Impact CFX Main Page Index API Reference Change Logs
Conversion From Legacy Impact
Impact CFX Project Settings Impact Tags Logging Impact Material Registry
Impact CFX Manager Material Mapping Managing Registered Materials
Impact Materials
Audio Effect Audio Source Prefab Audio Effect Processor Particle Effect Particle System Prefab Particle Effect Processor Decal Effect Decal Prefab Decal Effect Processor URP & HDRP Decals VFX Batch Effect VFX Batch Master Creating a Visual Effect VFX Batch Effect Processor Managing Attached Effects
Impact Objects Impact Object Single Material Impact Object Rigidbody Impact Object Rigidbody (Cheap) Impact Object Custom Velocity Objects With Multiple Materials Impact Terrain
Impact Triggers Common Trigger Properties Material Count Impact Collision Trigger Impact Slide and Roll Trigger Impact Speculative Collision Trigger Impact Simple Collision Trigger Impact Particle Collision Trigger Impact On Trigger Enter Impact On Trigger Stay
Impact Raycasting
FMOD Integration Wwise Integration Master Audio Integration
Custom Triggers Custom Objects Creating an Impact Object Script Impact Material Processors Custom Effects Impact Effect Authoring Asset Effect Result Effect Data Impact Effect Processors Impact Simple Effect Processor Impact Pooled Effect Processor Pooled Effect Object Pooled Effect Authoring Pooled Effect Result Pooled Effect Data Object Pool Pooled Effect Processor Add to Impact CFX Manager Example Effect Download

Impact Materials

Impact Materials define what effects will occur when objects collide with each other. You can create a new Impact Material by going to Assets > Create > Impact CFX > Material.

The Material Tags property defines the Impact Tags associated with this material. Other materials will use these tags to determine what effects to play when colliding with an object that has this material.

Impact Materials contain a list of Effect Sets. Effect Sets define the group of effects that will occur based on the Impact Tags of the object being collided with.

Effect Sets have the following properties:

  • Name – An editor-only name for the effect set.
  • Include Tags – Tags that must be present on the input tags for this effect set to be used.
    • Exact – If checked, the input tags must exactly match the selected tags for the effect set to be used. Otherwise the effect set will be used if any of the tags are present.
  • Exclude Tags – Any tags that, if present on the input tags, will cause the effect set to be ignored.
    • Exact – If checked, the input tags must exactly match the selected tags for the effect set to be ignored. Otherwise the effect set will be ignored if at least one of the tags is present.
  • Effects – The list of effects that will be played for this effect set.
  • Fallback Tags – Tags that will be used when the input tags are not known.
  • Material ID – Controls how the ID for this material is determined.
    • Instance ID – Use the instance ID obtained from GetInstanceID()
    • Object Name – Use the asset's name to determine the ID. This is mainly useful if GetInstanceID() is too inconsistent for your needs. This requires that your asset names be unique to avoid duplicate IDs.