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!