Treasure FX is a pack of cartoon particle effects which fits for reward screens or casino games.
For 2D & 3D projects Desktop and Mobile 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.
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?
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.
@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!
@TJQ Glad you like it 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.