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Very good asset with great code samples. Lasers look beautifull with no any post-effects! Maybe, update a documentation will be useful (ArcReactorHitInfo type instead of ArcReactorHit for ArcReactorHit method). Thank you for this asset - other laser-fx assets often require some magic from me.
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Reply from publisher:
replied 8 years ago
Thank you for kind words, and thanks for pointing out manual error - I'll review manual for obsolete/changed references and upload it during next update.
i like the effect of arc reactor. it's useful to make any kind of shooting game.
the only feature i think currently needed is infinite life time. for example, i want to make a shoot'em up game so the plane can always fire a ray without fade out and fade in, so maybe this feature could be added.
so,any time plan or roadmap for arc reactor2?
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Reply from publisher:
replied 9 years ago
Hello and thank you for feedback. I get that request a lot, but it will probably be implemented only in ArcReactor 2 with almost complete code refactoring - currently, there's too many parameters tied in with lifetime. For now, you can use "pingpong_clamp_once" playback with lifetime of 0.001 - it should give you ray without fade in and fade out, with parameters at the end of lifetime determining ray behavior.
Very pretty but....
I'm making a very CPU-heavy game based on phisics and building stuff. (something like Space Engineers). Yet all that logic, building and phisics simulation is nothing in compare to the couple of rays from Arc Reactor. Showing 5-6 rays (not the most coplicated ones) on the screen uses up to 80% (!) of the whole CPU.
However I have to admit I didn't try to configure them for performance
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Just purchased this, so this is a first impressions, but so far, it's horrifically inefficient, and the samples scenes and source structure is quite convoluted.
Nice to not have to do the work myself, but have to rework the asset to be usable, so should have just done it from scratch anyways :(
Will update if things improve.
[Update]
Quick reply and working with developer, update soon.
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Reply from publisher:
replied 9 years ago
I understand concerns about sample sources structure, I'm working on coding quick-start guide right now since this is main concern I'm getting. As for main component sources, I think they're pretty well-structured for their complexity level - but I'm always open to suggestions, you can send details on my email and I'll see what I can do about it.
As for performance, it really depends on what type of rays you're trying to get, but only really performance-heavy part is volumetric lights simulation since it adds substantial amount of drawcalls. You can send me description of type of rays you want to achieve and I can help you with optimal parameters for them.
H
A Mighty Package
9 years ago
Headworkeron previous version 1.8
The results are really good and the possibilites are endless.
You will need to put some time in it, because there are so many things to set. But when got the hang of it, you can really create awesome effects with this tool.
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j
Versatile asset with awesome effects
9 years ago
joshtrotteron previous version 1.6
We used this package in our newly released Android game to create reflectable lasers and high energy motion trails. The effects look so good in the game, and with the right settings the performance is good enough for mobile platform as well. Thanks to the developer for offering great support in this. Although some have said this is hard to use I think you just need to set the expectation of spending a little time (1 hour tops) reading through the doc and doing a small bit of coding to integrate this package into your game. The results are well worth it and it has saved us probably weeks of development time we would have spent to get something a fraction as good looking!
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I spent a few hours trying to figure out how to use this in my project to get the effect I wanted: a simple tractor-beam. Couldn't figure it out, so I set it aside to work on other aspects of my project. Came back to it again after some time and spent a few more hours trying to figure it out again. I still couldn't figure it out.
So I gave up on this, got Vectrosity, and had something working within an hour.
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Reply from publisher:
replied 9 years ago
Hello.
I noticed that you used version 1.7. Please check version 1.8 - main focus of that update was usability.
Also I must warn potential users that Vectrosity and ArcReactor have a little bit different goals in mind, with ArcReactor more focused oт weapon/special effects and gameplay integration while Vectrosity is more rounded package.
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