u/ArtPirates1978

▲ 42 r/Unity3D

How would you use editable vector shapes as particle emitters in Unity?

I’ve been experimenting with editable vector shapes as Particle System emitters directly inside Unity.

The idea is to draw or animate vector shapes in the Scene View, then use the shape edges or vertices to drive different emission patterns.

The video shows one system emitting from vertices and another from the edge.

Curious where this would be most useful - UI effects, stylized 2D VFX, magic effects, gameplay zones, map markers, or editor/debug visuals?

u/ArtPirates1978 — 2 days ago

How do you usually deal with broken animation bindings after renaming GameObjects in Unity?

I’m curious how other Unity developers handle this.

One Unity workflow issue that always annoyed me is animation bindings breaking after renaming or moving GameObjects in the hierarchy.

Example:

You animate something.
Later, you rename or reparent part of the hierarchy.
Then the animation clip starts showing missing bindings, and you have to manually fix the paths.

For small clips it’s not terrible, but with characters, UI prefabs, VFX hierarchies, or animation-heavy prefabs, it can become really annoying.

I made a short demo of one approach I’ve been testing for this problem:
https://www.youtube.com/watch?v=CHlfNWBhh2Y

I’m mainly interested in how other people solve this in production:

  • Do you avoid renaming animated objects completely?
  • Do you manually repair paths when they break?
  • Do you use custom editor scripts?
  • Do you rely on prefab discipline / naming rules?
  • Is this even a problem in your workflow, or only in specific cases?

Would love to hear how other Unity teams deal with this.

u/ArtPirates1978 — 7 days ago

I built a small Unity editor tool for drawing vector-style shapes directly in the Scene View - looking for feedback

Hi everyone,

I’ve been working on a Unity editor tool that lets you create and edit vector-style shapes directly inside Unity.

The main reason I built it was that I often wanted to make quick editable shapes for UI, 2D graphics, masks, markers, zones, and prototyping without constantly jumping between Unity and external vector tools.

The workflow is basically:

  1. Create a shape in Unity
  2. Edit points / Bezier handles in the Scene View
  3. Use the result in different Unity workflows like UI, mesh-based shapes, sprites, particles, or editor visuals

I’m trying to understand whether this solves a real workflow pain for other Unity developers too, or whether I’m solving something too specific to my own workflow.

For people who work with UI, technical art, editor tools, 2D graphics, or custom shape workflows:

What would you expect from a tool like this?
What would make it actually useful in production?

I’m especially interested in feedback on use cases, missing features, and whether the workflow makes sense.

I made a short demo video here:
https://www.youtube.com/watch?v=X7wp1smF06g

I’m mainly looking for feedback on the workflow, not trying to make this a sales post.

Thank you all 😄

u/ArtPirates1978 — 10 days ago