Epic Toon FX

Epic Toon FX is a VFX asset featuring over 1 000 cartoony particle effects. The asset has been designed to be easy to use and modify. Originally created for PC and Console in mind, but can also work for mobile. Works for 2D & 3D games.

:white_check_mark: Built-in support
:white_check_mark: URP support

Check out the latest WebGL Demo to browse all the effects!

:star: v1.7 GIF Gallery
:star: v1.8 GIF Gallery

Common Problems

2D URP demo scene looks strange when spawning particles

Invisible Particles (URP)

URP Pink Materials

Invisible Particles (Standard)

Unable to download latest version

If you have other unlisted issues, please see my official support page!

Epic Toon FX is now available with an introductory price of $15!

@Archanor can i use it with New Unity UI?
Please note that my Canvas RenderMode is set to Screen Overlay (and i cant change that due to UI requirements)

I don’t think that should be a problem, but I’m not a hundred percent sure what the consequences of the rendermode has for particles. If any default particle system works for you, the ones in this pack should work as well.

There are no special scripts required for the majority of the effects to function in any project. Only a few scripts use a simple rotation script and a light fade script. All effects are made with shuriken.

Feel free to send me an e-mail to my publisher mail if you have any more questions. If you decide to purchase and try it out, get back to me asap if you have any trouble!

hi, is this optimize for mobile? and is Toon FX included in Epic Toon FX?

They aren’t especially optimized for mobile, but most of them are lightweight and should work fine for mobile.

Some steps you can take to optimize them yourself is to change the material types to mobile versions, and remove the animated light from the effects that use those.

Toon FX is not included in Epic Toon FX, but they are a little bit similar. Epic Toon FX has a lot more effects and will increase a bit in price later.

I might make an upgrade version available at some point, so that Toon FX is included in Epic Toon FX.

Just updated the asset store graphics and added a new screenshot!

2 Likes

Hi There, due the big number of effects are there any way to have a kind of effect preview box screen?!! before to drag it in the scene!! Now I spend a lot of time surfing among the nice FX and take me ages to run all the list. Especially when you use the kunai to adjust them you doing your tweak completely blind…

Thank you in advance for your time

@Giu007 Thank you for buying.

Personally when I work on particle effects I use the drag and drop method, but you can also use my demo scene to click through them and write down the name of the effects you want to use. You can find the demo on the asset store page, as well as in the project folder (etfx_maindemo).

If you’re scaling a lot of particle effects with Kunai, I believe you can scale the entire folder.

Edit: After taking a look at the demo, I realize most of the scenes are labeled with numbers and don’t provide any description of which effects they are unless you open up the scene in the demo.

Cheers for the early reply, yes I can do what you say, but when you work on entire project you`d like to speed up some step :slight_smile: thank you the same for the clue

1 Like

Hi,

I’m interested in epic toon fx, but I only make 2D games. How does epic toon fx work in 2D?

Hey, good question. They are set up for 3D initially, but should function fine for 2D. A problem you may have is that you’d have to change the Collision Mode from 3D to 2D for each particle system you want to use.

If you decide to purchase and have any trouble, send me an e-mail :slight_smile:

I did run into troubles, sent an email yesterday.

I’ve just submitted a new patch which just about finalizes the visual improvements. Demo is already updated with the newest effects!

In addition to the visuals, there’s been added new 2D variants of some existing effects which looks better for sidescroller games, and which collides with 2D environments.

WebGL Demo

v1.2 (Unity 5.3.4 and up)

  • Additional visual improvements
  • New 2D variants of existing effects
  • New Sword Slash FX
  • New scripts to avoid collision with other assets
  • Remade shield effect
  • Easier to scale effects

Edit: Patch is now live! :slight_smile:

Is this pack compatible with unity 2017 or unity 5.6?

@Suduckgames It’s compatible from 5.3.4 and up, but there’s always the possibility of bugs in higher versions as there’s been many updates to the particle systems over the last versions.

The plan is to give this asset another content update before I start “upgrading” the project to higher Unity versions.

For now I can only recommend you to try it out and let me know if there’s any big problems.

v1.3 (5.3.4 and up) is now available on the Asset Store!

  • Added 2 new flamethrower FX (8 prefabs)
  • Added 6 new explosion FX (25 prefabs)
  • Added 11 new missile FX (45 prefabs)
  • Added 11 new muzzleflash FX (45 prefabs)
  • Added 26 sound FX for missiles & explosions
  • Improved misc effects

Check out the new WebGL demo!

1 Like

Hi,

I’ve just bought the asset. Loving it so far, some brilliant FX, certainly adding a high quality level of polish to my prototype I’m currently making.

One problem I’ve noticed so far though, certain particles, for example ExplosionRoundFire, fire around 60 errors everytime they are called: “Sub-emitters must be children of the system that spawns them”

Are you able to update these particles to fix those errors?

Keep up the great work, the particles are awesome, I just need those errors fixing :slight_smile:

(by the way I’m using Unity 5.6.1f1)

@jammyt Hey, I’ve heard of that error message before, and think it may be a bug with 5.6.0 and similar versions. Have you tried Unity 2017?

I have the same exact issue in Unity 2017.1.0f3, just opened the maindemo scene, for example effect number 59 has this issue.
Furthermore, in the missiles scene, NovaMissileBlue/Fire/Green/Pink, some RocketMissile and NukeMissile give me these errors when fired:

I don’t really know if it’s an issue with Unity or my project.

More importantly, I think I have issues importing the asset, cause almost all materials used by the effects seem to have a gray default Tint color with value 128 on all channels, in fact most effects look quite darkish and off, certainly not vibrant as shown in the webGL demo.