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Magic Arsenal - Particle FX

Discussion in 'Assets and Asset Store' started by Archanor, Oct 29, 2014.

  1. Archanor

    Archanor

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    compilation.png comp missiles.png comp missiles 2.png comp beams.png aura.png

    Asset Store | WebGL Demo | Video #1 | Video #2

    Magic Arsenal is easy to use VFX asset featuring nearly 400 prefabs. When it was released in 2014 it featured only a handful magic projectiles and explosions, but have been expanded to feature over 30 spells all in 10 different elemental types.

    2D & 3D
    Standard Support
    URP Support

    Features:

    - 378 Total prefabs
    - 32 effects
    - 10 elemental types per effect
    - 15 extra magic missiles
    - 15 extra magic explosions
    - 40 Sound FX for missile/impacts
    - Interactive demo project

    Support:

    Fix for beam effects not scrolling in URP

    https://archanor.com/support.html
     
    Last edited: Mar 7, 2023
  2. BuildABurgerBurg

    BuildABurgerBurg

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    Hello Archanor! nice work!

    how does this perform on mobile?

    Thanks
     
  3. Archanor

    Archanor

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    Hey, unfortunately I haven't had the time to try it out on mobile platforms. However, if you'd like to try it out on mobiles and give me some feedback, I'd like to give you the current version for free. Send me a PM with your e-mail address if you're interested.

    I suspect you'd have to remove the dynamic lighting effects and possibly reduce the amount of particles on some particle systems to save some resources.
     
  4. BuildABurgerBurg

    BuildABurgerBurg

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    Thats a generous offer. I can only test it on windows 8 and android.

    i tried to pm you my details but its not working. i think you need to change your settings
     
  5. Archanor

    Archanor

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    News! Version 1.3 will feature the following:
    • 64 new easily recolorable "modular" textures
    • 15 templates of modular particle trails
    • 10 new elemental spray effects
    • More organized folder structure now that there are more types of particle effects
    If anyone have requests for anything else you'd like to see featured in this asset, leave a comment or send me an e-mail.
     
    hopeful likes this.
  6. Archanor

    Archanor

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    I'm still looking for ways to expand this pack to make it stand out from the other Magic particle packs on the Asset Store. All suggestions are welcome.

    Some ideas I have myself for this pack are:
    • Included GUI icons to go with the spells
    • Elemental beams / lasers
    • Bigger AOE effects or "Ultimates"
    What do you think?
     
    hopeful likes this.
  7. BuildABurgerBurg

    BuildABurgerBurg

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    I think icons would compliment this pack well.

    By the way, sorry for the late reply.

    This asset works surprisingly well on mobile. I think it already stands out from the others. Yours is more about quality and character than quantity.

    I have many fx packages from the asset store, and this one will be primarily used as my main projectiles.

    I think if there was an effect I would suggest, that would be a tornado or something similar.

    earth and water are my favorite.

    keep up the great work.
     
  8. Archanor

    Archanor

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    Hey, thanks for the feedback. I barely tried it myself on mobile, but I'm glad it works for you! If you want to further optimize it for mobile: Get rid of the dynamic lighting effects, reduce the texture size and reduce the amount of emitted particles.

    There is sort of a tornado effect in the aura particles scene. If you add some more horizontal rotating wind particles, I'm sure it would easily look like a tornado.

    Make sure to share some screenshots once you've got them in your game, it would be interesting to see them in an actual game.

    If you have any ideas for additional content like icons, or see anything that could be improved upon, make sure to send me an e-mail or a leave another reply.

    Edit: I forgot that you're still using v1.1 I sent you a while back, so this message may be somewhat confusing.
     
    Last edited: Nov 23, 2014
  9. Archanor

    Archanor

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    icons.jpg

    I've been working on some borderless icons/renders of the missile particle effects, sized to 256x256. Hopefully this will make it a little easier to implement them in a game. I'll also consider making icons for the aura and spray effects.

    These missile icons will be included in the next update (currently unscheduled).
     
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  10. hopeful

    hopeful

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    Having icons IS unique, so far as I can tell. :)
     
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  11. hopeful

    hopeful

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    I like all these suggestions (icons, beams, ultimate AoEs), and I like the tornado idea too. In my opinion, there aren't any good tornado or (micro) hurricane type effects in the store. A mini-tornado or waterspout (both straight cone type and twisty column type) that might be used vertically or horizontally would be good too.
     
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  12. Archanor

    Archanor

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    It's already been a month since I announced the icons, but I've finally uploaded v1.4 to the asset store.
    New pack features icons, as well as loop and impact sounds for missiles.
     
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  13. Archanor

    Archanor

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  14. Archanor

    Archanor

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    teaser3.jpg

    I've been working on some new stuff to spice up the aura shapes. These can easily be recolored in Unity. Maybe I'll do some special ones for each element.

    As usual, if you have ideas for additions- small or big, I'd love to hear.
     
  15. hopeful

    hopeful

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    Hmm ... maybe a small idea or two. While magic auras are certainly part of what you're looking for (after all, it's in the asset name), maybe there can be some auras that lend themselves to more of a digital / science / music / expressive use.

    Also, while auras are apparently often thought of as floor projections, I could also see them elevated above ground level, or used around hands as a casting effect, or placed behind the head as a buff effect. I can imagine them static, rotating, or possibly placed on a floor (wall, or ceiling) as part of some field effect. If some are rings and some are solids, I can picture them stacked or set one inside the other (like having an outer ring, inner solid formation).
     
  16. Archanor

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    Thanks for the feedback!

    In addition to the magic aura graphics, I'll be adding some new spherical shield effects. They could also probably be modified and turned into bigger AOE explosions.

    Left to right: Lightning, Frost, Unnamed, Fire, Life, Water.

    These are still WIP, but I'll try to put up a video or a gif soon.

     
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  17. Archanor

    Archanor

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  18. Archanor

    Archanor

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  19. Archanor

    Archanor

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    I've submitted v1.5 to the Asset Store, hopefully it'll be up within the week.

    Here's another demo for the new Dome Shields: http://bit.ly/MD0m3s

    Additions:
    • "Kunai Editor"- a particle-scaling tool
    • 12 Sphere Shields
    • 10 Dome Shields
    • 8 new Circular Aura textures
    • Additional models (Circular glow effect, as well as a sphere for the shields)
    • 15+ new textures
    There are about 150 effects / prefabs in this pack now.

    As always- if you have ideas or suggestions, I'd love to hear. The next thing I'd like to add to this pack is additional attack spells.
     
  20. KezzB

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    Hi Archanor, just wondering if this is Unity 5 compatible?
     
  21. Archanor

    Archanor

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    Hi, I will be checking that out within the next few days. I only just downloaded Unity 5.

    Edit: I converted and tried the package in 5.0, and so far I only came across a very minor problem in the interactive demo scene. With that said, it shouldn't cause any issue with you using the particle effects for any projects.
     
    Last edited: Feb 21, 2015
  22. KezzB

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    Awesome, thanks Archanor!
     
  23. Archanor

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    I'll be converting it to 5.0 and updating it with a new type of effect as soon as possible. I've just had a few other things on my plate lately.

    There might also be another short sale soon if you missed the Madness Sale :)
     
  24. spryx

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    Love your asset so far!

    I have a request though:
    can you please put your asset in a single folder? This helps keep things organized when you have multiple assets in a single project. I've tested the current package and found no problem when placing everything in a single folder.
     
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  25. Archanor

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    Yeah, I could probably do that. I'm so used to working on it in a empty project, it didn't even occur to me that this might be a nuisance.

    The only reason I had 2 separate folders was that I imagined people would probably not want to import the demo folder. And recently, the folder for the particle scaler was added, so it's starting to expand quite a bit.
     
  26. Archanor

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    The Unity 5 version is now available with another set of "Sphere Blast" effects. These are a hybrid of the shield effects and missile impact effects.

    Unfortunately I screwed up a little by converting the wrong project to Unity 5, so they are not in the 4.6 version, but I will hopefully get that fixed for the next version.

    Get it at the Asset Store - Check the Sphere Blast Demo
     
  27. BluePhaze

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    I may have missed it, but if I want to take some of these effects like the trails and explosions and tie them to existing assets, is there a simple tutorial available? For example if I have a breakout or arkanoid style game, and I want to tie various particle trails to the ball or use the explosions for the blocks, is it as simple as import the pack then drag and drop onto my existing assets?
     
  28. Archanor

    Archanor

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    Sorry for the late reply. I believe you sent me an e-mail about this, but I'll answer it here as well in case anyone else wonders.

    Particle trails are as simple as dragging and dropping on existing objects. Though for explosions you would probably have to instance it when a block is hit, followed by deleting the particle effect once it's done playing.

    The webplayer demo is included in the project, so that could be of some help as well.
     
  29. Avalon3D

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    Hello I am interesting in this and it looks very good and amazing, but I have the big problem that I am a beginner in Unity and do not know nothing about coding and scripting, so I want to know if to be able to use this beautiful and great looking projectiles in my own project, I need to use scripting and make any scripts or this comes ready made to be used without them?

    Does this include instructions and a guide for beginners on how to use them, or is only included instructions or guide for experienced Unity users?

    I mean instructions of what is needed to be done to be able to include this projectiles in my own project, and what I need to do

    Thanks very much
     
  30. hopeful

    hopeful

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    @Avalon3D - Have you checked out Unity's tutorial / video / documentation section? They have a lot there that can help you on your way, including a video tutorial on particles and written reference on particles.

    My suggestion - if you are a total beginner - is to watch the video and then get a free particle kit from the asset store (there's about a dozen) and play with those examples for a bit. See if you can adjust the particle effects in predictable ways using what you've seen in the video. IMO, that's going to be the best teacher, and the best way to get started.

    You'll also add some good effects to your FX library, and you'll know how to use them.
     
  31. Archanor

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    @Avalon3D The pack does not contain advanced instructions on how to work with particle effects, unfortunately. With that said, most of the effects are ready to be drag & dropped into the scene (or instantiated), and they will play automatically.

    As for scripts, the interactive demo is included, so you can borrow some code from that, or use it as reference. If you need further help with scripting, I would suggest looking at hopeful's tips. You can always send me an e-mail if you have more questions about the asset, but I can't help you much with programming.

    On a side note, I imagine the sale will end sometime in the next few days.
     
  32. Avalon3D

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    Thanks for the answer, I do not need advanced instructions, I just only wanted to know if you need to make any kind of scripts to be able to use it, and if you say that most of the effects are ready for drag´n´drop or instantiaded and will work automatically, then it is good, and also as you say is possible to use the scripts and code you already have on the example scene

    Thanks
     
  33. DeanMarquette

    DeanMarquette

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    I plan on making a mobile fantasy game but will I have projectiles flying on forever? Do you have a script for destroy projectile after a certain amount of time? Thanks!
     
  34. Archanor

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    At the moment the demo is set up so that the missiles fly until they hit something, but I don't think it should take more than a couple of lines of code to make them disappear after a set amount of time.

    The main focus of this asset is the particle effects, but you can use the included demo scripts if you find them useful in any way.

    Make sure to check out my other Magic Missiles pack as well. (This one is better mobile-optimized, though it only contains missiles and some extras)
     
    Last edited: Aug 2, 2015
  35. Archanor

    Archanor

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    Magic Projectiles is 50% off through october :)
     
  36. breakspirit

    breakspirit

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    Is anyone else getting a ton of errors when using this package now? I've been using it without issue until recently.
    I'm running Unity 5.3.1f1 with the latest version of Magic Projectiles. There's something about the particles used that makes Unity spaz out. For example, if you drag EarthImpact into a scene and click EarthRocks in its hierarchy to preview it, Unity shoots a ton of weird errors.
    An example of the type of error being given is "Invalid AABB aabb"

    Thanks
     
  37. hopeful

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    That's a known Unity bug with particles occurring only in 5.3.1. It's supposed to be fixed sometime soon.
     
  38. Manny Calavera

    Manny Calavera

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    Yep, it's been fixed already in the patch 5.3.1p1.

    @Archanor, are these projectiles Trail Renderers or Shuriken particle systems emitting by distance?
     
  39. Archanor

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    Sorry for the late reply. I forgot to enable e-mail notifications for this thread.

    The projectiles use emit particles by distance.

    I've been working on a small update for the demo, and might even update some of the effects. If you have any requests for improvements, or ideas for additions, now is a good time to let me know.
     
    Last edited: Jan 11, 2016
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  40. Archanor

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    I submit a tiny update to the demo last week which hasn't been approved just yet, I suppose it will be available in not too long.

    After having another look at the pack, I decided it was about time to redefine the effects in the pack, so I've been spending the last week planning and improving most of the effects. Last night I also finished 10 new "Enchant" effects with the magic circle symbols which wasn't used in the pack previously.

    I'll be updating the projectile effects as well, with 2-3 noticably different versions per element. I also have plans for a few more sets of magic spells, but I'm uncertain if I'll add them in this update.

    Here's a new look at the new and updated effects together. Unfortunately no demo just yet!

    Aura Circles 1.jpg Dome Shields 4.jpg Sphere Shields 5.jpg Enchant 7.jpg
     
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  41. Archanor

    Archanor

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    New demo - http://bit.ly/MagicArsenal

    version.jpg

    Magic Arsenal v2.0

    Coming soon! Will also be available as a 24-hour deal offer next month!
     
    Last edited: Jan 25, 2016
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  42. hopeful

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    Nice! You did some scaling for the effects. :D
     
  43. Archanor

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    Edited the previous post with a bigger list! And yes, indeed, two new sizes for each element and a ton of rework on everything else.

    Edit: Here's also a comparison chart for one of the missiles. I've been using trail renderer for the new effects.

    sizes.jpg
     
    Last edited: Jan 25, 2016
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  44. Archanor

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    Version 2.0 is now available on the Asset Store!
     
  45. hopeful

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    Just saw it got a name change, too. :)
     
  46. Archanor

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  47. hopeful

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    Thanks for all the new stuff! Was just looking at the webdemo. :)
     
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  48. DarkGate

    DarkGate

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    I'm using Unity 5.3.1f1 and seeing a TON of console errors.

    IsFinite(outDistanceForSort)
    Invalid AABB a

    I am specifically looking at ArcaneTinyObj but it applies to other prefabs as well. If you uncheck ArcaneTrail->Partical System->Renderer, the error goes away. As stated, many of your other prefabs are showing a similar error. Any idea on how to fix them?
     
  49. hopeful

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    This is due to a bug in Unity 5.3.1f1. It's widely reported, and it affects most particle systems.

    I've not downloaded 5.3.2, but I understand it fixes some of the particle bugs.
     
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  50. DarkGate

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    Ah, thanks for pointing that out hopeful. Looks like I'm downloading the latest unity (which they do patch releases). Thanks for the awesome updates Archanor!
     
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