GPU-accelerated physics for Unity VFX Graph. Simulate 1M+ particles with environment collisions and inter-particle interactions. Zero CPU overhead. Perfect for sparks, rain, debris, swarms, and fluidsVFX Physics is an advanced particle physics simulation tool designed specifically for Unity's Visual Effect Graph. It adds realistic environment collisions and inter-particle interactions that run entirely on the GPU, enabling you to create complex physical behaviors without sacrificing performance.What makes VFX Physics unique:Built from the ground up for Unity 6000.0+ and VFX GraphNo coding required — configure everything through familiar VFX parametersAutomatic buffer management with dynamic capacity scalingSpatial hashing grid optimization for fast neighbor searchesSupports Box, Sphere, Capsule, Mesh (with custom BVH), and Plane collidersSwept collision detection prevents tunneling on fast-moving particlesPerfect for:Sparks, embers, and fire debrisRain, snow, and hailSwarms, flocks, and crowd simulationFluid-like particle behaviorsExplosions and destruction effectsIndustrial simulations (conveyor belts, hoppers, sorting)What's included:BoPhysicsSpawner component for VFX Graph integrationBO_WorldColliders_Block subgraph for environment collisionsVFX_BO_ApplyParticleInteractions block for particle-to-particle physicsComplete sample scene with example effectsMulti-language documentation (EN, RU, JA, KO, ZH-CN)All parameters are exposed as VFX properties, making it easy to connect to your existing VFX graphs. Debug tools help you visualize collider detection, grid distribution, and particle behavior directly in the Scene view.Key Features:GPU-Accelerated Simulation — Zero CPU overhead, supports 1M+ particlesEnvironment Collisions — Box, Sphere, Capsule, Mesh (BVH), Plane/Quad supportInter-Particle Physics — Collision response, bounce, friction, attraction, repulsionSpatial Hashing Grid — Optimized neighbor search with configurable cell sizeSwept Collision Detection — Prevents tunneling on fast particlesAutomatic Sleep System — Particles below velocity threshold skip calculationsDynamic Buffer Management — Capacity scales with alive particle countDebug Visualization — Real-time collider gizmos, grid cell coloring, scan radiusTechnical Specifications:Unity Version: 6000.0.0f1 or higherRender Pipeline: URP, HDRP (VFX Graph required)Platform: Windows, macOS, Linux (GPU with compute shader support required)API Compatibility: .NET Standard 2.1Dependencies: Visual Effect Graph package (built-in)Performance Guidelines:10K–100K particles: BO_GridCellSize 0.05–0.1, BO_MaxGridSteps 32–48100K–500K particles: BO_GridCellSize 0.08–0.12, BO_MaxGridSteps 48–64500K–1M+ particles: BO_GridCellSize 0.12–0.16, BO_MaxGridSteps 64–96

