Sprite Shatter FX (Particle System)
CoreBit_Studio
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Turn any sprite into a particle shatter effect — bake, preview, and tweak it all inside the Unity Editor.Sprite Shatter FX is a small editor tool where you drop in a sprite and get a ready-to-use Particle System out of it. No scripting needed.The sprite is sliced into a grid of fragments that can explode outward, rotate, fade, and settle depending on how you set things up.There are five built-in presets to start from: a hard crash, a slow fade, a fiery burst, an icy splinter, and a neutral base.They’re just starting points — you can tweak them, save your own versions, and switch between presets without losing your current setup.The tool is meant to fit into existing workflows without much friction. It works for hit effects, UI transitions, collectibles, puzzle elements — basically anywhere a static sprite feels a bit flat.The result is a standard Unity Particle System prefab, so it plugs directly into scenes and animations.Note: Masking does not work on Built-In.Grid slicing — configurable rows and columns slice the source sprite into individual fragment particles; optional scatter offset randomizes starting positions9 launch directions — Radial, Up, Down, Left, Right, and four diagonals, each with an adjustable spread anglePhysics-style motion — explosion force, gravity multiplier, speed modifier, burst impulse, decay sharpness, and velocity retention give fine control over how fragments move and slow downScale on impact — fragments punch outward with a configurable scale peak at burst, then settle back downTurbulence (Noise) — strength, frequency, and scroll speed controls add organic drift to fragment pathsLimit Velocity — cap max fragment speed with a separate dampen valueColor tint + flash — optionally shift all fragments to a tint color and trigger a flash at the moment of burstTrails — per-fragment trails with independent width, lifetime, and colorCollision — world-collision support with dampen and bounce coefficients, layer mask selectionMask materials — apply shape-mask materials to fragments in Random or Sequential order, loaded from a dedicated asset folderLifetime & rotation — independent min/max lifetime and rotation-over-lifetime ranges; optional random start rotationLoop mode — optional looping with manual duration overrideLive preview — built-in PreviewRenderUtility viewport with Play / Pause / Stop controls, no need to enter Play ModeBatch tab — bake multiple sprites in one passPreset system — built-in factory presets plus unlimited user presets, persisted via EditorPrefs; supports save, rename, and deleteClean output — bakes to a standard UnityEngine.ParticleSystem prefab; optional auto-delete of the previously baked objectSome parts of the marketing materials were created with the help of AI tools.The thumbnail image was initially generated using an AI tool and later customized.The store description draft was AI-assisted and then fully rewritten by the publisher.



