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[RELEASED] - Impact CFX - Collision Effects System

Discussion in 'Assets and Asset Store' started by Cramonky, Mar 23, 2023.

  1. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171
    I am very pleased to announce the release of Impact CFX - Collision Effects System!

    Impact CFX is the successor to my asset, Impact - Physics Interaction System. It is a powerful and flexible material-based collision effects system for producing effects such as audio, particles, and decals from physics collisions and raycasts.

    Asset Store | Documentation | Tutorials Playlist | Discord

    Demo
    At the moment I do not have a web or other demo available, but I do have a walkthrough of the demo included in Impact CFX that demonstrates what it can do:


    Getting Started
    Check out the Getting Started tutorial for how to get up and running.


    Collision Effects

    • Play audio when physics objects collide with each other, with sounds based on the collision velocity and the objects' materials.
    • Play sliding and rolling sounds.
    • Emit particles on collision.
    • Leave decals behind on collision.
    • Support for terrains.
    • Works great with rigidbodies connected by joints and ragdolls.

    Footsteps
    • Utilize Impact CFX to play different footstep sounds based on the material a character is walking over.

    Weapon Impacts
    • Use Impact CFX to play sounds, emit particles, and place decals for bullet impacts.

    Note that knowledge of C# scripting is required to implement footstep and weapon impact effects done via raycasting.

    Performant & Configurable
    • Impact CFX utilizes Unity's Jobs system and Burst compiler to efficiently process effects with minimal performance impact, even with hundreds of colliding objects.
    • Extensive configurability means that you can optimize Impact CFX for your specific needs.

    Integrations
    FMOD Integration | Wwise Integration | Master Audio Integration

    Dependencies
    Impact CFX requires the following packages from the Package Manager:
    Burst
    Collections
    Mathematics

    Please let me know any questions, concerns, or any other feedback that you have!
     
    Last edited: May 30, 2023 at 10:30 PM
  2. ANFADEV

    ANFADEV

    Joined:
    May 27, 2016
    Posts:
    114
    Neat new update!
    I guess there's few things left out now, for instance, by my understanding sounds play on impact/slide/roll, but effects on impact only.
    An idea for a next version would be to have decals/trails on slide, and trails on roll (trails could work with the URP/HDRP decal shader)

    Also are impact decals particle based or it does support URP/HDRP decals too?
    And what about constant contact particles (like two pieces of metal rubbing with a sparkles effect)?
     
  3. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171
    Impact CFX does support emitting particles and placing decals for sliding and rolling! If you look at the Particle Effect and Decal Effect documentation, you can see there are options to enable the effect for sliding and rolling.

    I made a quick example for the particles: https://imgur.com/a/cKPonPK

    The decals are not dependent on any particular decal system. Really all the decal effect is doing is simply placing a game object; it does not have any concern for what other components are attached to the object.
     
    ANFADEV likes this.
  4. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171
    Impact CFX Version 1.1.0 has been released! Check out the Change Log.

    2 key features in this update:

    1) Impact Particle Systems and Impact Decals now have the ability to change certain properties based on the collision velocity. For example on Impact Particle Systems you can change the particles' starting size, speed, and lifetime:


    2) A new Enable Impact CFX Logging option has been added in the Project Settings that enables debug logging to help pinpoint issues that are causing effects to not play correctly.

    Also, while technically separate from the core 1.1.0 update, I have made some extensions for enhanced support for URP and HDRP Decals. You can read the docs and download the extension packages here.


    As always, please let me know of any questions, concerns, or any other feedback!
     
  5. churi24

    churi24

    Joined:
    Sep 17, 2013
    Posts:
    89
    Does it support Master Audio?
     
  6. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171
    Currently I do not have an official integration package for Master Audio. I have been waiting to gauge demand before I invest in making one for Impact CFX (so consider your post the first +1 :))
     
    churi24 likes this.
  7. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171
    Impact CFX Version 1.2.0 has been released! Check out the Change Log.

    The most notable change in this update is an overhaul of the Impact Effect Processors to consolidate much of the code into shared base classes. This greatly simplifies writing custom effect processors (though custom effects generally still require a good amount of work).

    The Custom Effects documentation has also received a major overhaul, with code examples and an example effect package available for download.
     
  8. Cramonky

    Cramonky

    Joined:
    Apr 1, 2013
    Posts:
    171