Hi, I'm very close to achieve greatness
The target: I want just the positions that the ObiParticleRenderer script is getting to render those spheres.
If I go to the solver and get the positions, the result is all the positions of particle in the solver, including non-active particles.
Which explains the bad effect in the video, we have many particles that just lying around.
Unity 2022.3.16f1 URP14, VFX graphs + samples installed.
Script and scene in this package: https://drive.google.com/file/d/1mmDuFSi...sp=sharing
Scene: Assets/Spike/Scenes/FireBreath VFX and Fluid.unity
Script: ObiVFXRenderer.cs
The script will set positions buffer to VFX graph through GraphicsBuffer, since there is no computation here, so no ComputeShader is needed.
All it need is correct positions that are same as the ObiParticleRenderer is using to render the spheres.
If this is doable, then I can have fireBreath effect that can collide with environment and damage character using Obi collisions.
The fire effect should match the particle 100%, so I can't use advection.