[RELEASED] Real-time Strategy FX

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RTS FX is a pack of particle systems and cursors designed for real-time strategy games.

Featuring:

  • 79 total Prefabs
  • 19 mouse cursors in 5 colors (32x32)
  • 45 textures for symbols/circles
  • 3 waypoint textures
  • Easy to recolor
  • Easy to scale
  • Textures sizes between 256x256 and 1024x1024.

How does the “Move line” effect work? Can I assign it a start + end position?

Hey, I believe I used a line renderer with a repeating texture, and there’s a script included that scrolls the texture between the two points. The two points in the demo was set up in the inspector, but any sort of clicking functions and making waypoints you would have to program yourself.

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Oh with line renderer? Nice then it should even be possible to set multiple points :smile: I just wanted to make sure that it isn’t a effect with a “fixed lenght”, I will save the link and buy the pack when i start with the next project.

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Yep, it should be a line renderer with a scrolling texture, and I changed the opacity on one of the points so that it fades at the end. The rest of the pack is particle systems and a few PNG mouse cursors. :slight_smile: Make sure to share some screenshots if you end up using it!

Have you tried this with the new line renderer in Unity 5.5?

No, sorry. I don’t think it would be a problem using this asset in 5.5 though.

I bought it and did a test, seems to work good.
I did an implementation of your movement line. Only had to adjust the tiling of the material based on the total length of the LineRenderer.

Including a screenshot

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Ah, cool :slight_smile: I don’t know how easy it would be, but fading the line in/out near the start and end point could perhaps make it look smoother.

RTS FX has been overhauled and updated a few times this year with URP support, new VFX and cursors.

See the full patch notes below.

v2.2 (Available for 2017.4 LTS and up)

Streamlined cursors to all be available in different colors.

  • Ft. 19 cursors in 5 different colors
  • Included URP upgrade
  • Updated readme

v2.1 (Available for 2017.4 LTS and up)

This patch adds new prefabs, chrome colored cursors and fixes.

Patch notes

  • Added AOE Target v4 (3 prefabs)
  • Added AOE Target v5 (3 prefabs)
  • Added Waypoints v4 (3 prefabs)
  • Added 17 new chrome colored cursors
  • Updated Status Effect rings to start playing instantly

v2.0 (Available for 2017.4 LTS and up)

This patch features new and improved effects, as well as new textures, icons and more. Effects are easier to scale and recolor.

Patch notes

  • Standard & LWRP Support
  • 71 total prefabs
  • 4 new FX categories and 53 new prefabs!
  • Added new Area Target FX
  • Added new AoE Click FX
  • Added new Classic Click v2 FX
  • Added new Minimalist Click FX (8 types)
  • Added new Soft Click FX (5 types)
  • Added new Selection Ring FX (6 types, 3 sizes)
  • Added new Waypoint FX (3 types)
  • Added 19 new cursors
  • Added 20 new AoE and icon textures
  • Added 2 new waypoint line textures
  • Updated every effect in the asset
  • Effects are better sorted
  • Effects should now scale easier
  • Effects are easier to recolor
  • Effects no longer use pre-colored textures

Can i use 2D game??

@pinpanel2 I suppose it could work in a top down 2D game, yeah.

I’m working on integrating with my game. So far only the area effect for airstrikes, you can see in the trailer an airstrike is shown: UNITED COMMAND ® on Steam (about 1:10 in the video) I’ll let you know when I have more of the effects integrated :smile:

@adamcheong That’s really cool to see! Also, if you have problems with the effects blending in too much as they are Additive, you can change the Blending Mode of the materials to Alpha. Then you could adjust the transparency in the Start Color of the particle systems if they’re too visible.

Hello, I would like to use the Circles rotated by 90 degrees. (Back / Front or Z axis)
What is the best way to achieve this?
Thanks.

@ArmKe Any specific effect(s)? How are you using it? There’s probably a few ways to do this. You should just be able to select the prefab and set the Rotation in Transform.

Looking at the ‘Area Ring/AOERingBig’ prefab, you could set all the Transform Rotations to 0, then enable 3D Start Rotation in the particle system and set the rotations there.

6803060--789236--upload_2021-2-4_18-2-29.png

Make sure you have all the sub-emitters selected.

I want to know how to change the particle settings to apply it to a 2d game.(Click Effect)

@pinpanel2 I’m going to need way more specific information to help you here. Which settings are you looking to change, and why? Feel free to use my Asset Support page and send an email with screenshots of whatever is going wrong, and how you are planning to use them.

To wrap this up and help others!
No, you can’t rotate most of the prefabs around the X,Z axis without destroying them because parts are oriented in the Hirarchy Local and other parts are oriented World. I asked you for a workaround, but I guess that wasn’t understandable.

Would it be possible to upgrade for use in HDRP?