I'm learning to use Unity's VFX Graph to create projectiles. One projectile I'm working on is starting to get where I want it to be, but there's an issue where gaps are visible in the trail when I move the game object; this is something I want to avoid.

The game object's transform is bound to a target position property, which I set in in the 'initialize particle' context. I'm also using a sin node to alter the velocity of the particles to create a wave effect.

Things I've tried:

  • Modifying alpha over life
  • Modifying size over life
  • Modifying the min & max attributes of the sin node inputs

Nothing seems to work, I thought it's likely I need to use the velocity of the target game obejct with the sin node somehow, but I'm not quite sure how.

  • Image of my effect so far: enter image description here

  • VFX Graph: enter image description here

  • What I'd like to aim for (sorry the image is low res): enter image description here

  • 1
    \$\begingroup\$ Have you considered using a Particle Strip System for this, instead of individual particle splats? Strips form ribbons connecting positions, so they're ideal for continuous trails where you don't want to see gaps between segments. \$\endgroup\$
    – DMGregory
    Aug 14, 2023 at 22:50
  • \$\begingroup\$ I briefly looked into the particle strip system but there's very few guides onlne (the one you linked is actually the only one I could find on YouTube) and the documentation is also lacking. I'll have to do some trial and error to figure out how to use it \$\endgroup\$
    – Sean2148
    Aug 14, 2023 at 23:02

1 Answer 1


I implemented a new Particle Strip system, and in the Spawn context, used the "Spawn Over Distance" block. I couldn't get the target position blocks to work like I did with my previous effect, so I simply attached the effect to a parent gameobject. It creates a much smoother trail (no visisble gaps).

VFX Graph: enter image description here


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