Yes, all you need is to have a parameter named to match any of the parameters listed in the docs and it will work. I actually decided, instead of having the example project with its redistribution concerns, to update the FMOD integration docs with some examples at the bottom of the page: https://roadturtlegames.com/impact-cfx/documentation/fmod
Unfortunately from my testing I was not able to get Impact to compile in 2019.4.9f1 due to the NativeReference<> type not being in the Collections package available from the package manager (0.9.0-preview.6).
Hey Cramonky, I’m using FMOD and I’m testing the integration in the scene demo with the Ragdoll game object. Everything works fine except when each ragdoll limb collides with a surface at the same time, every sound plays over each other creating that ‘phasing’ effect (example when the metal sheets collide with one another at 3:08, the same sound plays at the same time:
). Is there a way to prevent that?
I can only think of the Queue Capacity that is set to 32 but that is a global setting and I’d rather not limit the concurrent sounds globally.
Really the only thing you can do to mitigate the effects of overlapping identical sounds is to have multiple audio clips that are randomly selected + some pitch and volume randomness.
I’ve considered making trigger components that allow you to control a group of triggers, so you could limit the sounds played for the whole ragdoll, but the idea has several problems that would make for a very ugly implementation and it wouldn’t even necessarily solve the issue anyways.
Ah gotcha, I’ll mess around with those parameters.
I’m curious about one other thing - what’s the reason for some of the ragdoll limbs having the Impact Object Rigidbody component but no Trigger components? Essentially holding the collision information but no components to play the sound?
Ah yeah, that’s another little trick to limit the number of sounds playing at once. Basically it’s just assuming that having triggers only on some parts of the ragdoll (namely the extremities of the limbs and the head) will be “good enough” to produce sufficient collision effects in most cases.
The Impact Object components are there so that other objects colliding with the ragdoll know what they are colliding with, but depending on your case you might be able to remove those as well and just use material mapping.
It’s all about finding out what little cheats and tricks you can get away with without your players noticing
Just released Impact CFX 1.3.0! Check out the change logs here: Impact Documentation
This is a pretty significant update that greatly improves your ability to control Impact Material “registration” (i.e. when Impact Material assets get converted into data that is used to actually play the effects).
I imagine that this update won’t make a huge difference for many users, but if you are interested in the changes you can check out the new Managing Registered Materials section of the documentation: Impact CFX Documentation If you are using the FMOD, WWise, or Master Audio integration packages, you will need to update those as well.
Hi, by default the demo decals use the basic decal component and do not have any fading behavior (and based on my testing the pooling appears to be working correctly in Unity 6).
If you’re using URP or HDRP, you will need to import the appropriate URP or HDRP extension package and replace the decal components with Impact Decal (URP) or Impact Decal (HDRP).
Thank you for replying. I have not been around Unity much. I am not great at coding.
I asked chat and it said it could not find fading out … but did give a suggestion.
Chat " That’s a great question! The decals in the Impact CFX Demo are designed to be persistent, so that they can remain on screen even after the character has moved or interacted with something. This is because the demo uses the URP Decal feature which doesn’t have built-in fade out or destruction mechanisms.
However, if you want to make sure that decals are only visible for a certain amount of time before they disappear, you can add some code to your project to control their lifetime. For example, you could use the Impact CFX Settings script’s “Decal Lifetime” setting to set how long each decal should remain on screen.
Alternatively, if you want to make sure that only a certain number of decals are visible at any given time, you can add some code to your project to control the spawning and despawn rate of the decals. For example, you could use the Impact CFX Settings script’s “Decal Spawn Rate” setting to set how often new decals should be spawned, or you could use the Impact CFX Settings script’s “Decal Despawn Rate” setting to set how quickly existing decals should disappear.
I hope that helps! Let me know if you have any other questions. … ( The script that has “Decal Lifetime” in it is called ImpactCFXSettings.cs ) "
SO just to confirm … as of Now the decal do not fade , but stay on screen ? I did the URP thing I think correctly … The decals show up no problem! It is a good system I think. Thx
An AI chat bot is not a good source of information about Impact CFX. These “Decal Lifetime”, “Decal Spawn Rate”, and “Decal Despawn Rate” settings it talks about do not exist.
As I said, you need to use the Impact Decal (URP) component on your decals. Then, you can enable the Fade Over Time option and the decals will fade out after the Life Time value (in seconds). No coding required.
Thank you, I was sure that would be the case. I am having a hard time
finding the exact procedure for that. The decals do show, just do not fade.
I have no real idea what is meant by " Impact Decal (URP)component " component on your decals.
Do i put a component on a decal ? Where is that in Unity 6 ?
Is it possible can you give a screen shot ? What component ? where do I attach it too ? the particles ? The materials ? is it a Cs ?
Finally, on the decal prefabs (the decals for the demo are located at Impact CFX Demo (URP)/Prefabs/Decals), you can remove the existing Impact Decal script and add the Impact Decal (URP) component, which should be listed along with Impact Decal and Impact Decal Effect Processor
Unfortunately removing the existing Impact Decal component will somewhat break the decal effect, but you can simply go to the effect (for example Impact CFX Demo (URP)/Impact Materials/Concrete/Concrete_BulletImpact_Decal) and reassign the Decal_Bullet_Concrete prefab to the Decal Prefab field.
Impact CFX 1.5.0 is now released, with the major new feature being the ability to have multiple prefabs on Particle and Decal effects. Be sure to check the documentation for details.