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Xffect Editor Pro: powerful tool to create amazing effects!

Discussion in 'Assets and Asset Store' started by shallwaycn, Jul 3, 2012.

  1. shallwaycn

    shallwaycn

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    Apr 3, 2012
    Posts:
    202
    Sorry It's my mistake that in the last submission i forgot to upload the unity4 supported package.

    I can send you the latest unity4 supported version by email, please send a mail to shallwaycn@gmail.com then i'll send you the file.

    Regards,
     
  2. jpcorp72

    jpcorp72

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    Mar 30, 2012
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    6
    hi.

    I use burst with node life min = 0.5 max = 1 .
    my burst count 100. speed is maybe 3~8
    and when i update this effect, Almost particle are working properly, but in center position , some unexpected particles created after burst, just stay to center position , not work anything and invisible (only can see wireframe) . I don't expect this particles, maybe different of node life times are making this action, is it normal?
     
  3. shallwaycn

    shallwaycn

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    Hi,
    Decrease the "max nodes" count may help:)

    If they still exist, then the invisible particles are pooled to save performance, don't worry about it
     
    jpcorp72 likes this.
  4. jpcorp72

    jpcorp72

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    Thx. I thoungh like that too. :)
     
  5. joliver82

    joliver82

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    Jul 14, 2015
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    Hi,

    Just sent you an e-mail.

    Thanks
     
  6. Matrix-Code-Monkey

    Matrix-Code-Monkey

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    大大,有没有QQ群之类的啊。。或者QQ之类的。。我大天朝怎么没有这东西呢。。私信给我多好,我要用RMB买
     
  7. mkgame

    mkgame

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    Feb 24, 2014
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    592
    Hi,

    could you please provide more information about this asset. It looks amazing but for that price we need more information, that means all the predefined particle effect-types in a demo. I'am working on an RTS (c&c 1-2 type) game where I need some good looking explosion effects and sci-fi effects, but I cannot know, that you have them or not. That what I saw in your demo looks very good, but not suitable for my game type. Reviews sais you have hardly or no documentation for setting up your particle effects, that is not a problem, just mention it on the asset store side to not ruin your rating. Probably you could provide a screenshot of all your particle effects at first (in this forum) and later you could update your demo scene.

    Thanks.
     
  8. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    Hi,
    Thanks for the kind suggestion.

    Actually there was a website of this package, but it hasn't been updated for a long time:
    http://shallway.net/xffect/doku.php?id=en:tutorial

    However all the prefabs have been shown on the demo webplayer, you can use it directly in your project, but some prefabs used advance shaders so they are not mobile friendly.

    And, with my support experience I think the customers who love this package is because they love the flexibility of this tool which they can make more complex effect that shuriken particle system cant make.

    Yeah I admit the documentation is very bad due to my poor english and lack of time, but i'm willing to support, I always reply all the questions.

    Hope this helps.
     
  9. shallwaycn

    shallwaycn

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    天朝购买暂时没有了哈。。QQ群啥的好麻烦,只有10多个正版用户在里面,基本没用哈
     
  10. Sam-Y

    Sam-Y

    Joined:
    Aug 17, 2015
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    1
    Hi ,
    this effect editor is look awesome, i just bought it last week, however if you can upload more tutorial or doc for support it will be great.

    Cheers,
    Sam Y
     
  11. shallwaycn

    shallwaycn

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    Thanks for buying Xffect Editor Pro, I'll take time to update the documentation.

    If you have questions please feel free to ask me.

    Regards,
     
  12. sanpats

    sanpats

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    Can this be used with 2D game?
     
  13. shallwaycn

    shallwaycn

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    Yes it can be used with Sprite, just check on the "use with 2d sprite?" option then the xffect can be both used with Sprite and UGUI
     
  14. summerian

    summerian

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    Jul 6, 2014
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    is it possible to move the particles to world space rather than local space? so i can leave a trail behind a bullet for example.
     
  15. shallwaycn

    shallwaycn

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    If you are going to leave a trail behind a bullet, just put the trail to the bullet's hierarchy and check on the EffectLayer's "inherit client position" option. This should work.
     
  16. summerian

    summerian

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    Jul 6, 2014
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    Thanks for the reply!

    I regards to the "obsolete" warnings: I'm using Unity 5.1.2f1.
    I tried reimporting a few times but the obsolete warnings are still there. Is there anything I need to do before importing the asset?
     
  17. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    Hi,

    I'm very sorry for this inconvenience, I'm also use Unity 5.1.2f1, but everything works fine here.

    I'd be very glad if you can give me some detail infos so that i can try to figure it out, like:

    1, copy and paste the warnings here.

    2, tell me what the platform you are using windows or mac?

    Thanks in advance!
     
  18. DonLoquacious

    DonLoquacious

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    Feb 24, 2013
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    1,667
    Hello, I'm really loving the product so far, but I'm having a small issue I can't seem to figure out. I've written an easy controller for changing aspects of your included FireBall launcher example (spline path sub-emitters) so that I can dynamically change the size of the projectiles (using the individual "Scale Min/Max" of each layer, not the components "scale" setting), the number of "launchers", the number of projectiles launched per launcher, delay timing, etc... Everything works, and I can adjust the settings during Play just fine, except that it seems to cache some data the first time the effect is used, and that cached data is making it so that I can't change the Max Nodes after having activated the effect.

    To clarify- I can adjust the Max Nodes anytime before actually using the effect, and the effect will run absolutely fine as many times as I use it, until I go to change the Max Nodes again. If I do so, then lowering the Max Nodes will break the animation play speed (but no warnings/errors), while raising the Max Nodes will cause an "array out of range" error on line 1030 of EffectLayer.cs (the line is "EffectNode node = ActiveENodes;"). I'm almost positive that this is a caching problem of some kind and all I need to do is poke it to tell it to re-cache some data somewhere anytime the Max Nodes setting is changed, but I can't figure out where to poke it.
     

    Attached Files:

  19. shallwaycn

    shallwaycn

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    Yes it is as you thought.

    When you changed the "Max Nodes" parameter, you need to call "Active()" or "Reset()" function in the XffectComponent.cs to re-cache the particle datas.

    hope this helps,
     
  20. DonLoquacious

    DonLoquacious

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    Neither seemed to help (I was actually using Active() already, as I'm copying the included XP_Fireball script methodology). I went ahead and loaded the included "X_Projectiles" tutorial scene, and the same problem occurs on the default Fireball object. If you set the MaxNodes in the EffectLayer's Emitter Config to 3, for instance, and then run the scene and fire, and then change it to 4 while the scene is still running and try to fire again, it will give an "Array out of bounds" error. I know this probably seems like one of those "then don't do that!" moments, but I really need dynamic control of the emitter options in a running scene, even if it means sacrificing the performance benefits of caching the effect data.

    I also tried calling Initialize(), Active(), Reset(), ResetEditScene() and some combinations of those, but none managed to completely reload/rebuild the effect to avoid the error. I have a feeling that I'm missing something incredibly obvious.

    Edit: The problem appears to be centered around the ActiveENodes and AvailableNodes lists in the EffectLayer.cs not being re-created first in the EffectLayer before Active() or Reset() is called on the EffectComponent, but I'm unsure of exactly how to do that. The only function in the EffectLayer.cs that seems to recreate the lists is Init(), which is protected and can only be run by using StartCustom(). Using StartCustom() just after changing the MaxNodes field will fail when doing SetRenderType on the new EffectNodes- line 296 in EffectNode.cs with a NullReferenceException.
    Code (csharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Xft.EffectNode.SetRenderType (Int32 type) (at Assets/_VCExclude/Xffect/Scripts/EffectNode.cs:296) // Dies
    3. Xft.EffectLayer.Init () (at Assets/_VCExclude/Xffect/Scripts/Component/EffectLayer.cs:873) // Calls SetRenderType on the new EffectNode
    4. Xft.EffectLayer.StartCustom () (at Assets/_VCExclude/Xffect/Scripts/Component/EffectLayer.cs:1104) // Calls Init() in the EffectLayer script
    5. Lysander.Effects.LXP_ProjectileLauncher.Activate () (at Assets/LXP_ProjectileLauncher.cs:141) // Calls StartCustom() on an EffectLayer script
    6. Xft.XP_Manager.OnGUI () (at Assets/_VCExclude/Xffect/EffectLibrary/X-Projectile/XP_Manager.cs:28) // Calls Activate() on an XP_Controller script
    which refers to:
    Code (csharp):
    1. RenderObj = Owner.GetVertexPool().AddSprite(Owner.SpriteWidth, Owner.SpriteHeight, (STYPE)Owner.SpriteType, (ORIPOINT)Owner.OriPoint, 60f, IsSimpleSprite());
    so that doesn't appear to be a viable solution either. Sorry, I'm rambling.
     
    Last edited: Sep 2, 2015
  21. shallwaycn

    shallwaycn

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    Thanks for the detailed info, I think i have find what cause the problem..

    In XffectComponent.cs Initialize() function, please try to comment out these lines:
    if (CheckEditModeInited())
    {//already inited.
    return;
    }

    But i'm not sure if this works and since currently i'm busy on other stuffs, so maybe tomorrow i can figure it out and give you a proper fixed function.

    Regards,
     
  22. DonLoquacious

    DonLoquacious

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    Commenting out the "safety net" made the effect stop working completely (and probably a bunch of others as well), though no errors occurred. The layers would still get activated/deactivated, but nothing visual would occur on the screen at all. Wanting to make an "override" of sorts, I added the following optional parameters:

    In XffectComponent.cs line 290:
    Code (csharp):
    1. public void Initialize(bool forced = false)
    2. {
    3.     if (!forced && CheckEditModeInited())
    4.     {
    5.         return;
    6.     }
    7.  
    8.     // ETC...
    9. }
    In XffectComponent.cs line 704:
    Code (csharp):
    1. public void Active(bool forceInit = false)
    2. {
    3.     if (forceInit || !Initialized)
    4.     {
    5.         Initialize(forceInit);
    6.     }
    7.  
    8.     // ETC...
    9. }
    And then called Active(true) on the XffectComponent. This worked, except it had the side-effect of some sort of cumulative velocity problem. Each time you'd Activate the effect, it would occur more quickly than last time, despite the options in the EffectLayer remaining constant. Activating it several times in a row would make the effect occur so fast it was hard to see at all. I took a shot in the dark and tried calling ResetEditScene() just after Active(true), because I know that ResetEditScene() is what's called when the MaxNodes field is changed through the inspector (and I'm changing it through code, which bypasses that), and it fixed the problem!

    Everything appears to be working perfectly now with this fix in place, and I'm not worried that it will cause side-effects elsewhere since the "override" is false by default, but it does feel a little... hack-ish, for lack of a better word. I'm not sure if this dynamic-change functionality is within the realm of what you wanted your package to handle, but a less hack-like fix at some point would be greatly appreciated (though it's no longer a priority, obviously).

    Thanks for your help!
     
  23. micuccio

    micuccio

    Joined:
    Jan 26, 2014
    Posts:
    143
    Hi,
    I've bought your amazing asset some weeks ago and I was experimenting with Volumetric fogs.
    I noticed that when the emitter (cube, sphere, ecc) is not in the Camera frustum the particle system is culled immediately.
    Is there any way to avoid? is very annoying.

    Thanks
     
  24. idurvesh

    idurvesh

    Joined:
    Jun 9, 2014
    Posts:
    495
    Just playing around with it n thought of having feature of setting collision layer for sub emmiters i.e., subemmitter will only collide with certain objects and spawn collision effect, it would be good inclusion....or is it already available?
     
  25. Droidhen

    Droidhen

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    Oct 22, 2015
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    你好,问下fog of war在移动端上的性能怎么样,可以存储和恢复吗?
     
  26. AlexSkylark

    AlexSkylark

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    Nov 10, 2015
    Posts:
    6
    Hey...

    One question... the COLLISION don't seem to be working in android...
    that's like a MAJOR bummer =( is that a known issue? or am I doing something wrong? in standalone it works perfectly...

    EDIT: disregard this. It was an issue with my own code.
     
    Last edited: Nov 19, 2015
  27. lokkkkk

    lokkkkk

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    Dec 1, 2015
    Posts:
    1
    为啥不出个中文版 或者好点的中文教程 现在网上唯一找的到的 就是about cg的
     
  28. ludo_ics

    ludo_ics

    Joined:
    Nov 25, 2014
    Posts:
    3
    Hello,

    I've recently found your Weapon Trail asset and the result is great when using the default camera. Thank you for your asset :)

    However I have a question concerning the X-WeaponTrail prefab.

    When I put this prefab on my model, everything works fine as expected, however by replacing the default camera with the Vuforia camera (for augmented reallity purpose) and putting my model on the ImageTarget, the trail effect appears but have a strange rotation offset.

    I've tried to set a +/- 90degree on each X,Y and Z parameter of the rotation field but without any success.

    Could you please tell me how can I fix this rotation error?

    I've attached the current result for both default and vuforia camera.

    I really thank you in advance for any help.
     

    Attached Files:

  29. yc960

    yc960

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    Apr 30, 2015
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    your demo website is down, care to upload a video to youtube?
     
  30. shallwaycn

    shallwaycn

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    Apr 3, 2012
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    Thank you for reminding.
    I've fixed the broken links, please check it out
    http://phantomparticle.org/xffect_demo/
    :)
     
  31. BlankMauser

    BlankMauser

    Joined:
    Dec 10, 2013
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    Hello! Do you mostly support Phantom Particle now? Are there advantages to Phantom Particle not found in xffect?

    When I used xffect long ago I loved it not just for its ease of use but also because it worked well with Shuriken and had LOTS of great textures with it.

    Thanks.
     
  32. zj831007

    zj831007

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    Jul 18, 2014
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    Greate asset, but now I have a big problem when I build all the effect to assetbundle file, when do like this, the shader could not be instantiated and the effect is show as red block, What wrong with me!! Could somebody to help me!! Thanks very much!!
     
  33. zj831007

    zj831007

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  34. dcyric

    dcyric

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    Feb 2, 2015
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    We used Xffect recently in our project and love it a lot!

    But we faced a problem where our effects are always behind the 2d sprites when the Order in Layer of the sprites are set to 1 or greater.

    We thought setting the depth of the sprites in Xffect will the effects in front, but it doesn't seem to work that way. Has anyone faced similar issue or able to advise how to put the effects in front of the sprites with Order in Layer?
     
    twelveplusplus likes this.
  35. shallwaycn

    shallwaycn

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    Sorry for the late reply, haven't check here for a long time...

    Please move the used shader out of the Resources folder, this may solve your problem.
     
  36. shallwaycn

    shallwaycn

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    Hi,

    Have you tried out the "use with 2d sprite?" option in the XffectComponent:)
     
  37. zj831007

    zj831007

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    Jul 18, 2014
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    Hi, Shallwaycn, 目前我遇到一个大问题,在unity5.6.1, Xffect5.3.2 下
    我场景物体排列如下:
    相机 -- 物体A -- 物体B -- 特效,
    但是我想最终渲染效果如下:
    相机 -- 物体A -- 特效 -- 物体B
    在之前unity5.3, xffect5.0 时,xffect layer 中材质球shader 设置: offset -200,0 就能做到我上面的效果,但是现在升级后,无论怎么调整offset都无法将特效渲染到物体B的前面, 你有好的解决方案吗?
     
  38. twelveplusplus

    twelveplusplus

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    Mar 25, 2013
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    I am having the same problem as dcyric, the effects are always drawn underneath my sprite based backgrounds (but are drawn properly against all 3D objects.

    I tried to activate use with 2D sprite, and that didn't work, so i changed the background shader to the sprite shader. that worked for a minute, but then it went back to drawing underneath even though I didn't change anything...

    I"m on Unity 5.6.1f1
     
  39. twelveplusplus

    twelveplusplus

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    I figured out it works if I use the sprite renderer and set the sorting layers properly. I was just using mesh renderers for my backgrounds and i was manually sorting them along the Z axis.
     
  40. Artrior

    Artrior

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    Dec 12, 2016
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    hello everyone, how to set "sorting layer" for xffect?
     
  41. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
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    HI,
    Is this Suport URP / Lightweight render pipeline unity.