An extremely efficient projectile and particle generator for Unity.
This system makes use of Unity's Graphics.DrawMeshInstancedIndirect functionality, resulting in a single draw call per Projectile Type. This highly efficient system is able to handle an incredibly large number of projectiles at the same time.
This projectile system is tuned for 2D usage, and provides a multitude of options and configurations.
This system is composed of a couple of parts.
Projectile Prefabs are prefabs with an attached "ProjectilePrefab.cs" Monobehaviour derived script. They are stored in the "/Resources/ProjectilePrefabs" folder. These define the Mesh, Texture, Z-Index and other properties related to the Projectile Shader. It defines the appearance of the projectile, and the maximum number of projectiles per material instance.
You will want to tweak the "Max Projectile Count" value to be as low as possible for your application, in order to maximize efficiency. This caps the size of the buffers and data pools. If it is set too low, you will run out of projectiles to fire. If set too high, you will have reserved too much memory for your application.
Emitters spawn projectiles into the world, based on a set of properties. All of these properties can be programmatically controller or animated.
You can also create a custom shape template, and place it in "/Resources/ShapeTemplates". You can then use this Shape Template, on the ProjectileEmitterShape instance, and it will spawn the pattern you specified.
The most amazing part is that you can draw large amounts of meshes in a single draw call. In the example below, every dot of color is a sphere mesh, and is all done in a single draw call.