Detonator Explosion System

Back in 2009 I wrote the Detonator Explosion System and it’s been used in a lot of Unity projects. In fact if you look at the URL it was apparently the very first asset that Unity submitted to the Asset Store.

However that was a really long time ago, especially in Unity years! Well recently I have been able to dedicate some time to maintaining it and this thread will serve as my contact point with the community.

Please post any bug reports and feature requests in this thread. Thanks!

EDIT 9/25/2019 - Detonator 2.0 for is live for all current versions of Unity (4.x - 2019.x) in the Asset Store. TheRealGrendel has been working with me at Frame Interactive to get it updated.
Asset Store Link: https://www.assetstore.unity3d.com/en/#!/content/1
GitHub Project: GitHub - benthroop/Detonator: Detonator

Downloaded this link, but the problem with normal maps continue.

Dr Jellyface - try the version that was just posted to the Asset Store, or grab it via the Dropbox link in the first post.

Thanks very much for this awesome asset.

The update I just grabbed from the asset store did not complain about normal maps not being flagged correctly.

There is one issue I’m not sure how to address. When you click on the cube wall to trigger an explosion, there’s a brief pink flash coming from the click point.

This was happening in the previous version as well.

I’ve attached a screenshot.

I’m guessing there’s a material not setup correctly or maybe a missing texture.

How do I correct this?

Schmosef, are you in Unity free by any chance? That might be the heatwave which requires render to texture. I didn’t test on free… maybe I should. Anyway, try grabbing that Dropbox link at the top of the thread. I reassigned the materials in Unity 4.0 so it might work better now. Let me know.

Nope, I’m on Pro.

I’ll try the drop box link and let you know if it’s any better.

Ok, I tried it. The pink is the same.

I forgot to mention before that if you reduce the detail level slider by about 10% the pink flash goes away.

I just did a build for Windows Store. It works!

There’s no pink flash either.

It’s kind of slow on my Tegra 3 based SurfaceRT, but it works.

So it works in your build but you still get pink in the editor? You should be able to tell what object it is by pausing the game and selecting it. Let me know which object it is if you can. Thanks!

Sorry, I should have thought of that. It looks like the “Heatwave” object.

Just following up because it would be great to get this working.

When I look at the HeatDistort shader in the inspector, the attached error is displayed.

I’m guessing that this is what’s causing the pink flash. My graphics card is an nVidia 660GTX. Maybe you have an AMD based card?

Is there anything I can do to fix the shader or remove the pink flash?

Schmosef, there’s a new version up. Give that a shot? Sorry for the issues. I have an Nvidia based card as well (750m).

I tried the new version yesterday. Same issue with the shader.

Is there a way to disable it?

This means now Detonator works using the new particle system?

Good question.

I tried adding some explosions to the 2D game created in this tutorial. However, the explosions always appear behind the decoration. I tried playing around with the Z value and also tried setting the sortingLayerName in code but neither worked. Any ideas what could be causing this?

@Novack - Detonator still uses the legacy particle system.

@ThiefMaster - Detonator creates a lot of child objects that don’t inherit their layer from the parent Detonator object. This is lame and a good feature for next release. I’ve attached a patched Detonator.cs that will do this. Replace the current Detonator.cs and you should be able to set the layer of the parent object it will inherit. Let me know how it goes.

1803089–114974–Detonator.cs (12.4 KB)

Am I the only one having trouble with the heatwave shader?

@schmosef - are you on Unity free? What is your video card?

I’m on a Unity Pro subscription. My card is an NVidia 660 GTX.