Zibra Effects is a multipurpose, no-code toolset designed to simplify VFX creation for VR experiences. Make your virtual worlds immersive with real-time simulation.URP: You need to add respective Render Components for each used effect to your URP Renderer setting and enable Depth buffer.HDRP: You must set light and reflection probe parameters for liquid to render and light parameter for smoke & fire to render.Please see User Guide for more details.Note: when updating Zibra Effects from the Package Manager, please remove the old version before importing the new version (you may need to close the Editor and manually remove files of the old version).❗Important - Zibra Effects is available on a subscription basis.Pricing options included in Zibra Effects subscriptions:Yearly: Annual Zibra Effects access for $120🦓 Zibra Effects is a multipurpose, no-code toolset designed to simplify VFX creation for VR experiences. Make your virtual worlds more immersive by leveraging real-time simulation and realistic physics.Powered by custom physics solvers and Artificial Intelligence-based technology for neural object representations, Zibra Effects makes working with interactive effects in VR/AR frameworks easier.Zibra Effects allows you to create liquid, smoke and fire real-time interactive 3D simulations that can be used on small to medium scale and optimized to be used in VR/AR development.Our out-of-the-box solution features an intuitive UI and a wide range of features, as well as many visual and physical parameters to customize the look and behavior of liquid, fire, and smoke effects according to your needs.Zibra Effects real-time simulation can be used to create various VR experiences:• Enhance environmental aesthetics with realistic, natural-looking VFX• Easily create water surface, rivers, ponds, waterfalls, lava flows, burning fire, smoke trails, and weather effects, such as clouds, dust, debris, and fog• Increase interactivity with custom game mechanics based on realistic physics• Improve environmental storytelling (liquid caverns, flooded cities, etc.)Read more about Zibra Effects here.Our solution comes with its own custom EULA. You can find the details in our terms of service.All Zibra Effects Features are available for VR/AR:• Real-time 3D liquid simulation• Multiple liquid types and liquid mixing support• Foam simulation• VR support• Advanced render using light raymarching• Real-time 3D smoke & fire simulation• Custom volumetric render• Advanced lighting system• AI-accelerated interaction with static and skinned meshes• Force fields - Radial, Directional, and Swirl• Many physical and visual parametersHow can you benefit from Zibra Effects?✅ Use real-time simulated effects in VR✅ Improve your game with immersive, realistic visuals✅ Create VR/AR optimized 3D simulations for different game genres (Action, Adventure, RPG, FPS, Shooter, Survival, Sandbox, Open World, Puzzle etc.)✅ Easily create complex simulations with simple & intuitive UISupported platforms:• Android (including Meta Quest 2/Pro)• PCVR• Windows• UWP• macOS• iOSPlease see Technical details below for additional technical requirements.Support and Community💬 You can get an answer to any question in just 24 hours. Feel free to contact us or go to our Discord server.📄 Perhaps your questions are already covered in the User Guide.🎞️ Tutorials and demos are available on YouTube.ℹ️ Check our blog for the latest updates and information about Zibra Effects and other upcoming products of our company.Follow us: Discord | YouTube | LinkedIn | Twitter | MediumEditor platforms:WindowsSupported Graphic API: DX11, DX12, VulkanSupported CPU Architectures: x64macOSSupported APIs: MetalSmoke & Fire requires a device with MTLReadWriteTextureTier2 support. Intel Macs without dedicated GPU will likely not satisfy that. All Apple Silicon macs do satisfy this requirement.Supported CPU Architectures: x64, arm64Build platforms:WindowsSupported Graphic API: DX11, DX12, VulkanSupported CPU Architectures: x64UWPSupported Graphic API: DX11, DX12Supported CPU Architectures: x64macOSSupported Graphic API: MetalSmoke & Fire requires a device with MTLReadWriteTextureTier2 support. Intel Macs without dedicated GPU will likely not satisfy that. All Apple Silicon macs do satisfy this requirement.Supported CPU Architectures: x64, arm64iOSSupported Graphic API: MetalSupported CPU Architectures: arm64Supported OS: iOS 12 or laterSupported Devices: iPhone 6s or newer (Metal GPU Family Apple3 or higher)Supported Xcode versions: 14.2 or neweriOS Simulator is unsupportedYou can run iOS build on Apple Silicon insteadAndroidSupported Graphic APIs: OpenGL ES 3.2, VulkanSmoke & Fire doesn’t support OpenGL, only Liquid will work when targeting OpenGLSupported CPU Architectures: armv7, arm64Supported OS: Android 7.0 or laterMeta Quest 2 and Pro are supportedSmoke & Fire doesn’t support Quest devices, since they lack Single Pass Instanced Stereo Rendering mode, so only Liquid will work on Quest devices.VR Support:Liquids - Supported only in Unity Render modeSmoke - Supported only in Single Pass Instanced mode, except for the Effect Particles featureUnity version: 2021.3 or later (the latest patch version is recommended)Supported Render Pipelines: Built-in RP (BRP), URP, HDRP📲 Note on Android device support:We recommend using Vulkan API instead of OpenGL ES to get the best performance. The liquid is meant to be used on modern high-end devices released after 2019.Check the mobile GPU performance table to see which GPUs and devices are supported.You can also run the simulation with our Android benchmark demo (apk) to check how it works on your target devices and see the basic stats. We've made our own tests which you can see here.Note on License validation in Editor:When using Zibra Effects in Editor, it verifies license on each Editor launch, which requires Internet connection.If you are not connected to the Internet, you may not be able to use certain features of Zibra Effects in Editor. You can disconnect from the internet after license verification.Player builds that use Zibra Effects don’t have any license verification and will alwayswork after build.