Context
The v2.7 weapon sample ships with 'lite' VFX (billboard flash + light pulse + pooled shell prefabs) because the GPU particle system doesn't exist yet. Once v3.3 lands particles, decals and soft particles, the weapon feel gets its full upgrade — this issue closes the loop the user asked for: smoke, particles, recoil, all 100% smooth.
Goal
Upgrade the template weapon to the full VFX stack: particle-based muzzle flash + lingering smoke (lit, soft particles), bullet tracers (beam renderer), impact particles + surface decals from the decal system, and shells with proper physics bounce + rest (Jolt if available, else depth collision).
Acceptance Criteria
Technical Notes
All effects authored as .vfx assets + template scripts — engine stays generic. Socket spawn points come from GetBoneWorldTransform; the animation-event wiring from the v2.7 sample stays unchanged (events just point at richer effects).
Dependencies
- rendering: GPU particle system core + editor: Particle Editor window + rendering: decal system + rendering: trail & beam renderers
- templates: weapon sample (v2.7 baseline)
Context
The v2.7 weapon sample ships with 'lite' VFX (billboard flash + light pulse + pooled shell prefabs) because the GPU particle system doesn't exist yet. Once v3.3 lands particles, decals and soft particles, the weapon feel gets its full upgrade — this issue closes the loop the user asked for: smoke, particles, recoil, all 100% smooth.
Goal
Upgrade the template weapon to the full VFX stack: particle-based muzzle flash + lingering smoke (lit, soft particles), bullet tracers (beam renderer), impact particles + surface decals from the decal system, and shells with proper physics bounce + rest (Jolt if available, else depth collision).
Acceptance Criteria
.vfxassetTechnical Notes
All effects authored as
.vfxassets + template scripts — engine stays generic. Socket spawn points come fromGetBoneWorldTransform; the animation-event wiring from the v2.7 sample stays unchanged (events just point at richer effects).Dependencies