Hello Everyone
If you haven’t saw our post in the Asset store section then you might want to take a look at our GO Particles package and with it you can emit complex prefabs and meshes through unity’s particle system, animate them, detach them at any point of time through a timer, on collision or through scripting!
Some of the features supported by the system:
1- Have a list of prefabs or meshes and let them be emitted from your particle emitter.
2- prefabs can be as complex as you want with scripts, animations, nested childs, anything a prefab can take the system can take.
3- force the object to follow the particles animation or break the connection with the particle animator through time, on collision or by scripting.
4- You can randomize the selected prefab or mesh from a list ( note that some cases are still buggy)
5- 2 examples included,the first is an exploding asteroids and the other is a lightened ball (a ball with animated light).
6- Automatically destroys game objects with there energy reaches 0.
7- You can simulate in edit mode and optimized in a way that you can clear the cache objects.
8- the system does not do any unnecessary instantiation of objects.
9- Full support channel within the package, direct links to our video channel, support and feedback email and more to come as your satisfaction is our first priority, don’t hesitate to contact us in case you needed any support, help and any features that you would like us to include in our next release.
10- pre-instantiation of objects in the edit mode by checking a box in the inspector so you can only have those objects instead of multiple objects being created at runtime (optimized for mobile)
Finally you have the source code so you can extend it in any way yo want
All of this is only for 40$
The Demo Scene is an asteroids that got emitted from a mesh emitter and when collides with the ground explodes.
Find it here at the Asset Store
some optimization results are shown below