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Discussion in 'Assets and Asset Store' started by Archanor, Mar 9, 2016.
I am using the latest versions:
Unity : 2020.1.2
@Clyon I have 2020.1.0f1 installed, and I'm not even able to download the latest version of my own asset from the Package Manager :/
@Archanor okay thank you for your time <3
@Clyon Until I can fix my problem and actually download my own asset, could you please make a detailed post about the problem in this forum? https://forum.unity.com/forums/universal-render-pipeline.383/
I have some extra info on the problem from other users, but I haven't been able to get the same pink textures myself.
I just bought this asset but I'm having problem with most of the missle prefabs. They don't show up in preview just a solid blue screen, then when I load them in to my scene I can't see it either. But some of the others work like frost I can see. I'm on unity 2019.4
If you can add some more details and add a screenshot, I can take a look at it next week when I'm back at my pc unless I see a solution right away.
I've never seen any blue screen problems before, but I assume you're working in URP?
See my support template on which details to add to the email : https://archanor.com/support.html
I recently switched over to using URP, and I'm having an issue with the ChestAppearWhite prefab. It renders in the scene view, but in game view its invisible. I applied the URP Fix in the Upgrade, and it fixed the other effects that I use, but not that one. Any ideas?
@emrys90 Is the entire effect invisible or just the cloud effect? Can you check if the materials have Camera Fading or Soft Particles enabled?
If Soft Particles is enabled and you wish to keep it on, make sure you enable the Depth Texture on your camera settings, otherwise it will be invisible.
Hello! First, I'd like to thank you for such a cool asset. A very simple yet powerful way to make the game more entertaining.
There is one problem with urp. If you enable anti aliasing, then even with all conditions fulfilled from the instructions, the effects will not appear in the game view.
@sherzhen Hey, first time seeing this problem before. I'm not sure why this would happen :/
I know that in some cases particles would disappear when Soft Particles is enabled, but it would be solved when Depth Texture is enabled, so you could see if that works. It's possible you have to enable it in camera and in the URP settings just above where you enable Anti Aliasing.
Sorry was able to figure it out. Nevermind
@Archanor I just bought your asset and all the materials are pink and not working. I am using URP. Any idea how to fix this, otherwise the asset is no good for me. https://ibb.co/Z6qkFYX
I am using Version 8.2.0 - July 13, 2020 of URP
Hi there, I was just curious if there was a way to apply the Cardglows from Epic Toon FX to UI elements? Essentially I want to have cards in my UI show the glow. I'm fairly new to Unity so I'm sorry if this is a very noob question.
Hmm. Looks interesting. Especially with the sale now. But is there a rain particle? I could of sworn this had snow and rain. Lol I’ll check the web demo eitherway.
it has rain, snow, wind and leaves
yes I just saw it. love it.
And will I be able to to clone a prefab and edit as it want to? Like change parameters on it? I do this with another toon particle asset.
Also these particles, destroy themselves right?
I have been able to tweak the values in the particle system component. Although I haven't specifically tried to create my own prefabs from them yet, I assume you should be able to.
@LucaSpremulli There's some info (near the bottom) of my website FAQ about using particles in GUI by using Camera Stacking or another workaround. I don't have any experience with it myself unfortunately, but some of my customers had luck using Camera Stacking.
Camera Stacking Tutorial
Camera Stacking for URP
Having worked more with Shader Graph lately, I would probably attempt making a card shader with a rimlight/fresnel effect instead of using particles, if you are relying on the 2D part of Unity.
You can make a copy of a prefab and edit it as you like without affecting the original. The effects are pretty modular, you could for example open a prefab and copy the parts you like and combine them with other particle systems.
The particles are not (yet) set to use the Self Destruct function, but that is a built-in feature you can enable on each individual particle system.
Ok. Well. I’m gonna buy it now lol.
And this should work on consoles too I presume. I don’t see why not. And maybe mobile as well?
@QbAnYtO It uses the standard particle shaders provided by Unity, so in theory they should work for all platforms.
The effects were mainly made for Standard rather than URP, so I recommend using the effects there for the best visuals.
That’s where I’ll be using them. Thanks again I just bought it.
hopefully you’ll keep supporting this asset and updating it and. It abandoning it. It’s a great asset even at full price.
There's definitely still room for a lot of improvements and additions
What's the best way to preview the bullet missle effect (of the Epic Toon FX pack) with Unity 2019? When I drag it in the scene and play/reset (in the small preview menu) I don't see anything for this specific particle effect, I don't know why. The preview seems to work for the other effects. I want to preview it, because I want to scale it to fit my gun size.
@R1PFake The bullet missile effect only emits particles when it's moving, so you'd have to attach it to a moving object or move it around in the Scene view to test it out.
I have trouble resizing and rotating TallFire.
Resizing its parent to 0.2x and 0.2y make the light bigger
Also, the rotation make no sense. Rotating the parent desynch the arrow and the fire
Arrow at rotation 0,0,90 = Fire at rotation -180,90,-90. What's the math behind this? A simple rotation constantly moves all 3 axis at the same time.
I'm kinda dissapointed because scaling and rotating are 2 very basic function you'd expect to work.
Oh and resizing + rotation does that
@daf980qw Scaling particles non-uniformly is not always as simple, and I think you were unlucky with this particular effect.
The problem here is that two types of particles are used together, one with Stretched Billboards and one with Billboards.. Once you scale them non-uniformly, the particles themselves will be squished, and their pivots will skew, so all together it'll look messed up.
If you scale the whole effect uniformly to a width that looks okay, and then want to adjust the length of the fire, you can change the Start Lifetime and Start Speed for the TallFire and Glow sub-emitter to your liking.
Edit: Also a tip- the SoftFireTrail might be a good substitute effect as you should just have to worry about the scale.
I appreciate the fast reply for a 4 years old assets. I think I start getting how it works. Rather than change the transform I change the particles settings and I changed scaling mode to local so the game stop messing up. Your suggestion worked as well and the fire trail is awesome too.
The only remaining problem is the rotation, I guess that's because the fire is 3D while my game is 2D? Rotation Z is the only thing I ever need to change normally but the result does not match my expectation and I can't use the rotating tool since it's calculated by the game.
Edit : I found the math behind the rotation.
Here are some teasers of new effects in the next upcoming patch:
If you think the asset is missing an effect or could use improvements in other ways, feel free to share your suggestions here.
Which of the particles are in 2D and which are in 3D? Thanks in advance.
Most effects are in 3d but they are also compatible with 2d.
Hey everyone! I just released a new update for Epic Toon FX. WebGL demo, patch and new videos are up. Patch notes below.
New GIF Gallery !!
v1.8 (For 2019.4.24f1 and up) - December 5, 2021
This patch improves on existing visuals and sound effects, and also features all new content such as new missiles, water and fire effects, powerup boxes and more.
Some projectiles have been updated to use meshes instead of multiple overlapping billboards to improve consistency and performance of the effects.
Textures and liquid/blood spritesheets have been updated.
* 82 new VFX
* 264 new prefabs
* 25 new SFX
New Combat FX:
Spoiler: COMBAT FX LIST
- Added Text/Onomatopoeia Explosions (24 prefabs)
- Added Sharp Missile (12 prefabs)
- Added Energy Missile (15 prefabs)
- Added Clear Water Missile (3 prefabs)
- Added MysticDark Missile (3 prefabs)
- Added Bubble Missile (3 prefabs)
- Added Fireball Sharp (8 prefabs)
- Added Fireball Soft (12 prefabs)
- Added MeshRocket (4 prefabs)
- Added MeshLaser (4 prefabs)
- Added MeshBullet (4 prefabs)
- Added Lightning Explosion Soft (4 prefabs)
- Added Lightning Missile Soft (4 prefabs)
- Added Nova Missile Soft (4 prefabs)
- Added Nova Explosion Soft (4 prefabs)
- Added Snow Missile (3 prefabs)
- Added Flash Missile (4 prefabs)
- Added Flash Explosion (4 prefabs)
- Added Magic Nova Explosion (5 prefabs)
- Added Sharp Flamethrower (4 prefabs)
- Added Standard Muzzle (4 prefabs)
- Added Starline Explosion (4 prefabs)
- Added ShadowExplosion3
- Added ShadowExplosion2
- Added PoisonExplosion2
- Added PoisonExplosionSoft
- Added LiquidExplosionSlime
- Added LiquidExplosionWaterClearBig
- Added LiquidExplosionAcidBig
- Added LiquidExplosionLavaBig
- Added BloodExplosionRound2 (4 prefabs)
- Added Blood (Water reskin) (11 prefabs)
- Added Giblet Explosion (6 prefabs)
- Added ToonRadialPunch (4 prefabs)
- Added SoftRadialPunch (4 prefabs)
- Added HitDustExplosion
New Environment FX:
Spoiler: ENV FX LIST
- Added CalmStarField
- Added Lightning Orb Soft (2 prefabs)
- Added Lightning Orb Sharp (2 prefabs)
- Added Transparent Water (9 prefabs)
- Added RoundFire (4 prefabs)
- Added SpikyFireBig (4 prefabs)
- Added ToonRadialFire (4 prefabs)
- Added ToonTallFire (4 prefabs)
- Added Whirlwind variants (2 prefabs)
- Added SmokeBurstSoft (2 prefabs)
- Added Candle variants (3 prefabs)
New Interactive FX:
Spoiler: INTERACTIVE FX LIST
- Added PowerOrbLifeElemental
- Added PowerOrbShadowElemental
- Added PowerOrbFireSoftElemental
- Added Level Up (12 prefabs)
- Added Loot/Unbox Explosion (1 prefab)
- Added Warning (4 prefabs)
- Added SwirlPortal (5 prefabs)
- Added ItemSparkleBurst (7 prefabs)
- Added PowerBox (11 prefabs)
- Added Metal PowerBox (11 prefabs)
- Added PowerBox Pickup (11 prefabs)
- Added HealOnceBurst
- Adjusted most effects to not cast shadow
- Updated several effects and textures
- Added new powerup symbol textures
- Added new spritesheets
- Renamed CartoonPunch to ToonPunch
- Sorted emojis
- Fixed Collisions being enabled on certain effects
- Apply Active Color Space is enabled by default on effects, URP version of asset should look better now
- Recounted prefabs (there were a bit more than expected)
Amazon update. Thanks for all you do! Love that blood splatter !
I thought this package had been depreciated because the Unity Package Manager doesn't show it in the listings at all.
You can sort alphabetically, or search "Epic" or "Toon" and it will never show up. I can only add it to my project by using the website and 'Open in unity'
The Unity Package Manager finds new ways to be completely terrible.
Hmm, strange. You're listing for "My Assets" at the top category?
Yeah, there are plenty of my assets there but Epic Toon FX is AWOL
@dock You could check if you have any filters enabled in that list, otherwise I would contact Unity Support to see if it's an account issue. Maybe you bought the asset on the wrong account?
Some of prefabs not showing when I switched to URP. I am using 2020 unity LTS version. Is this intended behavior that not all prefab will work for URP or is it bug?
p.s I imported everything from "Upgrade/ETFX 2019.4.24f1 URP Upgrade" file and I am using demo scene. for example not all blood effect works in the Main scene
@NJ333 You might have to enable Depth Texture in your SRP settings which can be found in the 'Edit/Project Settings/Graphics' menu. You can double-click to open the render pipeline asset.
Thanks it fixed problem!
But seems it doesn't work for 2D lights, particles are not showing there. Is this expected?
If you're in URP / 2D and use sprites, you can also disable the Soft Particles on the materials used in the VFX as I believe you do not need Depth Texture there.
I don't have so much experience with 2D URP unfortunately. The effects are using 3D lights by default. Maybe you could send me more details about what is wrong and perhaps screenshots of the problem you are having over email.
Love the assets. Is there a way I could make it so a particular particle effect always plays "on top" of other objects? In my case, I am trying to shoot a pumpkin on a bale of hay and half of the "splat" is rendering inside the hay.
Hi. Is it for a 2d or 3d project? Do you have a screenshot?
Thanks for the quick reply. It's a 3D app. Just wondering if you know if a way to make the effect appear ahead of whatever its transform puts it behind/inside of. See below.
The more I research this, the more it seems way complicated than I thought. (Just the way particle systems work in Unity that is...) So in the meantime I just worked around it by enabling the "shape" module of the particle system and moving the Y up to 2, so the "splat" appears above the pumpkin and the splatter stays where it was. It'll do for now. Since this is a VR project, I don't think some of the workarounds like multiple cameras or overlays would be applicable.
Sorry for the slow reply, very busy week here.
I have not tried this myself, but you could try changing the Z (I believe) offset in the Renderer of the particle system at least for the text bit.
An alternative way is to render the whole explosion above with a camera stacking/layering method, but I think that is expensive and a bit more extra work.
Hi @Archanor! Thanks for the great asset. I'm building a game for Oculus Quest 2 using URP and had a problem with the particles not showing in the build. I've made sure that the particles I use have Soft particles disabled, I've also tried to enable Depth on camera and other fixes suggested here.
The only thing that helped me was changing the material Surface Type from Transparent to Opaque and enabling Alpha clipping.
Do you have any suggestions on how to make it work without changing the material?
I've found the issue and returned to describe it here for the future reference. There's a bug that's mentioned in a few Oculus discussions.
On Oculus Quest 1-2 transparent shaders don't work with MSAA enabled.
I just bought this asset and imported it into a test-project.
I updated to URP and included all scenes to the build settings before started the demo-scene.
Unfortunately, there are some effects (like the nuke-explosions for example), which are spamming the console with error messages:
"Can't remove Light because UniversalAdditionalLightData (Script) depends on it".
How can I solve this problem?