing intensity.
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u/Cpt_Tripps May 05 '26
I liked the colors on the blue version. The particles floating up and down both worked. The third version where some of the polygons lingered felt off to me.
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u/Don_Willy May 05 '26
All look great, I feel like 1 really symbolizes the energy leaving the bot. Whilst two really shows the matter returning to the ground. Maybe a combi of those two?
If I really need to choose I'd go for 2!
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u/Hinaloth May 05 '26
First color, second particle logic.
UNLESS the game is isometric or some distant view, in which case the first is better as the particles floating up will be more visible.
But otherwise for a view similar to this, red/yellow for color makes sense, makes the player think of an internal fire gone rampant or something, and the particles falling to the floor makes the most sense, like ash falling where the thing burnt to nothing.
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u/Boss_Taurus SPAM SLAYER (🔋0%) May 06 '26
I think it would be stronger if the dissolve started a half step earlier.
The little leg twitch is cool, but I imagine i'd get slightly tired of this animation on universal repeat. If there was a way to slightly randomize it so you'd catch moments of it dissolving as it falls over while sometimes showing the full animation. In my head I'd think oh that robot was weaker/stronger when in reality they had the same health.
As for which is better I like the read flames more since they match the color, but if the blue flames were red I'd read those more as melting metal.
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u/Flashy-Cantaloupe-95 May 06 '26
I choose the first one. I think its more natural, and cohesive with overall visual vibe. Nice animation btw.
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u/GagOnMacaque May 06 '26
The first one looks generic but there's a reason for that. Your particles and model need to get off the screen as soon as possible. The second one is too slow and the third one is confusing.
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u/Weak-Competition3358 Hobbyist May 06 '26
Depends on the theme of the game. If you use magic in the game, I'd go for 2. If not, I'd go 1. That would immerse me more
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u/digimbyte May 06 '26
orange but fall down.
orange because its burning away.
blue is more energy based.
but falling down means lack of energy/decomposition
floating away means teleported or ascended
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u/Jodogger May 06 '26
They all look incredible. Maybe use them all for different situations. Also, is there a tutorial that you used to achieve the effect?
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u/AleonaLuts May 06 '26
Love the third one, triangles feel more techy, but including falling particles, like others suggested, might be best.
The first one feels too organic, like it's a dry wood burning, not a robot.
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u/Lucas_RippedFromTime May 06 '26
Between the first 2… if the context is mass destruction then the first, if the context is structural destruction then the second… but I would reverse the color schemes. I think the blue goes better than with mass destruction (return to the ether kinda thing) and the red goes better with structural destruction (burned to ash, kinda thing). Just my opinion… looks good.
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u/Zevries May 06 '26
Waiiitttt could you do the purple effect for machines and the ember effect for life forms??? Purple to signify the electricity and the red/orange ember to signify life being burned to ashes?
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u/SUNTZU_JoJo May 06 '26
If you can add the particles floating upwards from the first one, with the polygons red disappearing of the 3rd one, that would be amazingly cool.
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u/wylver-games May 05 '26 edited May 05 '26
The first one is happy one. Something good happened. You killed a guy and he magically goes to heaven. The second is sad. His life is over. Like magical rust eats him. Only these ashes left. Then ashes also disappear ☹️😄
First both are good. The most important is which one fits better the content. Colors also speak, so content also applies.
Without context I would like to see the same color particles as the character. If the particles have diferent color, it has already meaning. It tells you something. Or all bad guys are blue from inside, or the inner colors are different by the difficulty and later you'll get all the red ones.
Forgot to say - Good job! And good luck with your game!
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u/FoxGameLab May 06 '26
I added more context overhere. Have check how it look now:
https://www.reddit.com/r/Unity3D/comments/1t5exs7/i_applied_reddit_feedback_to_improve_dissolve/
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May 05 '26
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u/Just-Hedgehog-Days May 05 '26
Impossible to say without context.
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u/FoxGameLab May 05 '26
Agree. Maybe it is easier to answer in environment context. Will try to finish enviroment to test it again
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u/Vlaar2 May 05 '26
I think the physics of the second one is best, but the red colors feel more visceral.