A GPU-driven 2D particle collision field with compute simulation, adjustable flow, bounce and trails. Includes a clean full-screen demo and an English PDF manual.Simulate and draw a self-contained 2D particle field using compute shaders, then display its output in a RawImage. Configure particle count, size, gravity, friction, particle/wall bounce, flow, color and persistent trails.The supplied demo shows 128 cyan circles on a full-screen black background, without telemetry panels or labels. The RawImage is the functional output and is intentionally retained. Circle Style is exposed in the controller; the shipped demo uses solid discs and no long trails. A connected demo prefab and three-page English PDF manual are included.This is not Unity Rigidbody physics and does not collide with arbitrary scene colliders. Retained ParticleCollision source provenance and MIT attribution remain in the package.Reference project: Unity 6000.0.30f1 / URP 17.0.3. Compute-shader support is required. Source-project Play Mode, continuous capture and prefab/material reference audit checked on Windows Direct3D 11.Demo particle count: 128. The standalone component defaults can differ. Controls include particle count, simulation resolution, particle size/random size, gravity, friction, bounce, field strength, trail decay, tint/random color and Circle Style.Two 1440x736 ARGBFloat textures alone use about 32 MiB before compute buffers and driver overhead. Tune count and resolution for the target GPU. No arbitrary-scene collision, networking or platform-wide performance certification is included. Three-page English PDF manual.AI was used during code refactoring and scene preparation.




