I am very pleased to announce the release of Impact CFX - Collision Effects System!
Impact CFX is the successor to my asset, Impact - Physics Interaction System. It is a powerful and flexible material-based collision effects system for producing effects such as audio, particles, and decals from physics collisions and raycasts.
Asset Store | Documentation | Tutorials Playlist | Discord
Demo
At the moment I do not have a web or other demo available, but I do have a walkthrough of the demo included in Impact CFX that demonstrates what it can do:
Getting Started
Check out the Getting Started tutorial for how to get up and running.
Collision Effects
• Play audio when physics objects collide with each other, with sounds based on the collision velocity and the objects’ materials.
• Play sliding and rolling sounds.
• Emit particles on collision.
• Leave decals behind on collision.
• Support for terrains.
• Works great with rigidbodies connected by joints and ragdolls.
Footsteps
• Utilize Impact CFX to play different footstep sounds based on the material a character is walking over.
Weapon Impacts
• Use Impact CFX to play sounds, emit particles, and place decals for bullet impacts.
Note that knowledge of C# scripting is required to implement footstep and weapon impact effects done via raycasting.
Performant & Configurable
• Impact CFX utilizes Unity’s Jobs system and Burst compiler to efficiently process effects with minimal performance impact, even with hundreds of colliding objects.
• Extensive configurability means that you can optimize Impact CFX for your specific needs.
Integrations
FMOD Integration | Wwise Integration | Master Audio Integration
Dependencies
Impact CFX requires the following packages from the Package Manager:
• Burst
• Collections
• Mathematics
Please let me know any questions, concerns, or any other feedback that you have!