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Cartoon FX 4 ( released! )

Discussion in 'Assets and Asset Store' started by Jean-Moreno, Nov 5, 2014.

  1. Jean-Moreno

    Jean-Moreno

    Joined:
    Jul 23, 2012
    Posts:
    583
    Hello!

    After much work, the fourth entry of the Cartoon FX packs is finally here!
    Introducing Cartoon FX Pack 4:


    FEATURES:
    - 50+ unique effects prefabs each composed of several particle systems
    - a total of 190+ prefabs including effects variants
    - all effects are in 3D, but also work in 2D environments
    - includes the CFX Easy Editor and CFX Spawn System tools
    - introducing CFX Blend Shader allowing additive particles to be visible over bright backgrounds (see below)
    - includes contextual help and tips directly in the Inspector

    UNITY ASSET STORE LINK

    Unique Effects List:

    Bubbles Breathing (2) · Bubbles Whirl · Bubbles Hit · Environment Bubbles · Rain (Soft & Storm) · Water Splash (3) · Wet Drops (Character & Environment)
    Sparks Explosion (2) · Black Monster Explosion (2) · Explosion SoftEdge (2) · Spiky Exlosion · Wave Explosion
    Fire · Flamme (3) · Sun
    Aura Bubble (2) · Aurora · Disruptive Force · Fairy Dust · Magic Drain (2) · Magical Ring · Secret Place · Shiny
    Drill Ground Hit · Flash
    Hits (4) · Flower Hit · Paint Hits (3)
    Smoke Trails (2) · Smoke Puffs (3)
    Atom · Radar Rings · Donut Teleporter · Plasma Ball · Space Thrusters (3)




    Comments and questions are welcome! :)
     
    Last edited: Dec 2, 2014
    Peter77 likes this.
  2. Play_Edu

    Play_Edu

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    Jun 10, 2012
    Posts:
    722
    nice 1
     
  3. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    537
    I couldn't resist the offer and got all the packs :rolleyes:
     
  4. Jean-Moreno

    Jean-Moreno

    Joined:
    Jul 23, 2012
    Posts:
    583
    Thanks a lot! I hope you'll enjoy them! :)
     
  5. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,414
    Nice, this is going to be a really nice addition to my existing JMO CFX collection :)
     
  6. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi Jean Moreno, I've got a quick question for you in my mobile project, I'm using a lot of your particles in one scene about 50-100, what is the best practice to use a lot of particles not to have a big impact on performance cost, for example it's fine if calculate the sqrMagnitude (distance between Player & particle) for enabling the particle system or triggering via colliders ?
    Thanks in advance !
     
  7. Jean-Moreno

    Jean-Moreno

    Joined:
    Jul 23, 2012
    Posts:
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    You have two things to keep in mind for performance regarding particle systems:
    - CPU performance which mainly depends on the number of particles emitted as well as the features used (e.g. particle world collision can be very expensive!)
    - GPU performance which mainly depends on the material used by the particles, and overdrawing (which depends on the screen space used by the drawn particles: the more particles you have overlapping and taking a big space on the screen, the more likely overdraw will occur and cause performance issues)

    If you are talking about the distance or the collider trigger between your Player and the particle emitter GameObject, then I think it should be fine because it doesn't depend on the number of particles, so you will just have one calculation to do.
    If you mean calculating the distance or collision from the Player to each particle, then you will likely run into problems especially with that many particles! (and especially on mobile)
     
  8. RoyalCoder

    RoyalCoder

    Joined:
    Oct 4, 2013
    Posts:
    301
    Hi @Jean Moreno , thanks for your reply & advises, in the second part of my question I mean that:

    -the particles are placed in my scene but not active
    -and let's say when I'm close to the particle and entering a trigger collider then the particles are active and visible
    -after that OnTriggerExit2D the particles are deactivated

    *My question is if this method is good or not, because if I have a lot particles active all the time (& other stuff), the FPS drops !

    Thanks
     
  9. Jean-Moreno

    Jean-Moreno

    Joined:
    Jul 23, 2012
    Posts:
    583
    Well, if you want to know whether your triggering system or the particle systems are causing the performance drop do the same replacing the particle systems with mesh renderers for example : if you still have performance issues, then the triggering system is probably causing them.
    If not then it's the particle systems (also note that both could be causing issues!)

    You can also use the Profiler for further inspection.
     
    RoyalCoder likes this.