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how would you make vfx particles spawn and update on object in 3d with rive on it on white places and if i would change the placement of white place with my input particles would be Dynamically attracted to new white position
i am trying something here with ai trough graphics buffer but with no success
Hi! Since you’re already using the Rive Texture Renderer , the remaining part here would be on the Unity / VFX Graph side rather than in the Rive plugin itself.
The main thing your setup needs to do is:
Read/sample the texture being produced each frame. You can access it through the Rive Panel's RenderTexture property.
Identify which pixels or regions should count as valid spawn / target areas
Convert that sampled data into whatever your VFX Graph expects for spawning, positioning, or attraction
So from the Rive side, the main thing to verify is just that the output texture is updating correctly over time. After that, the logic for detecting the white areas and driving particles from them would be part of your custom VFX Graph implementation.
It may also help to test the same graph with a very simple non-Rive input first, such as a regular black/white texture or a manually updated custom render texture. That can help confirm whether the graph’s sampling and particle logic are working as expected before introducing the live Rive output.
If it does not work with a simple test texture either, that would suggest the issue is in the VFX Graph pipeline rather than in the Rive rendering step.
Activity
damzobridge commentedon Apr 15, 2026
Hi! Since you’re already using the Rive Texture Renderer , the remaining part here would be on the Unity / VFX Graph side rather than in the Rive plugin itself.
The main thing your setup needs to do is:
RenderTextureproperty.So from the Rive side, the main thing to verify is just that the output texture is updating correctly over time. After that, the logic for detecting the white areas and driving particles from them would be part of your custom VFX Graph implementation.
It may also help to test the same graph with a very simple non-Rive input first, such as a regular black/white texture or a manually updated custom render texture. That can help confirm whether the graph’s sampling and particle logic are working as expected before introducing the live Rive output.
If it does not work with a simple test texture either, that would suggest the issue is in the VFX Graph pipeline rather than in the Rive rendering step.