VFX were my first passion in this industry, especially the complex flashy particle explosions and the like. When I started with Unity almost 10 years ago, particles were far from that, difficult to use, difficult to understand and worst of all, pretty bad for performance. Then, eventually Shuriken came along, it reinvented particles in Unity, they looked better, felt better and generally were more fun. But one thing was always missing, complex, controlled behaviour. You could try to set the particles' positions manually via code, but after several thousand particles, this quickly got out of hand, performance wise. With the introduction of the Visual Effect Graph, a new era of VFX in Unity is about to open up. I love the new node based approach (hence Graph) and the results. The best part about it is being able to tie the VFX pipeline into Unity, or vice versa. Possibilities have opened up to previously unachievable scale.