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M
Not working in Unity 6
18 days ago
Marek-Don version 1.3.0
I followed the readme and was able to get the demo scene render in the editor. I couldn't get it to run due to the compile errors in multiple scripts using outdated APIs. I tried to import some of the effects to my scenes, but they half-worked, half-pink and broken.
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F
10 stars!
2 months ago
FingertipsAndCompanyon version 1.3.0
Amazing!
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C
I recommend this asset.
6 months ago
I tested this today with Unity 6.3 LTS, URP, and converted it from BIRP to URP, using the asset maker's readme file and urp patch, with no issues. It comes with good documentation. After you up grade it to URP, within the editor, go to file > build profile > player settings > other settings > input handling, and change it to both. There are a lot of good effects. I recommend this asset.
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S
Awesome!
2 years ago
Sinner2016on version 1.3.0
Awesome asset!
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T
Dear Kripto
3 years ago
TripleScienceon version 1.3.0
Please tell me where that cat is from in your profile pic PS This asset is incredible.
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j
confused
3 years ago
jokers44lifeon version 1.3.0
Yeah this will break a project THIS is not URP supported........
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1
0
Reply from publisher:
replied 3 years ago
Urp patch included to the project folder. See the readme for details. Also if you will have some shader errors after patch, try to remove "library" folder and restart unity. (in some cases unity will use the old shaders from the cache instead of new)
D
Still Not Really Ready for Production, but amazing Asset
3 years ago
DerDerErIston version 1.3.0
I bought that asset a couple years ago i think almost 5 by now and was messing alot around with it, recently i started something more serious and here is my conclusion for this Asset. by far one of the best Visual Effects in the Asset Store no doubt but you should not expect to use them out of the box as they are not really game-ready. Instantiating 1 Effect at a Time doesn't cost that much Performance, having to Instantiate 100 of those Effects in a short amount of Time will break your System. The whole System doesn't allow to Pool those Objects as they have to be fresh Instantiated to work properly. And this Code: //void Update() //{ // if (prevIsVisible != IsVisible) // { // prevIsVisible = IsVisible; // if (!IsVisible) // StartCoroutine(Fadeout()); // else Fadein(); // } //} is by far the Stupiest i ever saw. You could easily Trigger it from OnEnable or somewhere else instead of creating this nonsense. This was my first Refactor i did to that System as it is so unreliable, ugly and just not practical when you wanna Pool those Effects. 2 Star for the Amazing Effects 1 Star for the stupiest Code i ever saw More is not in, the Effects are not poolable without investing a lot of work and refactor the half system. The changes to the different Settings of the Effects in Awake and OnEnable take so much Performance that you cannot use them in fast Paced Games because every Instantiation also goes through all the Settings and configuration which is absolutely unecessary if you could simple pool those Effects. When you manage to create a Version were you can Pool those Effects, i gonna rate it higher, until that i gonna use my modified version of your System so i can pool the Effects and dont need to Instantiate and run through that Setup every Time i need an Effect. Still a good Asset and i highly recommend it to everyone, but there is still room for improvement!
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4
1
Reply from publisher:
replied 3 years ago
Hello, Usually in games (withh 100+ effects per screen) used simple effects (without lights/thousand particles, shadows, distortion, etc). Currently, each effect can use a thousand particles, lights with shadows, distortions, etc, so the bottleneck will be the GPU, not the CPU. As for my code. Of course, it's not perfect (I wrote it 8+ years ago when I was just a beginner in unity programming). You said "You could easily Trigger it from OnEnable or somewhere else instead of creating this nonsense" Some developers want to manage effects in real time. For example, turn on the lightning effect and turn it off when the mana runs out. In your "OnEnable" method, I won't be able to do that. Therefore, one bool check in update costs almost nothing and starts the fade timer only when the state changes. Developers can also use timeline or animator, so I need to use the public "isVisible" variable (which can change every frame). Perhaps for your scenario to use this code is terrible. But for general use (when the state can change in the editor/runtime), one boolean check is not "stupiest i ever saw" > cannot use them in fast Paced Games because every Instantiation also goes through all the Settings and configuration which is absolutely unnecessary You can use "object pool" feature and "setActive(false/true" when you need it. Although I agree that the code is not very good at the moment and it should be rewritten, and this will be done in the future updates.
P
Very nice
3 years ago
PanderaStudioson version 1.3.0
but today I'm working with Virtual Reality and I really need shaders and effects that run well on Quest 2.
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N
Great Asset
4 years ago
NullyStudioon version 1.3.0
Great support and Great effects
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z
Best realistic vfx
4 years ago
zGhost31Oon previous version 1.2.2
best realistic asset, amazing price
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