[RELEASED] Sci-Fi Arsenal

Sci-Fi Arsenal is a bundle of 580 stylized particle effects. The asset includes missiles, explosions, muzzleflashes, shields and several other particle effects.

Asset Store | WebGL Demo

:white_check_mark: 2D & 3D
:white_check_mark: Built-in & URP Support

Common Problems
Invisible Particles (URP)

URP Pink Materials

Invisible Particles (Standard)

If you have other unlisted issues, please see my official support page!

5 Likes

Just tried the demo. Really good. Waiting for the Store. :sunglasses:

1 Like

On the Store

1 Like

@ZJP Yes, finally! You beat me to it! :smile:

Edit: There were some problems with the WebGL demo because of size limitation, but I’ve applied a temporary fix.

hello friend is to put these projectile to be used as bullet in UFPS
I’m making a scifi game and would like to use these prefabs

@Pauloxande If UFPS also uses particle systems for muzzleflashes and projectiles, I don’t think there should be any problems using them. There should be quite a few textures in the pack to play around with if UFPS only uses “tracer” shots. Either way, I may have to do some more research on this.

Can You post android .apk file with demo scene (with fps counter included)?

@mzg Yep, will work on that!

Hey there,

I bought your Sci-Fi Arsenal.
It’s awesome!
But I do have one issue. I’m unable to scale the prefab “BlueFireMuzzleFlash”.
I tried both manual scaling of the particle systems and the the with the Kunai Editor.

Can you help me out?

Thanks!

@mzg It’s not very well optimized at the moment, but here’s the APK.

@TempleClause I’ve checked it out, and this effect isn’t the easiest to scale, but I can explain how I managed to scale it up.

First off, the sub-particles “BigFlash” and “FlashLinger” you shouldn’t have to worry about changing much (maybe only the length scale under the Renderer tab).

The thing that messes up is that the “BlueFireMuzzleFlash” system is that the Lenght Scale under the Renderer tab is not scaled up as the size is increased, so it just gets kinda fat. Secondly, the Radius under the Shape tab is not scaled, so the flames don’t always line up correctly.

So in steps, do this with the BlueFireMuzzleFlash:

  1. Scale it up to a size that fits
  2. Increase Lenght Scale under Renderer tab
  3. Change Radius under Shape to make it line up better

Unfortunately not everything is as easy to scale even with the added Scaling Mode, but I might look into re-doing the muzzleflashes to see if they can be made more easily scalable.

Hey @Archanor ,

I really like this Asset, great collection of FX.

One major requirement we have to use this asset is the ability to change colors of the FX, particularly the projectiles. I noticed all the FX use colored textured, so parameterizing the colors is understandably not trivial.

I was wondering if you have any plans to enhance this asset so colors can be customized through the inspector?

If that’s too much of an ask, maybe you can point me in the direction to manipulating the texture pngs themselves. Not sure if your willing to provide the base png or technique used to produce the texture colors for each projectile, but I’m more than willing to just manipulate the texture png to the color of my choice also.

Thanks!

@ahmed_decoy There should be some plain greyscale “modular” textures in the textures folder that you can color any way you like by editing the particle systems. It seems I forgot to make a few of them modular in the progress though, those will be included in the next patch. I could zip and send them right away if you need them fast.

I suppose having a grey set of prefabs could come in handy in situations like this, and I’ll consider including them for the next patch also.

If you also want the source PSD files, let me know.

1 Like

@ahmed_decoy There are a few grey, modular textures in the project, but I forgot to make one for each texture. These will be added in the next patch, and I can send them to you if you need them fast.

I’ll also consider making some modular prefabs so that they are ready to be colored for the next version, but I’m not sure when this will be. Seeing as I’m still getting some good feedback, I don’t want to rush a patch unless there are any problems.

If you’d like a look at the PSD files for the textures, I can send those as well.

Thanks!

Yup I noticed the modular ones, and I figured you had the idea in mind and were in progress of going in that direction.

If you can send the Zip and PSD files that would be amazing!

Thanks again, keep up the good work!

1 Like

Hey,
I am not using a mouse to cast the projectile, but I changed it to a target instead.
I get a nullreferenceexpection error.
“NullReferenceException: Object reference not set to an instance of an object
ProjectileScript.OnCollisionEnter () (at Assets/SciFiArsenal/InteractiveDemo/Scripts/ProjectileScript.cs:37)”

I don’t use the button script, I customized the fireprojectile script by just removing the mouse information… I attached the projectile script and the fireprojectile script.

Hopefully you can help.

2643856–186159–ProjectileScript.cs (1.47 KB)
2643856–186160–FireProjectileAW.cs (3.02 KB)

Nevermind I figured it out, one of my object colliders was to small.

I have a question regarding the implementation of the projectiles: Will their trails bend if I make them fly in a curved path, or are the trails rigidly aligned with the projectiles’ orientation?

Projectiles uses the default trail renderers, so they will curve. You can also set the length and how smooth the curve will be in-game.

This. Is. AMAZING.

And it’s just BEGGING to be made into an arena shooter.

I call dibs! Everyone else back off! Lol!

Saw your other packs too! A lot of overlap, but they are all just fantastic! Truly great work, and the fact you will be including the gray versions for coloring will be awesome!

Great Asset! One question: I really love the “Ultimate Nova” effects, however I need to rotate 90 on the X axis. Possible? Thanks! These are super useful.

1 Like