Implementation
- Modeling of the 3D Meshes for the Slash and the Debris.
- UV Mapping for the gradient texture of the Slash mesh.
- Utilize VFX Graph
- Spawning particles over distance, so the VFX leaves a trail of debris.
- Decals to leave a burning effect on the ground/geometry.
- Programming to snap the VFX to the geometry it goes over, to make it adjust dynamically to it.
- Debris with random velocities, gravity and collision with plane.
- First Person Character Controller with Input System to simulate the player using the VFX.