Hi!
Following the success of Cartoon FX Pack 1, here is the second iteration!
More effects and more variants per effect for the same low price!
Cartoon FX Pack 2 is a toon-styled particles pack with various effects suitable for any game genre.
It also features mobile-optimized versions of each effect, and Cartoon FX Easy Editor is included with it! (very useful to scale any particle system!)
50+ unique prefabs composed of several particle systems to create complex and dynamic effects
a total of 150+ prefabs including variants of unique ones
all effects in 3D, i.e. visible from any angle, that work well with 2D and 3D environments
handmade very high quality objects
high resolution textures
Cartoon FX Easy Editor included to easily scale, set duration, tint and change other properties quickly for any Shuriken-based particle system (including children), so that you don’t have to modify all values accordingly manually!
If you have any suggestions or requests, or are just interested in this, please speak up!
I would also be very grateful if you leave a review or rate the pack after buying it!
I don’t know, this one wasn’t even planned after the first! So it depends on the enthusiasm and suggestions of the people! But I’ll try to add a few effect to this pack before thinking about another pack.
Well I wouldn’t call this an upgrade as these are completely new effects and not derivatives; and I genuinely think that the packs are really cheap seeing the number of effects you get for such a price.
I’d rather let the choice to the users picking whichever pack they want instead of making one big pack for which I’d have to frequently raise the price!
I confirm it isn’t a simple upgrade…
And don’t forget : By modifying some parameters or textures and so on, you don’t have 40 cartoon effects but hundreds !!!
Dude I am amazed! I especially liked the effects that contained that cartoon smoke (different colored explosions, and stuff). Also the ones with the ghosts are really nice too! Great work!
The cartoon smoke explosions were heavily inspired by Zelda Wind Waker, I studied the in-game effect closely and tried to replicate it as best as I could!
Added CFX Spawn System, to easily create preloaded pools of effects and avoid calling Instantiate() and Destroy() constantly!
This should help a lot performance-wise for mobile platforms!
Updated Cartoon FX Easy Editor with the ability to tint the effects, preserving their saturation and alpha!
The update (v 1.4) has been submitted to the Asset Store and should be released soon!
i do have a problem to loop the rain effect, would you have the needed settings to loop it without a delay between the loops ? (i mean the rain is stopping for say a second at every loop).
Yes, you have to have to go in the Particle System Inspector of each GameObject in the rain effect, and set the Rate in the Emission tab to “Constant” instead of “Curve”. Make sure that the constant value is the same as the peak of the previous curve to have the same effect (you can also control the rain density actually with these values).
The side effect is that you’ll lose the fading effect where the rain starts small and then progressively grows in number.
If you want to have the effect looped and the fading, you’d probably have to make two versions: a fading in one with a rising Rate curve, that when finished activates the looped one at full density (and possibly a third one if you want a fade out effect).
First thing to do is to make sure that the CFX_SpawnSystem.cs file is inside the Plugins folder (or any folder that is compiled first, see here: Unity - Manual: Special folders and script compilation order ) so that it is compiled before the JS scripts (by default JS scripts are compiled before C# scripts).
If you have done that part already, let me know where you have trouble with your scripts exactly, or if you need a general example of how to use it!
CFX_SpawnSystem.cs is in the Plugins folder. Got that part right.
I guess a code snippet would be good on how to use it in a script (declarations, etc).
I’ve loaded some effects as per documentation but it’s not clear the exact syntax to execute them. I have an enemy that when dies I want to show one of your effects.
The documentation says there is a call to check when sounds have loaded into memory before executing game but that’s a mystery also
Looking in the demos I couldn’t even find a call to play effect in any of the scripts (CFX_SpawnSystem.GetNextObject(object)??? ) …
In the Editor, create an empty GameObject and add the CFX_SpawnSystem script. Then, on the Spawn System Inspector, you can drag and drop the effects prefabs that you want to preload (directly from the Project panel).
These are the same prefabs that you will use as references in your own script, for example with this declaration:
public var effectReference : GameObject;
So you have to drag the same prefab that you dropped on the Spawn System Inspector on the effectReference property of your script’s Inspector.
To play the effect, you must get a preloaded effect based from this reference, that’s where the GetNextObject method is used, like this:
var preloadedEffect:GameObject = CFX_SpawnSystem.GetNextObject(effectReference);
preloadedEffect.transform.position = character.transform.position; //Place the position where you character is (character may be any other property you have defined in your script)
preloadedEffect.particleSystem.Play(); //This line is generally not necessary: almost all effects will automatically played when they are activated (which is done in the GetNextObject method) as long as the 'Play On Awake' checkbox is checked on the Particle System Inspector
The effect will then play where you need, and automatically deactivate itself upon completion, ready to be used again when GetNextObject is called.
Side notes:
GetNextObject just returns the next object in the pool, it will not check whether it is used or not. The number of instances to preload should reflect the maximum number of that effect that can be seen in your game concurrently
The aforementioned method to check when all effects are loaded should only be used in the case you need to use GetNextObject right when the Scene starts (because if you want to get an object when it’s not preloaded yet, well it won’t return anything)