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Discussion in 'Assets and Asset Store' started by ifurkend, Aug 5, 2015.
Submitted update 1.02 and here is the preview of the new effect:
6 new effects:
1 improved charge effect;
2 variants of volumetric tornado effects;
3 variants of spiral magic trail effects
Wow! Looks really cool and to give it out for free!
v1.03 approved with 9 new effect prefabs. To celebrate this the large key image has been updated as well to reflect the new effects.
v1.04 approved with experimental effects: Ribbon, Chain and Tentacle.
Looking great! How can I scale an effect up?
If you're using Unity 5.3 or onward, you can directly change the transform-scale value of the root particle effect prefab and then change the scaling mode of all sub-prefabs to "hierarchy". If you're still using Unity 5.2, you need to multiply the velocity over lifetime values of all axes as shown in this video.
These effects look great! I'll definitely be using them. Thanks irfurkend!
v1.05 for Unity 5.5 is now live! Finally we can achieve the truly "ribbony" trail effect in Shuriken natively.
Summary about this update
Simply wanted to say THANKS! The particle ribbons look wonderful!
Is there a way to set this so it doesn't receive fog?
This asset does not use any specification about fog. And I do not know if there is any way to exclude a specific object or layer from fog...sorry
Updated V1.06 for Unity 5.6 for eliminating run-time error of particle system sub emitter (this issue begins from 5.6 onward) also added some new effects like tentacles and the rainbow ribbon of pride.
I'm using Unity 2017.2.0f3.
I'm using Particle Ribbon plugin.
Using some particles (I don't know if it happens with ALL particle types in the package) I have a crash of whole editor/application after a while. Debugging the application I have these informations.
I'm using a modified "Spiral_02.3 Domain" (I'm using the core glow only) and a modified (size, dimensions, color, some subemitter disabled and so on) of "Spiral_02.4 Domain"
Moreover, sometimes (not in all executions) I see the sub emitter error which was fixed for previous Unity version, if I understood well:
"Sub-emitters must be children of the system that spawns them"
I'm not be able to undertsand if this is a ParticleSystem bug or wrong Ribbon implementation and, above all, how I can fix that.
ERROR DUMP HEADER:
UnityPlayer.dll caused an Access Violation (0xc0000005)
in module UnityPlayer.dll at 0033:cda1acdb.
Error occurred at 2017-12-04_151602.
Path/to/my/.exe, run user.
70% memory in use.
8174 MB physical memory [2442 MB free].
16346 MB paging file [9007 MB free].
8388608 MB user address space [8388123 MB free].
Read from location 3dbdb4a0 caused an access violation.
<i>WindowsPlayer(w18321)</i> 0x000007FECDA1ACDB (UnityPlayer) EvaluateRandomGradient<1,1>
<i>WindowsPlayer(w18321)</i> 0x000007FECDA2DD1A (UnityPlayer) ParticleSystemRenderer::CalculateWorldMatrixAndBoundsJob
<i>WindowsPlayer(w18321)</i> 0x000007FECDA38AB4 (UnityPlayer) ParticleSystemGeometryJob::RenderJob
<i>WindowsPlayer(w18321)</i> 0x000007FECD63A0BD (UnityPlayer) JobQueue::Exec
<i>WindowsPlayer(w18321)</i> 0x000007FECD63A2C7 (UnityPlayer) JobQueue:rocessJobs
<i>WindowsPlayer(w18321)</i> 0x000007FECD63A3FE (UnityPlayer) JobQueue::WorkLoop
<i>WindowsPlayer(w18321)</i> 0x000007FECD7A7AA8 (UnityPlayer) Thread::RunThreadWrapper
<i>WindowsPlayer(w18321)</i> 0x0000000076B559CD (kernel32) BaseThreadInitThunk
<i>WindowsPlayer(w18321)</i> 0x0000000076D8A561 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========
<i>WindowsPlayer(w18321)</i> **** Crash! ****
VS STACK TRACE:
UnityPlayer.dll!EvaluateRandomGradient<1,1>(struct MinMaxGradient const &,struct math::_float4 const &,struct math::_float4 const &) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!ParticleSystemRenderer::CalculateWorldMatrixAndBoundsJob(struct BoundsJobData *,unsigned int,struct TransformAccessReadOnly const *,unsigned __int64 const *,unsigned int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!ParticleSystemGeometryJob::RenderJob(struct DynamicVBOGeometryJobData *,unsigned int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue::Exec(struct JobInfo *,__int64,int) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue:rocessJobs(void *) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!JobQueue::WorkLoop(void *) Unknown Non-user code. Symbols loaded.
UnityPlayer.dll!Thread::RunThreadWrapper(void *) Unknown Non-user code. Symbols loaded.
Exception thrown at 0x000007FECDA1ACDB (UnityPlayer.dll) in Exec.exe: 0xC0000005: Access violation reading location 0x000000033DBDB4A0.
I have heard numerous reports about import errors of particle effect prefab to 2017.2 from older Unity, sorry I am a bit busy lately so I haven't had the time to test it in 2017.2, I would like to know if the crash also happens when used in a new default scene or in your project scene which is highly populated.
But I think it might be helpful to file a crash report to Unity if this happens so frequently to you.
I did a quick test in 2017.3 in a bare default scene and all particle effect prefabs behave correctly without error during runtime.
I'm fairly new to Unity and was wondering if anyone could give me a few quick pointers/guidelines to using this Asset to make a Tornado. Thank you so much!