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Epic Toon FX

Discussion in 'Assets and Asset Store' started by Archanor, Mar 9, 2016.

  1. Archanor

    Archanor

    Joined:
    Dec 2, 2013
    Posts:
    279
    epic toon fx.jpg explosions.jpg fighting.jpg fighting2.jpg firefly.jpg

    Epic Toon FX is a huge library of cartoon effects that can really spice up your game!

    Webplayer Demo | WebGL Demo | Asset Store

    Featuring over 300 prefabs. Many effects are saved with different color variations for ease of use. Texture sizes range from 256x256 to 1024x1024.

    There is a total of 24 categories, including:

    - Blood (23)
    - Combat (28)
    - Confetti (6)
    - Dust (4)
    - Emojis (12)
    - Explosions (44)
    - Fire (15)
    - Fireflies (5)
    - Firework (10)
    - Flares (5)
    - Fog (9)
    - Lightning (6)
    - Liquid (3)
    - Loot (14)
    - Magic (35)
    - Misc (5)
    - Portals (11)
    - Powerups (20)
    - Smoke (14)
    - Sparkle (5)
    - Sparks (4)
    - Stars (10)
    - Text (3)
    - Underwater (2)
    - Water(9)
    - Weather(10)
     
    Last edited: Jul 2, 2017
  2. Archanor

    Archanor

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    Epic Toon FX is now available with an introductory price of $15!
     
  3. JohnGate

    JohnGate

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    Oct 22, 2013
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    487
    @Archanor can i use it with New Unity UI?
    Please note that my Canvas RenderMode is set to Screen Overlay (and i cant change that due to UI requirements)
     
  4. Archanor

    Archanor

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    I don't think that should be a problem, but I'm not a hundred percent sure what the consequences of the rendermode has for particles. If any default particle system works for you, the ones in this pack should work as well.

    There are no special scripts required for the majority of the effects to function in any project. Only a few scripts use a simple rotation script and a light fade script. All effects are made with shuriken.

    Feel free to send me an e-mail to my publisher mail if you have any more questions. If you decide to purchase and try it out, get back to me asap if you have any trouble!
     
  5. swifer07

    swifer07

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    May 27, 2013
    Posts:
    11
    hi, is this optimize for mobile? and is Toon FX included in Epic Toon FX?
     
    Last edited: Apr 3, 2016
  6. Archanor

    Archanor

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    They aren't especially optimized for mobile, but most of them are lightweight and should work fine for mobile.

    Some steps you can take to optimize them yourself is to change the material types to mobile versions, and remove the animated light from the effects that use those.

    Toon FX is not included in Epic Toon FX, but they are a little bit similar. Epic Toon FX has a lot more effects and will increase a bit in price later.

    I might make an upgrade version available at some point, so that Toon FX is included in Epic Toon FX.
     
  7. Archanor

    Archanor

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    Just updated the asset store graphics and added a new screenshot!

    etfx.jpg
     
    Last edited: May 9, 2017
    Bhanshee00 likes this.
  8. Giu007

    Giu007

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    Sep 27, 2015
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    Hi There, due the big number of effects are there any way to have a kind of effect preview box screen?!! before to drag it in the scene!! Now I spend a lot of time surfing among the nice FX and take me ages to run all the list. Especially when you use the kunai to adjust them you doing your tweak completely blind....

    Thank you in advance for your time
     
  9. Archanor

    Archanor

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    @Giu007 Thank you for buying.

    Personally when I work on particle effects I use the drag and drop method, but you can also use my demo scene to click through them and write down the name of the effects you want to use. You can find the demo on the asset store page, as well as in the project folder (etfx_maindemo).

    If you're scaling a lot of particle effects with Kunai, I believe you can scale the entire folder.

    Edit: After taking a look at the demo, I realize most of the scenes are labeled with numbers and don't provide any description of which effects they are unless you open up the scene in the demo.
     
    Last edited: May 13, 2016
  10. Giu007

    Giu007

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    Sep 27, 2015
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    Cheers for the early reply, yes I can do what you say, but when you work on entire project you`d like to speed up some step :) thank you the same for the clue
     
    Archanor likes this.
  11. yogergames

    yogergames

    Joined:
    Oct 4, 2016
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    10
    Hi,

    I'm interested in epic toon fx, but I only make 2D games. How does epic toon fx work in 2D?
     
  12. Archanor

    Archanor

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    Hey, good question. They are set up for 3D initially, but should function fine for 2D. A problem you may have is that you'd have to change the Collision Mode from 3D to 2D for each particle system you want to use.

    If you decide to purchase and have any trouble, send me an e-mail :)
     
  13. yogergames

    yogergames

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    Oct 4, 2016
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    I did run into troubles, sent an email yesterday.
     
  14. Archanor

    Archanor

    Joined:
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    I've just submitted a new patch which just about finalizes the visual improvements. Demo is already updated with the newest effects!

    In addition to the visuals, there's been added new 2D variants of some existing effects which looks better for sidescroller games, and which collides with 2D environments.

    WebGL Demo

    v1.2 (Unity 5.3.4 and up)
    - Additional visual improvements
    - New 2D variants of existing effects
    - New Sword Slash FX
    - New scripts to avoid collision with other assets
    - Remade shield effect
    - Easier to scale effects

    Edit: Patch is now live! :)
     
    Last edited: May 11, 2017
  15. Suduckgames

    Suduckgames

    Joined:
    Nov 28, 2016
    Posts:
    21
    Is this pack compatible with unity 2017 or unity 5.6?
     
  16. Archanor

    Archanor

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    @Suduckgames It's compatible from 5.3.4 and up, but there's always the possibility of bugs in higher versions as there's been many updates to the particle systems over the last versions.

    The plan is to give this asset another content update before I start "upgrading" the project to higher Unity versions.

    For now I can only recommend you to try it out and let me know if there's any big problems.
     
  17. Archanor

    Archanor

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    v1.3 (5.3.4 and up) is now available on the Asset Store!

    - Added 2 new flamethrower FX (8 prefabs)
    - Added 6 new explosion FX (25 prefabs)
    - Added 11 new missile FX (45 prefabs)
    - Added 11 new muzzleflash FX (45 prefabs)
    - Added 26 sound FX for missiles & explosions
    - Improved misc effects

    Check out the new WebGL demo!
     
    Last edited: Jul 12, 2017
    Bhanshee00 likes this.
  18. jammyt

    jammyt

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    Jul 7, 2014
    Posts:
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    Hi,

    I've just bought the asset. Loving it so far, some brilliant FX, certainly adding a high quality level of polish to my prototype I'm currently making.

    One problem I've noticed so far though, certain particles, for example ExplosionRoundFire, fire around 60 errors everytime they are called: "Sub-emitters must be children of the system that spawns them"

    Are you able to update these particles to fix those errors?

    Keep up the great work, the particles are awesome, I just need those errors fixing :)

    (by the way I'm using Unity 5.6.1f1)
     
  19. Archanor

    Archanor

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  20. OMGWare

    OMGWare

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    I have the same exact issue in Unity 2017.1.0f3, just opened the maindemo scene, for example effect number 59 has this issue.
    Furthermore, in the missiles scene, NovaMissileBlue/Fire/Green/Pink, some RocketMissile and NukeMissile give me these errors when fired:

    I don't really know if it's an issue with Unity or my project.

    More importantly, I think I have issues importing the asset, cause almost all materials used by the effects seem to have a gray default Tint color with value 128 on all channels, in fact most effects look quite darkish and off, certainly not vibrant as shown in the webGL demo.
     
    Last edited: Jul 20, 2017
  21. Archanor

    Archanor

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    @OMGWare Hmm. Very strange. I don't think the errors should cause problems, though they can be annoying. I know I've seen similar errors before. I think they may have something to do with having Sub-Emitters enabled on some particle systems but having none specified.

    I can take a closer look at the errors next week.

    Maybe the color differences may have something to do with your rendering settings being different from my project (Deferred or Forward). Can take a look at that as well. Please e-mail me if you figure out anything else.
     
    Last edited: Jul 24, 2017
  22. jammyt

    jammyt

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    Hi, thanks for the reply. Ok, not to worry, I'll just use some different particles for now, and give them another go when I move over to Unity 2017, as I'm not in a position to do so right now.
     
  23. Archanor

    Archanor

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    @jammyt Ok, so I've tried it in 5.5 and 5.6.0 with no errors on any of the missiles or the other demo scenes. I'll try to upload a version in 5.6.0 and see if that fixes it for you.

    The only thing I can think of causing problems is that the original asset is 5.3.4 and it gets broken if you upgrade across multiple Unity versions. Alternatively there's something strange going on with your project.

    I haven't seen any problems with the vibrancy of the effects, but it may have something to do with the rendering mode of your project. I'm not exactly sure :/

    I'm re-uploading the asset in 5.6.0 now. Try to re-download the asset when the patch is out and see if that helps.
     
  24. Archanor

    Archanor

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    @jammyt The 5.6.0 version is up on the store now.

    -

    Asset is still on sale for 33% until monday, last chance!
     
    Last edited: Jul 30, 2017
  25. JesterGameCraft

    JesterGameCraft

    Joined:
    Feb 26, 2013
    Posts:
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    Hi,

    I really like the looks of these particles. Beautiful. There is one that is missing for me simply a flamethrower effect, in mine case a dragon fire breath effect. Are you planning to add this kind of effect to the pack?

    Thank You.

    Regards,
    Jester
     
  26. Archanor

    Archanor

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    @JesterGameCraft Hey, thanks. I may look into making something like that for the next update.

    I think there are two types of flamethrower effects in the "Fire/Flamethrower" folder, but they're some of the older effects of the asset. My plan was actually to make another style of fire/flamethrowers which are more similar to the majority of the missiles.
     
  27. JesterGameCraft

    JesterGameCraft

    Joined:
    Feb 26, 2013
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    Thank You for getting back. I'll check it out. Also noticed that you have other packages that are fire specialized. I'll have a look there too. Much appreciated.
     
    Archanor likes this.
  28. R1PFake

    R1PFake

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    Aug 7, 2015
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    Looks awesome! Do you have any plans to add sound effects for the other effects, for example the combat/slash/etc?
     
  29. nnurgle

    nnurgle

    Joined:
    Nov 22, 2014
    Posts:
    4
    wow looks like a great set of effects. I'm going to purchase for sure. One thing I would love to see added is water wakes! Like when a boat drives through water or when a character walks through waist high water.
    Here is a zelda example image link:
    sailing.jpg