[RELEASED] CuRSe: Collision Reaction System -- Trigger collision effects easily!

We just had our latest Unity asset store product released into the asset store, and I wanted to announce it here!

Our new product is: CuRSe: Collision Reaction System

The main goal for this product was to make it SUPER fast, easy, and simple to configure and trigger what effects to fire off when various types of physics objects/materials collide with each other. And I think it’s accomplished just that! I’ve also set it up in such a way that makes it very easy to extend the functionality to add your own events that can be triggered as a result of a collision.

It is selling for $40, and the product page is here: CuRSe: Collision Reaction System

The version in the Asset Store is the comes dlls and base/example effect implementation code. A full source code version is available on our website. More info and a web demo can be found here: Altered Reality

If anyone has any questions about CuRSe, and what it can do, please let me know!

For a little more info on the product, here is the product info from the product page:

CuRSe is a tool that makes it easy to trigger effects when physics objects collide. For example, use CuRSe if you want an easy, no scripting required, way to trigger a sound and a particle system when an ice block hits a stone wall. Or wood hitting dirt. Or any other combinations of physics materials colliding! CuRSe makes all of that easy to do, all with an intuitive built-in editor!

Features

  • Easily trigger effects when physics objects collide
  • Built-in custom editor for easy configuration
  • No scripting required
  • Fast to integrate into your game; only 2 components required
  • Included support for Particle and Sound effects
  • Extendable C# classes for creating custom collision effects
  • Full Documentation
  • Included example level
  • Automatically restores links to moved or renamed assets

Screenshots




On the website there is a screenshot showing the search time is 10ms, that’s a considerable hit. Or am I reading it wrong?

Also, in the features list, the correct spelling is “Extendable” :wink:

Gotta be professional. :smile:

Are you looking at the screenshots for Search Grid instead? There is nothing for “Search Time” for CuRSe. Only the active time, which indicates time the effect has been active in seconds.

And about the “Extendible” spelling, technically that is spelled correctly, which is why spell checking didn’t pop it out at me. However, for the purposes of code, “Extendable” is definitely the normal way to spell it for this. :slight_smile:

Thanks for the heads up!

An update has been release:

Version 1.0.2

  • Performed some internal changes to how the dictionary xml is loaded.

I’m having some problems with the manager detecting when it needs to save out the XML dictionary. It seems very inconsistent, and I can’t nail down what the problem is…

Seems to be something in the actual XML formatting during the save… Debug log added to the save function shows it’s getting that far fine. It almost seems to be some sort of lag of time from when the script sends the XML write command and CurseInternal actually performs the save.

Hey, I’m sorry you are running into issues! I just tried to reproduce the issue, but everything seems fine on my end. Could you please provide more info on the exact problem are you seeing? For example…

  • Is it not saving all of your changes?
  • Is it only certain types of data that’s not saving?
  • Have you created any custom CuRSe effects?
  • What version of Unity are you using?
  • What operating system are you running on?

I want to be able to solve your issue, so any other info you think might help me reproduce the issue would be helpful. Thanks!

I wanted to quickly announce that I’ve decided to put CuRSe: Collision Reaction System on sale for 50% off for a limited time! If you’ve ever wanted an easier way to handle what happens with physics objects collide (such as playing particle effects and sounds), now is your chance to do so for cheap!

You can grab it on the asset store for $20 here: CuRSe: Collision Reaction System | Physics | Unity Asset Store
For more information, and to purchase the basic version or pro version (source code version), you can get all that here: http://www.alteredr.com/curse/

Let me know if you have any questions about CuRSe. Enjoy!

(I’ve been wanting to do this for a while, but I wanted to wait until the 24 hour asset store sale was over)

I dug into a bit more on our side, and it looks like it was actually a problem with the beta of the perforce plugin we’re using. It wasn’t checking out the dictionary file properly, so it was staying read-only…

Awesome, I’m happy to hear it’s working for you now. Let me know if you need anything else. :slight_smile:

CuRSe is now 50% off in the daily asset store deal…grab it now for cheap while you can! (about 10.5 hours left) Unity Asset Store - The Best Assets for Game Making

Now It’s for 25$

Yup, the price has indeed been dropped to $25. :slight_smile:

Hey, does this work with rigidbodies2d?

No, unfortunately I don’t believe it would, since it only listens to the normal on collision calls, not the 2d ones. Sorry!