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[Released] Polygon Arsenal

Discussion in 'Assets and Asset Store' started by Archanor, Oct 24, 2020.

  1. Archanor

    Archanor

    Joined:
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    575
    Polygon Arsenal is a VFX asset featuring more than 1300 prefabs.

    Standard Support
    URP Support

    Unity Asset Store | PC DEMO (Standard) | PC DEMO (URP)



    Common Problems

    URP Pink Materials
    Invisible Particles (Standard)
    Invisible Particles (URP)
    Unable to download latest version
    Polygon Arsenal v1.21 URP Fix
     
    Last edited: Jan 19, 2021
    DrOcto likes this.
  2. Archanor

    Archanor

    Joined:
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    Getting closer to release of Polygon Arsenal 2.0 with hundreds of new effects.

    Take a look at the new content here: https://twitter.com/i/events/1324184968776605699

    Edit: Patch notes are now available!

    Total 1310 prefabs

    Approx 743 new prefabs

    Polygon Arsenal features all new effects with a focus on sword, magic, crystals, RPG combat and missiles. Also featuring new treasure effects with gold, gems and items often seen in 3D platforming games. Existing effects in the asset have seen improvements in performance and quality.

    **New Missile FX**

    - Arrow Missile Set (18 prefabs)
    - Slime Missile Set (3 prefabs)
    - Volcanic Missile Set (3 prefabs)
    - Skull Missile Set (21 prefabs)
    - Incendiary Grenade Set (2 prefab)
    - Flash Grenade Set (2 prefab)
    - Smoke Grenade Set (2 prefab)
    - Storm Missile Set (3 prefabs)
    - Holy Missile Set (4 prefabs)
    - Stone Missile Set (3 prefabs)
    - Crystal Missile Set (18 prefabs)
    - Mineral Missile Set (3 prefabs)
    - Bone Missile Set (3 prefabs)
    - Shadow Missile Set (3 prefabs)
    - Storm Missile Set (3 prefabs)
    - Big Ice Missile Set (2 prefabs)
    - White Grenade Muzzle

    **New Combat FX**

    - Energy Explosion (6 prefabs)
    - Dome Nuke Explosion (6 prefabs)
    - Nuke Simple Explosion (6 prefabs)
    - CritSpike Explosion (6 prefabs)
    - Magic Explosion (6 prefabs)
    - Mini Explosions (11 prefabs)
    - Standard Muzzleflash (6 prefabs)
    - ChargeSphere v2 (6 prefabs)
    - Shield Aura (14 prefabs)
    - Cleave (3 prefabs)
    - Ground Spike Wall FX (4 prefabs)
    - Ground Spike (5 prefabs)
    - Ground Spike Field (5 prefabs)
    - Ground Cleave (16 prefabs)
    - Ground Spikewave (12 prefabs)
    - Bone Ground Spike
    - Bone Cleave (4 prefabs)
    - Bone Prison (2 prefabs)
    - Bone Field (2 prefabs)
    - Bone Wave (5 prefabs)
    - Bone Prison (4 prefabs)
    - Green Gore (11 prefabs)
    - Red Gore (8 prefabs)
    - Death Shadow
    - Orbital Beam (7 prefabs)
    - Common Surface Explosion (10 prefabs)
    - Surface Impact (3 prefabs)
    - Damage Aura (10 prefabs)
    - Curse (9 prefabs)
    - Debuff (9 prefabs)
    - Regenerate Tube (7 prefabs)
    - Barrage (14 prefab)
    - Barrage Nova (14 prefabs)
    - Sparkle Aura (6 prefabs)
    - Elemental Aura (11 prefabs)
    - Storm Nova (2 prefabs)
    - Lightning Nova (5 prefabs)
    - Entangle Vine (3 prefabs)
    - Enchant (8 prefabs)
    - Chain Target (8 prefabs)
    - Chained (8 prefabs)
    - Static Beam (5 prefabs)
    - Sword Slash Frenzy (4 prefabs)
    - Sword Slash Small (4 prefabs)
    - Sword Slash Thick (4 prefabs)
    - Sword Slash Thin (4 prefabs)
    - Sword Slash Wide (4 prefabs)
    - Sword Trail (9 prefabs)
    - Sword Volley (4 prefabs)
    - Sword Impact Epic (4 prefabs)
    - Sword Impact (4 prefabs)
    - Sword Block
    - Sword Chargeup
    - Stun (3 prefabs)
    - Flamethrower Spray (6 prefabs)
    - Channel (6 prefabs)
    - Lightning Missile v2 (6 prefabs)

    **New Environment FX**

    - Fireflies Simple (6 prefabs)
    - Bubbles (10 prefabs)
    - Liquid Fountain (5 prefabs)
    - Liquid Flowing (2 prefab)
    - Liquid Drip (5 prefabs)
    - Flies / Fireflies (3 prefabs)
    - Falling Rocks / Rockslide (4 prefabs)
    - Spark Fountain (4 prefabs)
    - Spark Explosion (4 prefabs)
    - Spark Directional Explosion (4 prefabs)
    - Spark Duo Directional Explosion (4 prefabs)
    - Fire Big Spiky (6 prefabs)
    - Fire Big V2 (6 prefabs)
    - Godrays (3 prefabs)
    - Dust (4 prefabs)
    - Floor Trap (5 prefabs)
    - Powerup Icon Bright (9 prefabs)
    - Powerup Icon Solid (9 prefabs)
    - Powerup Icon Skull (1 prefab)
    - Powerup Icon Bullet (1 prefab)
    - Firework Fountain (8 Prefabs)
    - Firework (8 prefabs)
    - Smoke Explosion FX (2 prefabs)
    - Falling Leaves FX (3 prefabs)

    **New Interactive FX**

    - Mega Black Hole (6 prefabs)
    - Spawn Simple (6 prefabs)
    - Spiky Portal (6 prefabs)
    - Glow Portal (6 prefabs)
    - Vortex Portal (6 prefabs)
    - Jets (30 prefabs)
    - Trails (6 prefabs)
    - Mining Explosion (8 prefabs)
    - Treasure Explosion (31 prefabs)
    - Treasure Fountain (27 prefabs)
    - Treasure Grab (5 prefabs)
    - Treasure Spinning (34 prefabs)
    - Sparkle Orb (6 prefabs)

    **Other updates**

    - Added 117 new meshes
    - Added 24 new sound effects
    - Added various new effects in Misc folder
    - Upgraded several 3d meshes
    - Optimized several effects
    - Optimized material use
    - Fixed various bugs
    - Fixed missing beam sounds
     
    Last edited: Nov 11, 2020
    rrahim and DrOcto like this.
  3. rrahim

    rrahim

    Joined:
    Nov 30, 2015
    Posts:
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    This is incredible.
    Can't wait for it to be released to add it to my project.

    Great work Archanor!
     
    Archanor likes this.
  4. lndie

    lndie

    Joined:
    Mar 3, 2018
    Posts:
    8
    I'm so excited for this update :)
     
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  5. Archanor

    Archanor

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    Same here :D

    Making the last few demo videos. If everything goes well, it should be available friday or early next week.
     
    DrOcto likes this.
  6. Tzirrit

    Tzirrit

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    Sep 9, 2014
    Posts:
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    Wow, just when I thought this pack was abandonned and started eyeing synty's Polygon Particle FX Pack. The new effects are very cool ;)

    PS: Once I get to the effects and polishing phase of my current project, I will write a proper review.
     
    Last edited: Nov 27, 2020
    Archanor likes this.
  7. Archanor

    Archanor

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    @Tzirrit You can keep track of my latest work on Twitter :) I've been sharing GIFs there from it for the past 6 months!

    Right now I'm just glad to finally have released it! Appreciate all feedback/reviews. :D
     
  8. yotcho

    yotcho

    Joined:
    Feb 11, 2013
    Posts:
    3
    Hi Archanor,

    I just bought Polygon Arsenal and Epic Toon yesterday, glad to discover the update today !

    I didn't have time to browse through the full huge collection (specially with all the new ones) but I already notice there isn't any Fog VFX in the Polygon Arsenal like in the Epic Toon one (Calm/Flat/Heavy/Lively).

    I was a little bit disappointing as my project is Low Poly style I prefer to stick with the Polygon Arsenal one and I'm not sure using the Epic Toon fog here will fit with the rest.

    I'll do a proper review on the asset store page once I'll integrate/play more with the package.
    But I can already say that the promo videos, demos and package organisation are really good :D
     
  9. Archanor

    Archanor

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    @yotcho Thanks for the feedback. I can look into making a fog effect, though I think the design would be very similar to the Epic Toon FX counterpart, unless you have a very specific look in mind.
     
    Tzirrit likes this.
  10. yotcho

    yotcho

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    I think same prefabs/designs than the Epic Toon ones with another sprite sheet style (less soft more polygonal) will be really cool for the Polygon Arsenal !
    I don't have a specific look but a use case : fake volumetric fog with particle system to give a mist/dust atmosphere to the scene.
     
    Archanor likes this.
  11. QuickQuad

    QuickQuad

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    Oct 4, 2015
    Posts:
    4
    Hi, I recently bought Polygon Arsenal FX. I am facing few problems, Help will be appreciated.
    I am currently working on URP, also added v1.21 URP Fix + Depth Texture - on

    But still lots of particles have missing materials, also attached a image below for reference.
    Even lighting is not the same, not sure why?
     

    Attached Files:

  12. Archanor

    Archanor

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    @QuickQuad Which version of Unity and URP are you using? URP version can be seen in Package Manager.
     
  13. QuickQuad

    QuickQuad

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    Archanor Unity 2020.1.15f1 and URP version: 8.2.0
     
  14. Archanor

    Archanor

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    @QuickQuad I have the asset imported in 2020.1.16f1 with URP 8.3.1 and everything looks fine on this end. Can you upgrade URP and see if that makes any difference?
     
  15. QuickQuad

    QuickQuad

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    Sure will try and get back.
     
    Last edited: Dec 5, 2020
  16. QuickQuad

    QuickQuad

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    Yay! It fixed. I upgraded to 8.3.1 and reimported, Used the URP upgrade and it got fixed. Thanks a lot for your quick response. Awesome asset pack! Keep building :D
     
    Archanor likes this.
  17. bojidarvelikov2

    bojidarvelikov2

    Joined:
    Mar 23, 2019
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    Hello, I have a similar issue like QuickQuad. This is what my scene looks like while it should look like the one in the photo above. Can you help me solve this issue. I already tried QuickQuad's solution but it did not help. I have Depth Texture enabled. What else can I try to fix it? Thank you in advance for your reply!

    EDIT: I think the problem is with the shaders because the materials appear pink even in the inspector. Actually, only when using PolyIntense shader, the objects do not appear pink.

    EDIT 2: Everything works fine when not using the default renderer, so I stick to it for now.
    upload_2021-10-5_1-42-9.png
     
    Last edited: Oct 5, 2021
  18. Archanor

    Archanor

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    @bojidarvelikov2

    Is that Standard or URP? What versions are you running?

    If URP, does the URP upgrade do nothing after applying it? Double click it in upgrades folder and Import. If you have the latest URP in package manager it should work.

    Edit: I also recommend using a LTS version as there's been less problems in URP there.
     
  19. bojidarvelikov2

    bojidarvelikov2

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    I am using URP version 8.3.1 and and unity version is 2020.3.18, so it's a LTS version. I think it may be because my GPU is quite old but I won't be able to test this theory the next one week. I will tell you as soon as I have tested it. Until then I will just use the default renderer. I gues the results won't be that good but it will do the trick.
     
  20. Snorzze

    Snorzze

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    Oct 8, 2021
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    Hey there,

    just bought the asset and all the effects are looking really great. Thanks for this awesome set! Unfortunately, I got problems when trying to set everything up in my project. Although, I think the problem derives from my specific setup, maybe you could help me understanding the problem and recommend me the best way to fix it.

    When adding your effects, everything using soft particles is not rendered at its position. It looks like the effect is rendered behind every object in the scene. Thus, you can only see effect parts using soft particles when nothing is behind it. I made a short video to demonstrate the problem and show the found solutions so far:


    As already mentioned, I think this is a project settings related issue. But maybe anybody can help me with that. My configurations are:
    • Unity 2020.3.17f1.907 (LTS)
    • URP (Opaque/Depth Textures enabled --> Disable Depth Textures fixes the issue)
    • Orthographic (!) Camera (changing it to perspective fixes the issue)
    • Soft Particles enabled (Disabling fixes the issue, too)
    I don't know, if any of the found fixes are "the way to go" to solve my problem. For me the only viable option is to disabling soft particles. But I don't know which consequences this could have. Every other option would break an essential part of my project.

    I would appreciate any feedback or further information.

    Thanks in advance!

    Edit:
    I found another solution shortly after posting this. My camera configuration is a little bit messed up. When setting too low or high values for Clipping Planes, the effect also does not show in front of objects. This is currently also an issue in Scene View with Dynamic Clipping enabled.
     
    Last edited: Oct 8, 2021
  21. Archanor

    Archanor

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    @Snorzze Hey, I'm still going to be away for some days, so I can't help much at the moment.

    I know that Soft Particles does not work for Orthographic cameras out of the box as it requires you to render a depth texture, so you'll have to use Perspective. From what I recall, you can toggle this off on the materials (or there are alternative shaders included with SP disabled).

    Overall Soft Particles will just make effects blend in better with the environment, and is not necessary.
     
  22. Snorzze

    Snorzze

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    Hey @Archanor,

    thanks for the quick answer and further explanation. I will go with the option to disable soft particles.
     
  23. Brady

    Brady

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    Sep 25, 2008
    Posts:
    2,474
    I didn't see a separate thread for the Voxel Arsenal, but that's what I'm working with at the moment, and many of the effects, such as all the trail effects, are almost completely white, despite being supposed to be different colors. I can get a *little bit* more color to show through if I darken the starting color. But something seems to be wrong.

    I'm on Unity 2020.3.25f1 and using URP 10.7. I've installed the URP Demo Materials Fix, and also tried all the other material fixes included, but there's no change.
     
  24. Archanor

    Archanor

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    @Brady You could try changing the material's shader to a Legacy particle shader. I don't remember what the trails use and I can't check fast as I need to download an updated version of Unity and the asset on slow internet. I believe it uses the Legacy/Particles/Alpha Blend or Additive shader which should work in URP.

    Edit: Sorry for the delay, I will be taking a look at it very soon.
     
    Last edited: Jan 18, 2022
  25. Iamsofaking

    Iamsofaking

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    Nov 5, 2018
    Posts:
    1
    I bought the pack and it is really great, loads of good quality content ! I ran into a little problem and i can't seem to solve it.. I am using a muzzle flash (Pistol one), among others. When i move the muzzle flash gets left behind, I have tried to tick the world / local simulation space, and also on the renderer, sadly with no luck. Any idea as to what might be happening, or something painfully obvious i have missed? :)

    Thanks!
    Have a nice day,

    Nicolai.
     
  26. Archanor

    Archanor

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    It should be set to Local at the top of the particle system. If it's set to World then the particle will linger where it was first instantiated. Also make sure to set the setting for all the sub-emitters.

    The Renderer settings has to do with which way the particle meshes are facing.

    Make sure the effect also is properly parented to the gun/character.
     
  27. unstablesun

    unstablesun

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    Jul 19, 2017
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    I like it, but CAN NOT use it in my current game which is HDRP. So doesn't work with HDRP. If I can find the time I will try converting it over. Dissapointing.