Hello!
After much work, the fourth entry of the Cartoon FX packs is finally here!
Introducing Cartoon FX Pack 4:

Try to interactive webplayer demo here!
FEATURES:
- 50+ unique effects prefabs each composed of several particle systems
- a total of 190+ prefabs including effects variants
- all effects are in 3D, but also work in 2D environments
- includes the CFX Easy Editor and CFX Spawn System tools
- introducing CFX Blend Shader allowing additive particles to be visible over bright backgrounds (see below)
- includes contextual help and tips directly in the Inspector
UNITY ASSET STORE LINK
Unique Effects List:
Bubbles Breathing (2) · Bubbles Whirl · Bubbles Hit · Environment Bubbles · Rain (Soft & Storm) · Water Splash (3) · Wet Drops (Character & Environment)
Sparks Explosion (2) · Black Monster Explosion (2) · Explosion SoftEdge (2) · Spiky Exlosion · Wave Explosion
Fire · Flamme (3) · Sun
Aura Bubble (2) · Aurora · Disruptive Force · Fairy Dust · Magic Drain (2) · Magical Ring · Secret Place · Shiny
Drill Ground Hit · Flash
Hits (4) · Flower Hit · Paint Hits (3)
Smoke Trails (2) · Smoke Puffs (3)
Atom · Radar Rings · Donut Teleporter · Plasma Ball · Space Thrusters (3)

Comments and questions are welcome! 
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I couldn’t resist the offer and got all the packs 
Thanks a lot! I hope you’ll enjoy them! 
Nice, this is going to be a really nice addition to my existing JMO CFX collection 
Hi Jean Moreno, I’ve got a quick question for you in my mobile project, I’m using a lot of your particles in one scene about 50-100, what is the best practice to use a lot of particles not to have a big impact on performance cost, for example it’s fine if calculate the sqrMagnitude (distance between Player & particle) for enabling the particle system or triggering via colliders ?
Thanks in advance !
You have two things to keep in mind for performance regarding particle systems:
- CPU performance which mainly depends on the number of particles emitted as well as the features used (e.g. particle world collision can be very expensive!)
- GPU performance which mainly depends on the material used by the particles, and overdrawing (which depends on the screen space used by the drawn particles: the more particles you have overlapping and taking a big space on the screen, the more likely overdraw will occur and cause performance issues)
If you are talking about the distance or the collider trigger between your Player and the particle emitter GameObject, then I think it should be fine because it doesn’t depend on the number of particles, so you will just have one calculation to do.
If you mean calculating the distance or collision from the Player to each particle, then you will likely run into problems especially with that many particles! (and especially on mobile)
Hi @anon_71308857 , thanks for your reply & advises, in the second part of my question I mean that:
-the particles are placed in my scene but not active
-and let’s say when I’m close to the particle and entering a trigger collider then the particles are active and visible
-after that OnTriggerExit2D the particles are deactivated
*My question is if this method is good or not, because if I have a lot particles active all the time (& other stuff), the FPS drops !
Thanks
Well, if you want to know whether your triggering system or the particle systems are causing the performance drop do the same replacing the particle systems with mesh renderers for example : if you still have performance issues, then the triggering system is probably causing them.
If not then it’s the particle systems (also note that both could be causing issues!)
You can also use the Profiler for further inspection.
1 Like