[v1.06 UPDATE for Unity 5.6] Particle Ribbon for FREE

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Submitted update 1.02 and here is the preview of the new effect:

6 new effects:

  • 1 improved charge effect;
  • 2 variants of volumetric tornado effects;
  • 3 variants of spiral magic trail effects
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V1.02 approved

Looks interesting!

Coming next…DARKNESS!

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Wow! Looks really cool and to give it out for free!

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v1.03 approved with 9 new effect prefabs. To celebrate this the large key image has been updated as well to reflect the new effects.

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v1.04 approved with experimental effects: Ribbon, Chain and Tentacle.

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Looking great! How can I scale an effect up?

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If you’re using Unity 5.3 or onward, you can directly change the transform-scale value of the root particle effect prefab and then change the scaling mode of all sub-prefabs to “hierarchy”. If you’re still using Unity 5.2, you need to multiply the velocity over lifetime values of all axes as shown in this video.

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These effects look great! I’ll definitely be using them. Thanks irfurkend!

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v1.05 for Unity 5.5 is now live! Finally we can achieve the truly “ribbony” trail effect in Shuriken natively.

Summary about this update

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Simply wanted to say THANKS! The particle ribbons look wonderful!

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Is there a way to set this so it doesn’t receive fog?

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This asset does not use any specification about fog. And I do not know if there is any way to exclude a specific object or layer from fog…sorry :frowning:

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Updated V1.06 for Unity 5.6 for eliminating run-time error of particle system sub emitter (this issue begins from 5.6 onward) also added some new effects like tentacles and the rainbow ribbon of pride.

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Hi

I’m using Unity 2017.2.0f3.
I’m using Particle Ribbon plugin.

Using some particles (I don’t know if it happens with ALL particle types in the package) I have a crash of whole editor/application after a while. Debugging the application I have these informations.

I’m using a modified “Spiral_02.3 Domain” (I’m using the core glow only) and a modified (size, dimensions, color, some subemitter disabled and so on) of “Spiral_02.4 Domain”

Moreover, sometimes (not in all executions) I see the sub emitter error which was fixed for previous Unity version, if I understood well:

“Sub-emitters must be children of the system that spawns them”

I’m not be able to undertsand if this is a ParticleSystem bug or wrong Ribbon implementation and, above all, how I can fix that.

Many thanks!!!

ERROR DUMP HEADER:

UnityPlayer.dll caused an Access Violation (0xc0000005)
in module UnityPlayer.dll at 0033:cda1acdb.

Error occurred at 2017-12-04_151602.
Path/to/my/.exe, run user.
70% memory in use.
8174 MB physical memory [2442 MB free].
16346 MB paging file [9007 MB free].
8388608 MB user address space [8388123 MB free].
Read from location 3dbdb4a0 caused an access violation.

CONSOLE MESSAGES:

WindowsPlayer(w18321) 0x000007FECDA1ACDB (UnityPlayer) EvaluateRandomGradient<1,1>
WindowsPlayer(w18321) 0x000007FECDA2DD1A (UnityPlayer) ParticleSystemRenderer::CalculateWorldMatrixAndBoundsJob
WindowsPlayer(w18321) 0x000007FECDA38AB4 (UnityPlayer) ParticleSystemGeometryJob::RenderJob
WindowsPlayer(w18321) 0x000007FECD63A0BD (UnityPlayer) JobQueue::Exec
WindowsPlayer(w18321) 0x000007FECD63A2C7 (UnityPlayer) JobQueue::processJobs
WindowsPlayer(w18321) 0x000007FECD63A3FE (UnityPlayer) JobQueue::WorkLoop
WindowsPlayer(w18321) 0x000007FECD7A7AA8 (UnityPlayer) Thread::RunThreadWrapper
WindowsPlayer(w18321) 0x0000000076B559CD (kernel32) BaseThreadInitThunk
WindowsPlayer(w18321) 0x0000000076D8A561 (ntdll) RtlUserThreadStart
WindowsPlayer(w18321)
========== END OF STACKTRACE ===========
WindowsPlayer(w18321) **** Crash! ****

VS STACK TRACE:

UnityPlayer.dll!EvaluateRandomGradient<1,1>(struct MinMaxGradient const &,struct math::_float4 const &,struct math::_float4 const &) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!ParticleSystemRenderer::CalculateWorldMatrixAndBoundsJob(struct BoundsJobData *,unsigned int,struct TransformAccessReadOnly const *,unsigned __int64 const *,unsigned int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!ParticleSystemGeometryJob::RenderJob(struct DynamicVBOGeometryJobData *,unsigned int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue::Exec(struct JobInfo *,__int64,int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue::processJobs(void *) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue::WorkLoop(void *) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!Thread::RunThreadWrapper(void *) Unknown Non-user code. Symbols loaded.

Exception thrown at 0x000007FECDA1ACDB (UnityPlayer.dll) in Exec.exe: 0xC0000005: Access violation reading location 0x000000033DBDB4A0.

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I have heard numerous reports about import errors of particle effect prefab to 2017.2 from older Unity, sorry I am a bit busy lately so I haven’t had the time to test it in 2017.2, I would like to know if the crash also happens when used in a new default scene or in your project scene which is highly populated.

But I think it might be helpful to file a crash report to Unity if this happens so frequently to you.

I did a quick test in 2017.3 in a bare default scene and all particle effect prefabs behave correctly without error during runtime.

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Hi,
I’m fairly new to Unity and was wondering if anyone could give me a few quick pointers/guidelines to using this Asset to make a Tornado. Thank you so much!