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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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    Thanks for the heads up. I forgot that there's a script on the SpinningParticles which will need to be updated. For now you can just disable the rotation script or change it's rotation axis until I can come up with a fix.
     
  2. R1PFake

    R1PFake

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    Hey thanks for the updates, quick question: Will you also add these changes to the sci fi pack so that they can be scaled/rotated by scaling/rotating the parent object? (Or is this already possible in the other pack? I bought both but didn't have time to play around with the sci fi pack)
     
  3. Archanor

    Archanor

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    Not sure if you already saw the update notes, but that should be easier now.
     
  4. WestHill

    WestHill

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    Hi
    In Unity 5.5.0, the direction of magic_cleave is reversed.
    Are you planning to fix this?
     
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  5. Archanor

    Archanor

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    Thanks for letting me know, will take a look at it :)
     
  6. sukhai

    sukhai

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    Hey this is a nice asset.
    I am just wondering are you planning to add lightning strike effect?
     
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  7. Archanor

    Archanor

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    Thank you.
    I do have a (short) list of effects that I still want to add eventually, I can add that to my list :)
     
  8. Archanor

    Archanor

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    I'm happy to announce a new patch for Magic Arsenal! Comes with improvements to old content as well as new effects. The new project folder layout should make it easier to browse effects.

    Check out the WebGL Demo

    Version 2.5 (Unity 5.3.4)

    - Added 20 Muzzleflash FX
    - Improved projectiles/impacts
    - Improved Shadow FX
    - Improved Earth FX
    - Improved Sphere Blast
    - Fixed asset clash with other Arsenal assets
    - Cleaned up some redundant files
    - Organized project folder
    - Miscellaneous fixes
     
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  9. runningbird

    runningbird

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    Nice Update!!!!
     
  10. Archanor

    Archanor

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    Update is live! :)
     
    runningbird likes this.
  11. Emirk

    Emirk

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    Hi! Any advice for applying the meshglow effects to a 2D SpriteRenderer? I have a game with lots of weapons as simple 2D sprites. Would I have to go 3D and create 3D-models for each of the weapons in order to have the mesh effects?
     
  12. Archanor

    Archanor

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    @Emirk Hey. I don't think it's possible emitting from a sprite by default, so you may have to make something like boxes in similar shapes that follow the weapons. You can also change the mesh emitter effects' Shape to something like Line or Box to fit the weapon.

    There's also an asset called SpriteToParticles which may be useful for what you're trying to do. Not sure if it's possible to use my emitter effects combined with it though.
     
  13. karmik

    karmik

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    Hi There @Archanor My requirement is to shoot arrows and sometimes magical missile arrows in straight line. Does your system provide this functionality.

    Couldn’t find missiles in video. Also is this mobile optimised
     
  14. Archanor

    Archanor

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    Hey @karmik . Yes, there are missiles included. Try the WebGL demo which is linked on the store page. You could strip away some of the particle systems and you'd have elemental trails to follow the arrows. You can also use the Mesh Emitter effects to add glow and trail effects to 3d arrows.

    It's not directly optimized for mobile, but so far I've had no memorable complaints. I can give you optimization tips if you need help.
     
  15. karmik

    karmik

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    Hey there @Archanor

    I bought the pack. I have a problem now
    how do i increase the duration of a effect. Lets say i want the enemy to burn for a while after he is shoot and dies. I want to use FireSphereBlastV2 for this. But not sure how to increase the duration

    Or is there any prefab which when attached gives the effect of burning longer
     
  16. Archanor

    Archanor

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    @karmik Hey, try the DamageOverTime effect, it may fit better for what you're trying to do. It's a looping fire effect with some extra indicators on that you can simply delete. Feel free to e-mail me if you have more questions :)
     
  17. fbarboza

    fbarboza

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    Greetings!

    It's amazing effects.
    But I would like to know if it's possible to change the projectile color, I'm palnning to use the Lighting Projectile, but I want in blue color.
    Can I use this asset in a 2D project?

    Regards,

    Fabio
     
  18. Archanor

    Archanor

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    @fbarboza Hey, there's not much difference between 2D & 3D in Unity, so you should be able to use most of the effects with no problems.

    To recolor the lightning you will have to do a few things:

    1. Change the color hue of the PNG file via Photoshop/GIMP
    2. Change the "Color over Lifetime" on some of the particle systems
    3. Change color of the lights on the effects

    I can help you more via e-mail if you decide to buy the asset.

    I saw you posted in the Magic Missiles thread as well, that asset is pretty similar to this asset, and will work fine for 2D.
     
  19. gjcamacho

    gjcamacho

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    Hey there!

    Bought a while ago your Magic Arsenal Pack and it is indeed very cool! I used it on an AR Wedding Invitation and was awesome!

    I just Updated the pack and found out that the shadow beam shows a little weird. The beam itself looks separated. I think something went wrong with the LineRenderer. Even in the Demo Scene. Could you check it out?

    Thanks a lot!

    https://www.dropbox.com/s/kb2okrg67engbh3/How to use the Public folder.rtf?dl=0
     
  20. Archanor

    Archanor

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    @gjcamacho Your link doesn't work, which version of Unity are you running this in?
     
  21. gjcamacho

    gjcamacho

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    Sorry, just solved the "divided ray" issue. My only problem is that the Beam is not showing the animation of the tile moving. Somehow, this line doesn't seem to work:
    "line.sharedMaterial.mainTextureOffset -= new Vector2(Time.deltaTime * textureScrollSpeed, 0);"

    Do you see something I don't?

    I am using Unity 2017.1.1f1.
     
  22. gjcamacho

    gjcamacho

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    Just solved this issue as well. I was not using correctly your method ShootBeamInDir. Sorry for the distraction.

    Thanks!!
     
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  23. R1PFake

    R1PFake

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    What's the best way to change the beam (fire breath) effects lenght? I tried to scale the gameobject, but it didn't work well.
     
  24. Archanor

    Archanor

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    @R1PFake If you're talking about the fire Spray effect, I would say you'd have to increase the 'Start Speed' and 'Start Lifetime'. Increasing the lifetime may however make the effect feel less "responsive" if it's moving around a lot.
     
  25. LilCaster

    LilCaster

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    @Archanor Today unity keeps crashing when opening up a project with this asset. It never gave me problems before. Any tips? I tested importing it into a new project, it slows to a crawl, and crashes when i hit play. Edit. After some deleting of files, and rebooting a new project, the crash is coming from the sprays prefab folder.
     
    Last edited: May 18, 2018
  26. Archanor

    Archanor

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    Hey. That's very strange.. I will try to reproduce it on my pc. What Unity version are you using?
     
  27. LilCaster

    LilCaster

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    5.6.3p1
     
  28. Drakoran

    Drakoran

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    I have a bit of a naive question: How do I scale the spells? I tried scaling the prefabs with no luck.
     
  29. Archanor

    Archanor

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    You should be able to scale them in Transform. Which effect are you trying to scale?
     
  30. IceLab_Game

    IceLab_Game

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    hi, is good for mobile project?
     
  31. Archanor

    Archanor

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    Hey, sorry for the slow reply. It's not specifically designed for mobile, but I haven't many complains about performance. I've had some feedback that it works well on mobile:

    https://forum.unity.com/threads/magic-arsenal-particle-fx.277044/#post-1859268

    Some of the effects have realtime lights attached, I suggest turning those off for mobile. You can also change the materials in the project from 'Particles/...' to 'Mobile/Particles/...'. This might give a performance boost.
     
  32. JesterGameCraft

    JesterGameCraft

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    Hi Ken,

    I had a quick question for and sent an email to your email contract address. Can you please have a look when you get a chance. Regards.
     
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  33. Archanor

    Archanor

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    @zastroph
    Hey, I'm not sure if you are the same zastroph which posted the review.

    Select all the scenes in the Project folder and drag them into Scenes in Build in the Build settings. It should look like this.

    Unity_2019-05-08_16-30-03.png
     
  34. mick129

    mick129

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    Hello, quick question there,

    I'm not sure but does it include the Stylyzed Fire FX2?
     
  35. Archanor

    Archanor

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    Hi, it does not, but there are some other elemental fire effects included that may be close enough to what you want.
     
  36. mick129

    mick129

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    Thank you.
    It was to validate before I take both, thanks!
     
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  37. dariuspranskus

    dariuspranskus

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    Hi. Could you please advise how to properly resize the beams and end points? Do I need to go into each and every object and resize? Thanks
     
  38. Archanor

    Archanor

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    @dariuspranskus Hey. The start and end effects should be able to be scaled in Transform. Scaling the parent object should be enough. The attached realtime light will have to be adjusted manually.

    The beam/line renderer you'll have to change the width of in the inspector.
     
  39. eddieray7

    eddieray7

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    Just purchased this and imported a fresh copy... one warning showing in the console:

    Assets\MagicArsenal\Demo\Scripts\MagicEffectCycler.cs(10,26): warning CS0649: Field 'MagicEffectCycler.listOfEffects' is never assigned to, and will always have its default value null

    Am I missing something?

    Thanks!
     
  40. Archanor

    Archanor

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    @eddieray7 It's just a script for looping some effects in the demo. It shouldn't be a problem using the effects.

    Which version of Unity is this? Did you open a certain scene?
     
  41. Hammre

    Hammre

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    Silly question. Is there a way to globally slow down or speed up a non-looping effect. For instance AuraCastArcane. I like the look but would like it playback slower.
     
  42. Archanor

    Archanor

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    Select the particle system and you'll see near the top of the inspector that you can change the Simulation Speed :)
     
  43. Hammre

    Hammre

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    Thanks Archanor. Great asset.
     
  44. seikida

    seikida

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    Hello

    How can I change the color of this material by C# Script?

    Screen Shot 2020-04-26 at 2.50.36.png

    Example:

    Code (CSharp):
    1. Color color = new Color(240f / 255f, 150f / 255f, 180f / 255f, 255f / 255f);
    2. GetComponent<Material>().SetColor("_TintColor", color); // It's a example
    Thank you
     
  45. Archanor

    Archanor

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  46. slippyfrog

    slippyfrog

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    Hey. Nice work on the various assets. they go a long way in helping me rapidly prototype stuff out. I purchased this asset and a few of your others but noticed there is no conversation into URP in the folder and all materials make use of the legacy shaders still. Epic Toon FX and Polygon Arsenal both have URP support. Will you be updating Magic Arsenal with URP/LWRP support. Thanks!!
     
  47. Archanor

    Archanor

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    @slippyfrog Hey, will definitely make this URP compatible too. Right now I'm working on an update for Polygon Arsenal, then I will probably get back to Magic Arsenal.
     
  48. slippyfrog

    slippyfrog

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    Thanks man. looking foreword to the update.
     
  49. JCPhlux

    JCPhlux

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    Hey @Archanor I just purchased this access and I am really liking it. I have one question about the water missiles it looks like they have a gravity effect on them but cant figure out how to adjust it and would also like to add that effect on other missiles.
    Thanks for putting together a great Asset.
     
  50. Archanor

    Archanor

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    Hi, for those missiles I enabled the 'Use Gravity' in the Rigidbody of the demo missiles so they'll fall naturally.

    Unity_2020-09-05_16-50-30.png
     
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