> For the complete documentation index, see [llms.txt](https://infinitypbr.gitbook.io/magic-pig-games/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinitypbr.gitbook.io/magic-pig-games/projectile-factory/3rd-party-particle-integrations-16/hovl-studio-4/aaa-stylized-projectiles-vol.-1.md).

# AAA Stylized Projectiles Vol. 1

by HOVL Studio

{% embed url="<https://www.youtube.com/watch?v=1134h7U63O4>" %}

[**AAA Stylized Projectiles Vol. 1**](https://assetstore.unity.com/packages/vfx/particles/aaa-stylized-projectiles-vol-1-130378?aid=1100lxWw) comes with a few dozen quality projectiles. A fair amount of work went into the conversion, mostly separating out prefabs and making adjustements to various component settings.

{% hint style="success" %}
The particles in the package appear smaller than most. The Demo scene provided with the pack has them appearing larger. You may wish to increase the particle size.
{% endhint %}

## Deconstructed Prefabs

The prefabs in this package were very much hard coded together, so I've deconstructed them into their various components in order to use them in Projectile Factory.

Part of this also includes modifying some of their `Particle System` settings -- in at least one case, particles aren't set to loop, so some will turn off during flight.

## Rigidbody Settings

The Rigidbody settings were causing issues, so I updated those to match other Projectiles. Unsure why they were set the way they were, but this solved the issues.

<figure><img src="https://2431624982-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MY3N_li2jPq7az6mYfq%2Fuploads%2FTCwCDEEUE2hiKNI9xBJ0%2FScreenshot%202024-07-12%20at%204.42.38%E2%80%AFPM.png?alt=media&amp;token=68063ecf-e957-4236-9316-b44c59e98560" alt=""><figcaption></figcaption></figure>

## Trails

I added the `ToggleTrailRendererObjectsDestroyAndLaunchObserverObject` component (long name!) to some projectiles which have particles that trail behind the main particle, to ensure that any which are over distance are off when the projectile is re-spawned from the pool.
