24 lines
2.3 KiB
Markdown
24 lines
2.3 KiB
Markdown
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# Visual Effect Project Settings
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Visual Effect Graph Project Settings is a section in Unity Project Settings Window. You can access these settings in **Edit > Project Settings > VFX**.
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## Properties:
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| Name | Description |
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| ---------------------------------- | ------------------------------------------------------------ |
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| Current Scriptable Render Pipeline | Displays the current Render Pipeline Asset that Unity uses to compile VFX Graph shaders. |
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| Fixed Time Step | Sets the delay before simulation steps for any effect you configure in **Fixed Delta Time** Simulation. |
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| Max Delta Time | Sets the maximum Fixed Time Step allowed for simulation. |
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| Max Scrub Time | Sets the maximum amount of time you can skip when you enable **Scrubbing** in the Timeline. |
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| Max Capacity | Sets the maximum allocation count allowed by a system. Unity skips any system that requests an allocation count above this value. |
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| Indirect Shader | Sets the master compute Shader used for Indirect Calls.<br/> Unity sets this value automatically.|
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| Copy Buffer Shader | Sets the compute Shader used for Compute Buffer Copy.<br/> Unity sets this value automatically. |
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| Sort Shader | Sets the compute Shader used for Particle Sorting.<br/> Unity sets this value automatically. |
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| Strip Update Shader | Sets the compute Shader used for Particle Strips update.<br/> Unity sets this value automatically. |
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| Runtime Resources | Determines which runtime resources that VFX uses are available in runtime. For example, the [SDF Bake Tool](sdf-bake-tool.md).<br/> Unity sets this value automatically. |
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| Batch Empty Lifetime | Keeps an empty batch for a specified number of frames after deleting its last instance, allowing the creation of new instances. If no instances are created within this timeframe, the empty batch gets deleted. |
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> **Note:** Fixed Delta time works in asynchronous update with `deltaTime = N * FixedTimeStep` (with `deltaTime = min(deltaTime , MaxDeltaTime)`). N is determined by the current framerate. In this mode, `deltaTime` can equal 0 at certain frames.
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