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Epic Sword Slash Effects System

Epic Sword Slash Effects System

Asset description

Epic Sword Slash Effects System is a procedural solution for creating smooth sword, weapon, and slash trails in Unity. It supports multiple material layers, reusable presets, custom UVs, low-FPS curve smoothing, alpha fading, particle effects, and shader-based dissolve. Multiple weapons can be controlled by one Animation Event component, with optional continuous operation without an Animator. Dissolve starts from the value assigned in the material and uses MaterialPropertyBlock, allowing multiple trails to safely share one material. The pack includes 30 presets weapon-following sword slash effects designed for RPGs, action games, fantasy battles, arena combat and stylized character abilities. These effects are made to follow sword movement and help make attacks feel more powerful, responsive and polished. These trails can be added to anything, not just characters with an animator! Features: - Weapon-following slash effects - Great for melee combat and fantasy abilities - Suitable for RPGs, action games, hack-and-slash games and arena battles - High-quality real-time visual effects - Easy to use and customize - Works well for player attacks, enemy attacks, skills and special moves - Mobile friendly - Supports standard and custom materials - NEW! Can be adapted for any object shape! - NEW! Create and sell your own preset packs! Licensed publishers may include the unmodified preset script in third-party Asset Store packages. Sword Mesh Trail System must be listed as a required dependency and is sold separately. This asset is designed for developers who want to quickly add polished sword combat effects to their Unity projects. Also check out my old asset with Sword Slashes effects Procedural double-sided trail mesh Automatic or manually adjustable trail points Multiple materials with individual Sorting Order Reusable ScriptableObject presets Square 0–1 UV mapping Up to 10 additional geometry lines Catmull–Rom curve smoothing Optional vertex alpha fading Per-layer dissolve property and maximum value Dissolve begins from the material value Shared-material support using MaterialPropertyBlock Particle effect prefabs attached to Trail Point A Animation Event support One event receiver can control multiple weapons Continuous mode without an Animator Adjustable lifetime, sampling rate, and section distance Added ability to create middle points (+5~15% extra CPU load from the trail if enabled).

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