Example 1: Your main character does lots of magic attacks. You do not want to go through all the trouble to convert everything to magio objects, but want just a crude effect where your magic lands.
Example 2: Your player can throw molotovs. You want a flame effect wherever the molotov lands, but do not want it to spread.
- Effects which rely on VFX and not material animation such as flame and plantify works fine as splash effects out-of-the-box with any shader. For material animation effects (petrify/melt/etc..) all the objects would need to be converted to Magio shader. You can convert only shader by Right-click->Magio Convert-> Only Materials. There can be only one material animation effect enabled per object.
- Effects can look small or too big depending on the object, since there is no way to customize the effect per object
Steps to use splash effects:
- There are default splash effects for you to use in the demo directory.
- Create empty gameobject.
- Add Sphere Ignite Script to the game object.
- Add Arctibyte/Magio/Demo/Common/ExampleSplashEffectPrefabs/…._Splash to Sphere Ignite ”Splash effect prefab”.
- Play the scene and move the “sphere ignite” sphere close to some object with a default layer mask. Sphere ignite adds the effect to the first object it touches. You can refresh this by disabling and enabling it.
- You can also use Particle Ignite and Raycast Ignite the same way. You can also add splash effects yourself from code like this:
Steps to create splash effects prefab from any effect:
- Create an empty prefab.
- Add MagioObjectEffect script.
- Enable Advanced-> Deleting the object after fadeout and IsSplashEffect
- Customize Advanced->Max Spread and System->Fade out