Hi! The missing script on the sphere – it’s the “BlendShapeManager”. You can either add that (select the script that’s missing and choose the right one), or use this fix, which is just the prefabs: http://www.infinitypbr.com/files/SpherePrefabUpdate.unitypackage
For the textures, it looks like the non “DEMO” prefabs were using the .sbsar files. If you’re on 2018.x you’ll need the “Substance in Unity” package from Allegorithmic to work with those. Unfortunately with all the changes (and some massive bugs out of my control), I’m no longer going to update my integrations with .sbsar files. THey’ll work fine in 2017 and earlier.
The .unitypackage above also updates those two files to use the normal textures, so that should fix the issue.
But the textures were still missing when I imported the package into Unity 2017, so I doubt it’s the substance plugin.
For 2018, I suspected that it was a substance issue, so I deleted the package, downloaded the substance plugin, and tried to reimport the package. Unfortunately, the package will no longer import correctly. It won’t import the prefabs or any materials - even the ones that we previously fine. I just have a bunch of empty folders.
The package has been updated on my site, www.infinitypbr.com – I’m uploading it to the asset store too, but that’ll take a few days to get them to approve it. I’ve tested it in 2018 and works well (error on the .sbsar file, but you can delete that)
Spell prefabs are not – those will be more difficult, as any fix I do directly will likely be broken next time you bring in any of my packs. I had originally thought that Unity would overwrite an older file with the same metadata that of a newer one. However it looks like it overwrites things regardless, so it’s possible that any updates I make to that will simply be overwritten.
For each particle system, you’ll want to check the material in the renderer (inspector, at the bottom of the list of particle system options). Check the material – if that isn’t selected, then select one, and check the texture of the material, if the material is pink.
“Clouds” is a great way to start – those textures are used in many of the effects, including the fireball I believe. It’s a great way to customize the look as well, simply by dragging different textures into the material, to get different effects.
There are about 30 spell prefabs with at least 3 particles per spell and 80 materials. That works out to 80P3 (492,960) possible combinations if there are repetitions (which I bet there are). I am reluctant to try out 492,960 combinations for one spell and I probably will not do it 30 times.
Can you perhaps send a list of what materials go on which spells? I suspect it will take you less time to do that than it will take me to figure it out.