Treasure FX

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Treasure FX is a pack of cartoon particle effects which fits for reward screens or casino games.

:white_check_mark: For 2D & 3D projects
:white_check_mark: Desktop and Mobile
:white_check_mark: Standard and URP

Features

  • 63 Prefabs Total
  • 29 Prefabs (3D)
  • 34 Prefabs (2D)
  • Easy to recolor
  • Easy to scale
  • 3D model prefabs
  • URP Upgrade
  • Up to 1024x1024 texture sizes
  • Demo included

Most effects have “exploding” and “streaming” types. Some money-stacks and money-bags explode on impact with world into smaller bills and coins.

There are also different color coins- copper, silver and gold. There are also a variety of gems as well- rubies, emeralds, amethysts in different shapes.

Effects:

  • Coins
  • Casino chips
  • Dollarnotes
  • Dollarstacks
  • Moneybags
  • Diamonds
  • Gems
  • Star explosion

Just a quick update here, I wanted to show off some neat 3D models that will be included in the next version thanks to 3DForge.

These are some of which are fully textured. Though I hope to have another few gem shapes as well as a money bag model ready for the next version.

Treasure FX is 50% off for 24 hours! I hope to have the 3D update out sometime this month.

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Treasure FX v1.2 is now pending approval on the Asset Store.
Featuring a lot of new shiny models, and 27 new 3D particle effects.

There will also be a small price-bump once the new patch is out, so if you wanna save a couple of bucks, make sure to get it sooner rather than later. :slight_smile:

Hi. The effects a beautiful, however it seems that StarBlueBlast(Mobile) (I have not tested others) causes a memory leak. Could you please look into that?

What Unity version are you working in? Try re-importing the effect and see if that fixes it, if not I will take a look.

Thanks for the quick response! I have Unity 5.5.0f3. I created a separate project to test particle systems and re-imported your asset. The problem is still there.

You can try deleting the SceneSelect scripts in the demo folder, I get some errors from those (they are scripts used for the old GUI), otherwise everything else seems fine on my end. If you still get issues, please take a screenshot or type up the error for me.

Edit: I have submitted an updated version with fixes to the errors I can see for 5.5.0f3. I can also send it to you instantly if you send me an e-mail.

I deleted the SceneSelect scripts, but that didn’t help.

Just to clarify, I’m talking about memory leaks, not errors. I’m using the Advanced FPS Counter from Asset Store to monitor memory allocation. In my test, I instantiate 100 StarBlueBlast prefabs and call SetActive(false) and SetActive(true) 2 times per second. Within several minutes the app consumes about 1GB (on a Windows machine) and crashes. I also tried other particle systems, for example Beach Ball Particles, and they don’t show any memory leaks under the same conditions.

@username132323232 Looks like there’s a known memory leak bug with particle systems that have sub-emitters:

Any chance you can try upgrading to 5.2.2?

Wow! Upgrading to 5.5.2 fixed it. Thanks a lot for being so helpful!

1 Like

Glad it worked out! The 4.x.0 and 5.x.0 versions have usually had some bugs with particle systems as new features have been introduced to Shuriken.

Purchased your asset last week on sale, Is there anyway to scale the particles? thanks

@TJQ I can’t remember if I updated this in the last version, but if you are using a 5.3.4 or up, you should just be able to scale it in the Transform menu. If that doesn’t give any results, you may have to set the Scaling Mode of each individual particle system you want to use to Hierarchy. This applies to children of the effect as well.

I found it under that particle system menu i changed scaling mode from shape to local and then i was able to use the regular scale controls to make it bigger. Thanks and awesome asset btw well worth the money!

1 Like

@TJQ Glad you like it :slight_smile: Feel free to leave a rating/review!

I think Local Scaling Mode can work in some cases as well, but I think Hierarchy should work best. It depends a little bit on the effect you’re scaling.

If you need any more help, feel free to send an e-mail.

Updated the asset with additions and improvements, as well as Standard & URP support!

Check it out at the Asset Store

v1.4 (2019.4 LTS and up)

  • Added URP upgrade
  • Added new 3D casino chips
  • Added new 2D casino chips
  • Improved and optimized effects
  • Improved textures
  • Enabled Apply Active Color Space in particle systems by default. This should make colors look better for both Gamma and Linear color spaces.