HOW TO USE THIS ASSETS PACKS?
Once the package is installed, you will have a lot of prefabs to use with different contexts. They should work just out of the box in most of the context.
If you want to use them in a 2D project, you will need to do an small amount of updates! (Check the 2D Question)
Effects are named to indicate their intended use, all the elemental packs include impacts, magic versions, ambiental effects! You can drag and drop any prefab to the scene and see how it looks!
A lot of effects include variances! Usually is good to try different aproachs to see wich one fits your needs. Don't be scared to play with sizes, particle amount, etc!
Shaders are made in ShaderGraph, so be sure to install it from the Package Manager in Unity. You will be able to edit them and play until it fits your needs!
Not all the flipbooks are necesarily used, if you know a bit about how to use Shuriken (the Unity Legacy Particle System) you can craft new VFX with the foundation this packs provide!
VFX ARE NOT WORKING IN BUILT IN PIPELINE!
All the shaders support BuiltIn pipeline, the fix is really easy here. First of all, be sure that all the materials are set to "Transparent" and then, the materials that include "ADD" or "ADDITIVE" on their name, swap the blending to ADDITIVE. Be sure to remove all the Refraction/Distort/Shockwave effects.
VFX ARE NOT WORKING IN 2D!
Easy fix too! 2DUnity Pipeline is a bit different, and, since you're using a Orthographic camera, you will need to disable ALL the Materials using Soft Particles.
Some effects using Fresnel will be a bit different, but still work! You can remove refraction (easy recommendation), but if you want to use it, please check this! Is really important to know that refraction behaves a bit different, so, first of all, be sure to check this video and follow the steps I do here.
ALL IS PINK!
Check that you have ShaderGraph installed and you're in the proper version!
ARE THIS GOOD IN MOBILE?
Mobiles are a really diverse platform, sometimes more powerful than some consoles and PCs. So, "yes". If you want to be sure that it performs in low end devices, you can compress the textures, reduce the particle count and remove things that use a lot of screen space (like glows or refraction)
I WANT TO USE THIS ON OLDER UNITY VERSION!
That's fine while you have access to ShaderGraph! You will need to go to each shader and adjust the Render Type to transparent, but will work!
If you don't have ShaderGraph access, you can use all the assets, but you will need to work around it doing the effects from scratch. But the flipbooks, meshes and textures still useful!
I WANT TO USE IN HDRP!
You need to add the HDRP target to the shadergraph shaders, it's really easy, then you need to be sure that all the materials are set to "Transparent" and then, the materials that include "ADD" or "ADDITIVE" on their name, swap the blending to ADDITIVE.
SCALE ISSUES?
I don't like scaling VFX using the hierarchy, but in case you want/It's easier for you! Open an effect and change all the inside elements ScalingMode to "Hierarchy".
CAN I USE THIS IN ROBLOX/UNREAL/GODOT/BLENDER?
All the assets, yeah. But you will need to create the materials and effects from scratch!
Any more questions? Pop in DISCORD an drop them!