Unity Asset - Cartoon Fx Pack 3 V1.01
Thanks, I deleted the ones that were in the old Cartoon FX path, assuming those are older versions. I didn't move the first 2 packs, they're in the default location. But I see that you've changed your folder naming scheme - the first 2 packs were in this structure: Cartoon FX/CFX Prefabs Cartoon FX/CFX2 Prefabs This new pack has the following structure: JMO Assets/Cartoon FX/CFX3 Prefabs Might have been cleaner to stick with the original structure. Naruto Shippuden 246 Vostfr Download. Or maybe you've changed the structure in CFX and CFX 2 but my updates haven't altered the install locations? Unity newbie here.
Download the Unity Asset - Project UV from Camera v1 01 Torrent or choose other Unity Asset. Unity Asset - Cartoon FX Pack 3 v1 01. 5 MB: 0: 0 Unity Asset.
I'm using 2d toolkit for a 2d game, and I just got cartoon fx pack 3. When I spawn my particles, I have the particle system gameobject's z position set so it appears in front of my 2d assets relative to my camera. However, sometimes the particles will disappear behind my objects.
I am assuming this is because the particle system is in 3d space while my 2d objects are all constrained on the same z plane. What is the best way to ensure the particle system's entire effect remains in front of my 2d scene? Two thoughts that came to mind were either a way to lock the z position of the child particles, or to have another camera dedicated to displaying particles and just have that display on top of my scene. Or, since I am a newbie, is there another way to get this done? EDIT: I actually was tinkering around with things and figured this out. In 2d toolkit, i am using an orthographic camera.
So, I just increased the z distance between my camera and my 2d asset's plane. I then positioned the particle system's z to be halfway between my camera and my 2d plane. This gave much more 3d world space for the particle's to travel without crossing my asset plane's z boundary. Click to expand.That can be done, you have to modify each sub-system so that it renders as flat as it can! I'll take the CFX3_LightGlow_A_Air effect as an example, set to be flat on the Z axis.
• The parent effect is a growing star spawned at the middle of the effect. You can't do much on this except change the Renderer to Vertical Billboard instead of Billboard. Crack Code Ea Sports Cricket 2002 Cd on this page. This will prevent the particles from facing the camera on the Y axis, but they still will along the XZ axis. • The first subeffect is CFX3 Spikes, it renders the 3D star branches. They use the Streched Billboard renderer, which uses the particles velocity to know where to stretch them to. So you need to disable their velocity along the Z axis (Y axis locally): enable the Limit Velocity over Lifetime module, enable Separate Axis, and set the Y value to 0 (or Z if you set World Space) • The last subeffect is CFX3 Stars which renders the small stars. You can repeat the steps as above the prevent them from moving along the Z axis, and you can set its Y Scale value to 0 (in the Transform component) which will flatten their Sphere emitter to a Circle.
Hopefully this will get you what you need! Just bought the Cartoon FX 3 at $10 -- great asset, great price. I do have some questions with using the Spawner: 1) In the examples in this thread, it shows a call to the spawner passing the name of the effect object (stored in the spawner stack). However, the variable that has to be passed is actually a GameObject containing the prefab, yes? This is the way I did it (made a public var in my game handler script, and assigned the prefab to that and to the spawner as well, like so.) Is this the correct way? (seems to be working, anyway). I also noticed the example given did not explicitly pass the Boolean argument, however when I called it without it did not like that the args didn't match (I'm using JS Strict, fyi).
Var effect: = CFX_SpawnSystem. GetNextObject (hitEffect, true ); 2) I have a problem when I switch Scenes. The pre-loaded effects that I had placed in my Spawner no longer work, and a runtime error occurs: Non matching Profiler.EndSample (BeginSample and EndSample count must match) UnityEngine.GameObject:SetActive(Boolean) CFX_SpawnSystem:GetNextObject(GameObject, Boolean) (at Assets/Plugins/CFX_SpawnSystem.cs:45) (I also get 'MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.' , but I am assuming this is related to the other error.) Any idea how to get around this? It appears the pre-loaded prefab must be getting destroyed on level load, and a new one not re-instantiated. (some of my objects I am keeping alive via DontDestroyOnLoad.
I have tried this with the spawner object as well, but that doesn't fix the issue of the destroyed particle effect. I haven't sorted through the Spawner code line by line yet to see what it is actually trying to do, but somehow it's losing the prefab to spawn.). Click to expand.This is because most of the effects materials have an Additive blending mode. You can try to change the shader to 'Particles/Alpha Blended' and make them semi-transparent (change the Start Color alpha value in the Particle System), and you'll get better results against white backgrounds, though it won't look exactly the same of course. You may also have to create the alpha channel depending on the original texture used, either by checking the 'Alpha from Grayscale' option in the Texture Importer, or by making it yourself in an image-editing software (Photoshop, GIMP, etc.). You can also try other shaders in the Particles section and see if you can get better results for your situation! Click to expand.This means that Unity has found the file 'CFX_ShurikenThreadFix.cs' twice in your Assets folder (and sub-folders).
Maybe you had imported a previous version of Cartoon FX Pack 1 or 2 (or War FX) that were placed directly in 'Assets/Cartoon FX/' rather than the new folder structure 'Assets/JMO Assets/Cartoon FX', which has caused some common files such as the aforementioned script to exist twice, hence causing the error. If so, you can move the old 'Cartoon FX' folder to 'JMO Assets' and overwrite existing file to merge all packs together (you can also delete the whole folders and re-import each pack, provided you haven't modified any to not lose any changes).
Always make a backup before doing anything though, just in case! Click to expand.It depends on how you want to rotate them, and can end up being more or less tedious. If you want to rotate the particles, you'll have to change the Render Mode (in the Renderer tab): - Billboard will make them always face the camera - Stretched billboard will make them have one axis look at the camera, and orientate the other 2 axis towards their direction (i.e. Click to expand.You can follow this tutorial I wrote to create similar texts: Having a dynamic text will be harder though; you can use a 3d text (Test Mesh component) that you attach to the prefab and change the text dynamically from your spawning script but you won't have the gradient and outline effects. If it's just numbers, you could also prepare 10 textures in the same style with each digit on it (0 to 9), add them to the prefab, and then activate and swap their texture according to the number you need (for example, say you added 3 digits to the effect prefab (max value would be 999) and you need to output the number 24, so you'd deactivate one of the digits when spawning the effect, and swap the textures of the other two to have 2 and 4 displayed, along with changing their position so they're centered and next to each other! Let me know if this doesn't make sense!). I have implemented these effects into my game, but I have a noticeable frame rate drop whenever an effect is triggered.
I think I am doing it wrong. I want these effects tied to some prefabs (e.g. A cannon that has an explosion when it fires) rather than simply loaded to each scene separately. So my canon prefab has: * an instance of the spawner script * an instance of the explosion effect The spawner script instance has the 'explosion' effect added to the preload list. My script for triggering the cannon uses the following code ('explosion' has been populated in the inspector as the same object added to the spawner script). Click to expand.This is actually the purpose of the CFX Spawn System! It looks to me that you were linking the Spawn System to a canon Prefab that you Instantiate, which would actually make the Spawn System useless (or even worse), because each time you Instantiate that canon Prefab then the Spawn System will Instantiate effects, which is likely to cause your frame drop.
The Spawn System should be on 1 object only for your whole Scene (akin to the Singleton pattern), and it should hold all the effects you want to spawn in your Scene. You should not Instantiate it, instead just place an empty GameObject with the Spawn System script on it, and drop your effects on its Inspector.
Then what you should do is link the same Prefabs you dropped on the Spawn System into your own script and use the static method CFX_SpawnSystem.GetNextObject(effectPrefabReference) to spawn the effect (where effectPrefabReference is the variable holding the same effect prefab you dropped on the Spawn System). I hope this is clear enough; see here if you prefer a step by step explanation.
I don't know what's going on (besides I'm coding at 2 am maybe). Followed the steps.
Got my torch all perfected and prefabbed with one of your flame effects from pack 1. I create 2 copies in my scene.
The first one loads, the second tells me that the thing hasn't been preloaded. Looking at the editor panel, it clearly says there are 3 instances waiting to be used.
I can work around it by re-creating the Spawner GameObject everytime I want to add an effect, and then just add all the items with scripts on first, then create the spawner, then manually add the items to it. I'm not sure that's going to work out in the long run, but I haven't look through your scripts to see the code behind yet either. I don't know what's going on (besides I'm coding at 2 am maybe). Followed the steps.
Got my torch all perfected and prefabbed with one of your flame effects from pack 1. I create 2 copies in my scene. The first one loads, the second tells me that the thing hasn't been preloaded. Looking at the editor panel, it clearly says there are 3 instances waiting to be used.
I can work around it by re-creating the Spawner GameObject everytime I want to add an effect, and then just add all the items with scripts on first, then create the spawner, then manually add the items to it. I'm not sure that's going to work out in the long run, but I haven't look through your scripts to see the code behind yet either. Click to expand.Hi, sorry for the late answer!
The Spawn System is designed to be placed in your scene manually, and to add Prefabs you want to preload directly within the Editor. If you want to manage prefabs preloading/unloading through code then you'll most likely have to modify it or make your own solution (or find another one on the Asset Store). Anyway if you get a message saying the Prefab hasn't been preloaded yet, it could be because your code has been executed before the initialization of the Spawn System. My suggestion is to wait at least 1 frame before accessing the Spawn System in your code, so that all instances of your Prefabs have been correctly preloaded (you can also use tool).
If this doesn't seem to be the issue, please verify that you used the Spawn System correctly (see ). If the problem persists, please elaborate so that I can have a deeper look at it!
(you can contact me directly by email if you prefer). Click to expand.Hi back, sorry for the late response For the project I'm working on now, I'm just placing them in the scene as your instructions indicate. And it's working fine (well, I'm using torches, and for some reason they blaze like the surface of the sun for about 5 seconds before fading back to what they are supposed to be, but that's probably a problem with my config) Am I going to able to dynamically generate them then? A future project of mine relies on procedural generation, and I'd need something that I could script into existence. I could kludge it by moving the same 3 or 4 torches around, but I'm trying not to kludge things these days. Well I'm starting to wondering if you need the Spawn System at all actually! If you are using it for static torches, i.e.
They stay in the same place throughout the game, then you could just place them in Editor and culling should handle enabling/disabling them on demand during runtime. As for the procedural side, it depends on how you plan to use procedural generation. If the levels will be generated at start (e.g. You'll see a loading bar and the world will be generated) then you can directly use Instantiate as the torches shouldn't be spawned on random places (supposedly).
If the procedural generation will be streamed (i.e. The whole level is continuously being built as you play in it), then a pooling system would be useful, but in that case I suspect that a more robust pooling system should be used instead of the CFX Spawn System (especially if you also have to pool 3D objects and props). Initially the Spawn System was designed to be used with single-use effects, such as explosions. Looped effects shouldn't need a pooling system (unless you have hundreds of them but even then, just moving the same ones again and again should be enough since they don't need to be deactivated).
I still think it comes from the Soft Particles in your screenshot above, however it does affect the particles even when maxed out at 3.