2026-05-21 스킬예측(진행중)
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|
||||
Asset Creator - Vladyslav Horobets (Hovl).
|
||||
All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files.
|
||||
-----------------------------------------------------
|
||||
|
||||
If you want to use post-effects like in the demo video:
|
||||
https://youtu.be/hZSZ2Q8MF3k
|
||||
|
||||
Using:
|
||||
|
||||
1) Shaders
|
||||
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
|
||||
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
|
||||
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
|
||||
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
|
||||
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
|
||||
|
||||
2)Light.
|
||||
2.1)You can disable light in the main effect component (delete light and disable light in PS).
|
||||
Light strongly loads the game if you don't use light probes or something else.
|
||||
|
||||
3)Scripts
|
||||
HS_ProjectileMover — Documentation
|
||||
|
||||
Description
|
||||
HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects.
|
||||
It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows.
|
||||
|
||||
The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects.
|
||||
|
||||
Main Features:
|
||||
|
||||
Moves projectile forward using Rigidbody velocity
|
||||
Spawns hit effects on collision
|
||||
Supports pooled projectiles (reuse instead of destroy)
|
||||
Handles particle systems properly on impact
|
||||
Allows detached particle effects to continue playing after collision
|
||||
Automatically restores detached objects when projectile is reused
|
||||
|
||||
Key Parameters:
|
||||
|
||||
Speed -
|
||||
Controls the forward velocity of the projectile.
|
||||
Hit Offset -
|
||||
Moves the hit effect slightly away from the surface normal to avoid clipping.
|
||||
Use Fire Point Rotation -
|
||||
If enabled, the hit effect rotation will match the fire point orientation.
|
||||
Rotation Offset -
|
||||
Optional rotation override applied to the hit effect.
|
||||
Hit -
|
||||
GameObject used as the hit effect container.
|
||||
Hit PS -
|
||||
Particle system played when the projectile collides.
|
||||
Flash -
|
||||
Optional muzzle flash object that detaches on spawn.
|
||||
Projectile PS -
|
||||
Main projectile particle system.
|
||||
Detached -
|
||||
Array of objects that contain particle systems (such as trails or smoke).
|
||||
These objects detach on impact so their particles can finish playing naturally.
|
||||
|
||||
Components:
|
||||
|
||||
RB -
|
||||
Rigidbody used for projectile movement.
|
||||
Col -
|
||||
Collider used for collision detection.
|
||||
Light Source -
|
||||
Optional light attached to the projectile.
|
||||
|
||||
Lifetime Settings
|
||||
|
||||
Not Destroy
|
||||
If enabled, the projectile will be disabled instead of destroyed.
|
||||
This allows it to be reused with an object pool.
|
||||
|
||||
Life Time
|
||||
Maximum lifetime of the projectile if it does not hit anything.
|
||||
|
||||
Detached Life Time
|
||||
How long detached particle objects remain alive after impact.
|
||||
|
||||
Collision Behavior
|
||||
|
||||
When the projectile collides:
|
||||
|
||||
Rigidbody movement is stopped
|
||||
Light and collider are disabled
|
||||
Projectile particle emission stops
|
||||
Hit effect is positioned and played
|
||||
Detached objects are unparented
|
||||
Detached particle systems stop emitting but existing particles finish their lifetime
|
||||
|
||||
If Not Destroy is enabled:
|
||||
The projectile will be disabled after the hit effect finishes
|
||||
Detached objects will be restored when the projectile is reused
|
||||
|
||||
If Not Destroy is disabled:
|
||||
The projectile will be destroyed after the hit effect duration
|
||||
Detached objects will be destroyed after Detached Life Time
|
||||
|
||||
Detached Objects Logic:
|
||||
Detached objects must be child objects of the projectile.
|
||||
Each detached object can contain multiple particle systems.
|
||||
|
||||
On collision:
|
||||
The object is unparented
|
||||
Emission stops
|
||||
Existing particles finish their lifetime
|
||||
If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated.
|
||||
|
||||
Typical Use Case:
|
||||
Projectile Prefab Structure Example
|
||||
|
||||
Projectile
|
||||
├── Mesh
|
||||
├── Collider
|
||||
├── Rigidbody
|
||||
├── Projectile_PS
|
||||
├── Flash
|
||||
└── Detached_Trail
|
||||
├── Smoke
|
||||
└── Sparks
|
||||
|
||||
Pooling Support
|
||||
|
||||
When using an object pool:
|
||||
|
||||
Set:
|
||||
Not Destroy = true
|
||||
The projectile will be disabled instead of destroyed and can be reused safely.
|
||||
Detached particle objects will automatically return to their original positions when the projectile is activated again.
|
||||
|
||||
Notes:
|
||||
Detached objects should only contain particle systems.
|
||||
Ensure Rigidbody and Collider references are assigned.
|
||||
Projectile should face forward in the Z direction for correct movement.
|
||||
|
||||
|
||||
4)Quality
|
||||
4.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
|
||||
|
||||
SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
|
||||
|
||||
Contact me if you have any questions.
|
||||
My email: hovlstudio1@gmail.com
|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user