Keep presentation on a visual child so animation does not change the collision shape or fight movement. Configure a Projectile Visual Profile on the Projectile Controller and assign the child Transform as its Visual Root.
Configure projectile visuals#
Set the forward axis for the Sprite or model, then choose whether the visual aligns to velocity. Add rotation smoothing, spin, wobble, scale or color-over-lifetime curves as needed. Sprite frames and Animator support are optional.
Add effects#
| Effect | When it runs |
|---|---|
| Trajectory marker | Shows a predicted future contact; it does not trigger gameplay impact effects. |
| Collision / bounce particles | Play when an actual projectile contact occurs. |
| Trail or moving effect | Follows the active projectile and resets for pooled reuse. |
| Persistent scorch or decal | Implement through your game's contact callback and rendering pipeline. |
You can assign authored child TrailRenderers or optional particle prefabs for spawn, movement, collision, bounce and despawn. Test effects when the launcher reuses a projectile.
Check materials in the target pipeline#
Custom trajectory materials should support vertex color and UVs. Scrolling textures need a compatible texture-transform property such as _MainTex_ST. Start with the included path material before replacing its shader.
Basic visuals do not require post-processing or VFX Graph. This release guide does not establish complete Built-in, URP and HDRP compatibility or provide a dedicated VFX Graph adapter. Check the selected materials in the render pipeline used by your scene.