MegaBundle 01 - Fire & Fog Particle VFX

Here’s what you could do with this pack and the 3DForge’s Sewer Kit :slight_smile:
I decided not to overdo with FX, but there’s definitely room for more :smile:

Last days before going back to full price! Save money and grab your copy now! http://u3d.as/8GM

(You should put your video on the first post for this thread.)

1 Like

Oops, I missed the SALE. sigh

@Minn Sorry about that. 20$ for 504 prefabs is still a HUGE deal, no asset in the store is offering that much for such a low price! 10$ was totally underpriced!

[quote=“Minn, post:104, topic: 546735, username:Minn”]
Oops, I missed the SALE. sigh
[/quote]
**
** @Minn it’s your lucky day!

24 HOURS SALE 60% OFF!!!
STORE
**
**1831092--117399--24hDeal.jpg

hi it looks fantastic, can you tell me can it work well in mobile phone.?

@jjiwa
Hehehe, depends on the phone! On a 2 years old top gamma phone runs like a breeze.
BUT.
I have to confess this package hasn’t been developed with mobile in mind. Rather, it focuses on a good compromise between visual quality and cpu load, which is nice for indie games. Many effects use definitely a smaller amount of particles than most asset out there, but this contains also pretty expensive effects with lots of big particles like volumetric fogs, nukes, and particle systems that use collisions, which MAY not be suitable for mobile development. So some tweaking may be required. If you have an Android phone I can build the showcase in my signature for Android just for you to test out. 3 hours left!

LAST MINUTES!

24 HOURS SALE 60% OFF!!!
STORE

1831092--117399--24hDeal.jpg

LAST MINUTES!

Adding more and more content to the MEGA 572 Pack! Next update is incoming!

611 Prefabs, improved quality prefabs!
About to upload the new update!

HAS BEEN SUBMITTED FOR APPROVAL, STAY TUNED!


The update is here! Save your work and update the assets if you like to!
WHAT’S IN: graphic overhaul of hundreds of FX, over 100 new FX!

Thanx for ur great report. May I ask you a question? I want to know how I can adjust the scale. (ex. Firemushroom). I have tried to adjust the scale parameter at Transform or Start size at Particle System. But nothing has changed.

Hi @Minn , unfortunately Unity can’t do automated particle scaling. Tweaking the object scale won’t work, and simply tweaking the start size of a single particle system is not enough.

All the systems in the pack are built to be as atomic and easy to scale as possible, meaning that they’re built to be as easily understandable and as fast to render as the specific case allows.
Some experience in Particle System is undoubtely needed to properly scale a particle system. That’s why in the store you can find tools like “particle scaler” and similar. They try to automate, in most cases, a process that is a bit tedious to do by hand.

This is also the reason I provide in the pack an array of size variations of some particle FX. They don’t only differ by size/scale, but also by particle count, shape, and other parameters, depending on what’s better for the eye and for the CPU/GPU, on a case by case basis.

The “FireMushroom” effect you mentioned is definitely the most complicated effect in all pack, I suppose even automated scaling systems would fail. If you give me the exact scaling amount I could try to scale it manually, I should be able to do it but can’t guarantee the visual fidelity due to the complexity (many particle systems are involved in that) of the operation, we’re talking about tweaking probably 50-100 values or so, also maybe in a non-linear way.

Are these effects optimized for use with mobile?

^^ This question about mobile performance should probably be addressed in the first few lines of each of the “mega particle system” threads. People keep asking! :slight_smile:

Short answer: no they’re not “optimized” for mobile.

Long answer: The effects have been developed with visual quality in mind, using as less resources as possible.
This means the simplest Effects (let’s say 50%) will have no problem on mobile, but the other are just too complicated. Some may just need a particle emission rate reduction to work well, other are simply desktop FX.
Keep in mind that if the target mobile is high-end an top gamma you’ll face no problem even with the most complicated FX in the package.

Thank you for your asset. I have a question. How can I resize(rescale) the prefab? I adjusted the XYZ scale in Inspector tab. But the size didn’t change.

Hi @Minn , I’ve already answered your question a long while ago, scroll the page up just a bit for the in depth answer :wink: