diff --git a/Assets/ImportPackage/Particlecollection_Free samples/Prefab/Line/Line_003.prefab b/Assets/ImportPackage/Particlecollection_Free samples/Prefab/Line/Line_003.prefab
index 15f5662b2125547841109359e26e23246b9a3bd9..09c63b7103ad74749362cbc76646acfc29e91fbb 100644
--- a/Assets/ImportPackage/Particlecollection_Free samples/Prefab/Line/Line_003.prefab	
+++ b/Assets/ImportPackage/Particlecollection_Free samples/Prefab/Line/Line_003.prefab	
@@ -5069,7 +5069,7 @@ ParticleSystem:
         m_RotationOrder: 0
     startSizeY:
       serializedVersion: 2
-      minMaxState: 0
+      minMaxState: 3
       scalar: 1
       minScalar: 1
       maxCurve:
@@ -5122,7 +5122,7 @@ ParticleSystem:
         m_RotationOrder: 4
     startSizeZ:
       serializedVersion: 2
-      minMaxState: 0
+      minMaxState: 3
       scalar: 1
       minScalar: 1
       maxCurve:
@@ -5175,7 +5175,7 @@ ParticleSystem:
         m_RotationOrder: 4
     startRotationX:
       serializedVersion: 2
-      minMaxState: 0
+      minMaxState: 3
       scalar: 0
       minScalar: 0
       maxCurve:
@@ -5228,7 +5228,7 @@ ParticleSystem:
         m_RotationOrder: 4
     startRotationY:
       serializedVersion: 2
-      minMaxState: 0
+      minMaxState: 3
       scalar: 0
       minScalar: 0
       maxCurve:
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0005.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Complex_0017.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0008.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_High_0019.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0004.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0005.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/R2D2/R2D2_Low_0014.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Read_Me.txt b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Read_Me.txt
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Read_Me.txt
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Read_Me.txt
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Read_Me.txt.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Read_Me.txt.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Read_Me.txt.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Read_Me.txt.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0001.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0017.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0029.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Fast_0036.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0002.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0011.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0015.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Long_0021.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Short_0013.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Repeating_Beeps/REPEAT_Slow_0006.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Harsh_0004.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0002.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Simple_Beeps/SIMPLE_Short_Pure_0006.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps.meta
similarity index 100%
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps.meta
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similarity index 100%
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diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0004.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0004.wav.meta
similarity index 100%
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diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0006.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0006.wav
similarity index 100%
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similarity index 100%
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0006.wav.meta
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similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0009.wav.meta
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similarity index 100%
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0015.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/Sweeps/SWEEPS_0015.wav.meta
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similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure.meta
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ALIEN_COMPUTER.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ALIEN_COMPUTER.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav.meta
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rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/BUGS_IN_COMPUTER_LOW.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav
similarity index 100%
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav.meta
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/CANNOT_SYNC.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav.meta
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/COMPUTER_SHUTDOWN.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav.meta
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/ITS_THE_END_MY_FRIEND.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/MAD_COMPUTER.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/MAD_COMPUTER.wav
similarity index 100%
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diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/MAD_COMPUTER.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/MAD_COMPUTER.wav.meta
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diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav.meta
similarity index 100%
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rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/TOO_MUCH_COFFEE_FOR_HAL.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/COMPUTER_MALFUNCTION.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I REPEAT.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/IMMINENT_SYSTEM_FAILURE_FAR.wav.meta
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav
diff --git a/Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav.meta b/Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav.meta
similarity index 100%
rename from Assets/ImportPackage/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav.meta
rename to Assets/ImportPackage/Sound Packages/FUTURE_BEEPS_LITE/System_Failure/VOICES/I_REPEAT_FX.wav.meta
diff --git a/Assets/JMO Assets.meta b/Assets/JMO Assets.meta
new file mode 100644
index 0000000000000000000000000000000000000000..cf4ce9c6b4afb35345beacfa6555e0ee7dabb147
--- /dev/null
+++ b/Assets/JMO Assets.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a4738e969e8292a4cab57b11b1a259db
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor.meta b/Assets/JMO Assets/Cartoon FX Easy Editor.meta
new file mode 100644
index 0000000000000000000000000000000000000000..18ec9914000ab4f05a6cb345ecee68d92615268d
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7a7171bf41aeb6949b08451fbcd42dd7
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt b/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt
new file mode 100644
index 0000000000000000000000000000000000000000..418d0c5534b70a13421baafd41634bd519d83b2a
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt	
@@ -0,0 +1,29 @@
+Cartoon FX Easy Editor
+2017/09/28
+© 2017 - Jean Moreno
+======================
+
+You can open the editor within the Unity top menu:
+Window -> Cartoon FX Easy Editor
+
+It allows you to easily change properties of the selected Particle System(s):
+
+"Quick Edit" can change various properties in one click:
+- "Scale Size" to change the size of your Particle Systems; it is different than using the Transform scale, because it will actually directly scale the relevant properties (speed, velocity, gravity, etc.).
+The scaling should thus be more accurante than changing the Transform scale (even when using 'Hierarchy' scaling mode).
+It will also scale lights' intensity accordingly if any are found.
+Tip: If you don't want to scale a particular module, disable it before scaling the system and re-enable it afterwards!
+- The other functions should be self-explanatory
+
+"Color Edit" to easily change the colors, either by selecting the color directly, or tinting the existing colors.
+This works on gradient too.
+
+"Copy Modules" allows you to copy all values/curves/gradients/etc. from specific modules of a source Particle System to other Particle Systems.
+Just select which modules you want to copy, choose the source Particle System to copy values from, select the Particle Systems you want to change, and click on "Copy properties to selected GameObject(s)".
+
+CONTACT
+-------
+Questions, suggestions, help needed?
+Contact me at:
+
+jean.moreno.public+unity@gmail.com
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt.meta b/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt.meta
new file mode 100644
index 0000000000000000000000000000000000000000..7c1c47e61e52308681979508a237cf435c2e9ee6
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor/CartoonFX Easy Editor Readme.txt.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 459d1fc7f02e45a45806af5efd38b025
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor/Editor.meta b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor.meta
new file mode 100644
index 0000000000000000000000000000000000000000..33ff6f18729cc53940e70f45248891179c09138c
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ef74fe7f8dfc6894481d107231650819
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ccbdb665c92c78dfa34970a6f0be0528a0cf26f6
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs	
@@ -0,0 +1,1595 @@
+using UnityEngine;
+using UnityEditor;
+using System.Collections.Generic;
+using System.Reflection;
+
+// Cartoon FX Easy Editor
+// (c) 2013-2017 - Jean Moreno
+
+public class CFXEasyEditor : EditorWindow
+{
+	static private CFXEasyEditor SingleWindow;
+	
+	[MenuItem("Window/Cartoon FX Easy Editor")]
+	static void ShowWindow()
+	{
+		CFXEasyEditor window = EditorWindow.GetWindow<CFXEasyEditor>(EditorPrefs.GetBool("CFX_ShowAsToolbox", true), "Easy Editor", true);
+		window.minSize = new Vector2(300, 8);
+		window.maxSize = new Vector2(300, 8);
+		window.foldoutChanged = true;
+	}
+
+	private int SelectedParticleSystemsCount;
+
+	//Change Start Color
+	private bool AffectAlpha = true;
+	private Color ColorValue = Color.white;
+	private Color ColorValue2 = Color.white;
+	
+	//Scale
+	private float ScalingValue = 2.0f;
+	private float LTScalingValue = 1.0f;
+	
+	//Delay
+	private float DelayValue = 1.0f;
+	
+	//Duration
+	private float DurationValue = 5.0f;
+	
+	//Tint
+	private bool TintStartColor = true;
+	private bool TintColorModule = true;
+	private bool TintColorSpeedModule = true;
+	private Color TintColorValue = Color.white;
+	private float TintHueShiftValue = 0f;
+
+	//Change Lightness
+	private int LightnessStep = 10;
+	
+	//Module copying system
+	private ParticleSystem sourceObject;
+
+	private class ParticleSystemModule
+	{
+		public string name;
+		public bool selected;
+		public bool enabledInSource;
+		private string serializedPropertyPath;
+
+		public ParticleSystemModule(string name, string serializedPropertyPath)
+		{
+			this.name = " " + name + " ";
+			this.serializedPropertyPath = serializedPropertyPath;
+		}
+
+		public void CheckIfEnabledInSource(SerializedObject serializedSource)
+		{
+			this.enabledInSource = true;
+
+			var sp = serializedSource.FindProperty(this.serializedPropertyPath);
+			if(sp != null)
+			{
+				var enabled = sp.FindPropertyRelative("enabled");
+				if(enabled != null)
+				{
+					this.enabledInSource = enabled.boolValue;
+				}
+			}
+		}
+	}
+
+	private ParticleSystemModule[] modulesToCopy = new ParticleSystemModule[]
+	{
+		new ParticleSystemModule("Initial", null),
+		new ParticleSystemModule("Emission", "EmissionModule"),
+		new ParticleSystemModule("Shape", "ShapeModule"),
+		new ParticleSystemModule("Velocity", "VelocityModule"),
+		new ParticleSystemModule("Limit Velocity", "ClampVelocityModule"),
+		new ParticleSystemModule("Force", "ForceModule"),
+		new ParticleSystemModule("Color over Lifetime", "ColorModule"),
+		new ParticleSystemModule("Color by Speed", "ColorBySpeedModule"),
+		new ParticleSystemModule("Size over Lifetime", "SizeModule"),
+		new ParticleSystemModule("Size by Speed", "SizeBySpeedModule"),
+		new ParticleSystemModule("Rotation over Lifetime", "RotationModule"),
+		new ParticleSystemModule("Rotation by Speed", "RotationBySpeedModule"),
+		new ParticleSystemModule("Collision", "CollisionModule"),
+		new ParticleSystemModule("Sub Emitters", "SubModule"),
+		new ParticleSystemModule("Texture Animation", "UVModule"),
+		new ParticleSystemModule("Renderer", null),
+		new ParticleSystemModule("Inherit Velocity", "InheritVelocityModule"),
+		new ParticleSystemModule("Triggers", "TriggerModule"),
+		new ParticleSystemModule("Lights", "LightsModule"),
+		new ParticleSystemModule("Noise", "NoiseModule"),
+		new ParticleSystemModule("Trails", "TrailModule"),
+	};
+
+	//Foldouts
+	bool basicFoldout = false;
+	bool colorFoldout = false;
+	bool copyFoldout = false;
+	bool foldoutChanged;
+	
+	//Editor Prefs
+	private bool pref_ShowAsToolbox;
+	private bool pref_IncludeChildren;
+	private bool pref_HideDisabledModulesCopy;
+
+	void OnEnable()
+	{
+		//Load Settings
+		pref_ShowAsToolbox = EditorPrefs.GetBool("CFX_ShowAsToolbox", true);
+		pref_IncludeChildren = EditorPrefs.GetBool("CFX_IncludeChildren", true);
+		pref_HideDisabledModulesCopy = EditorPrefs.GetBool("CFX_HideDisabledModulesCopy", true);
+		basicFoldout = EditorPrefs.GetBool("CFX_BasicFoldout", false);
+		colorFoldout = EditorPrefs.GetBool("CFX_ColorFoldout", false);
+		copyFoldout = EditorPrefs.GetBool("CFX_CopyFoldout", false);
+
+		RefreshCurrentlyEnabledModules();
+	}
+
+	void OnFocus()
+	{
+		RefreshCurrentlyEnabledModules();
+	}
+
+	void OnSelectionChange()
+	{
+		UpdateSelectionCount();
+		this.Repaint();
+	}
+
+	void OnDisable()
+	{
+		//Save Settings
+		EditorPrefs.SetBool("CFX_BasicFoldout", basicFoldout);
+		EditorPrefs.SetBool("CFX_ColorFoldout", colorFoldout);
+		EditorPrefs.SetBool("CFX_CopyFoldout", copyFoldout);
+	}
+
+	void UpdateSelectionCount()
+	{
+		SelectedParticleSystemsCount = 0;
+		foreach(var go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+
+			SelectedParticleSystemsCount += systems.Length;
+		}
+	}
+	
+	void OnGUI()
+	{
+		GUILayout.Space(4);
+		
+		GUILayout.BeginHorizontal();
+		var rect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight, EditorStyles.label);
+		GUI.Label(rect, "Cartoon FX Easy Editor", EditorStyles.boldLabel);
+		var guiColor = GUI.color;
+		GUI.color *= new Color(.8f,.8f,.8f,1f);
+		pref_ShowAsToolbox = GUILayout.Toggle(pref_ShowAsToolbox, new GUIContent("Toolbox", "If enabled, the window will be displayed as an external toolbox.\nElse it will act as a dockable Unity window."), EditorStyles.miniButton, GUILayout.Width(65));
+		GUI.color = guiColor;
+		if(GUI.changed)
+		{
+			EditorPrefs.SetBool("CFX_ShowAsToolbox", pref_ShowAsToolbox);
+			this.Close();
+			CFXEasyEditor.ShowWindow();
+		}
+		GUILayout.EndHorizontal();
+		GUILayout.Label("Easily change properties of any Particle System!", EditorStyles.miniLabel);
+		
+	//----------------------------------------------------------------
+		
+		pref_IncludeChildren = GUILayout.Toggle(pref_IncludeChildren, new GUIContent("Include Children", "If checked, changes will affect every Particle Systems from each child of the selected GameObject(s)"));
+		if(GUI.changed)
+		{
+			EditorPrefs.SetBool("CFX_IncludeChildren", pref_IncludeChildren);
+			UpdateSelectionCount();
+		}
+
+		GUILayout.Label(string.Format("{0} selected Particle System{1}", SelectedParticleSystemsCount, SelectedParticleSystemsCount > 1 ? "s" : ""), EditorStyles.helpBox);
+		
+		EditorGUILayout.BeginHorizontal();
+		
+		GUILayout.Label("Test effect(s):");
+		using(new EditorGUI.DisabledScope(SelectedParticleSystemsCount <= 0))
+		{
+
+			if(GUILayout.Button("Play", EditorStyles.miniButtonLeft, GUILayout.Width(50f)))
+			{
+				foreach(GameObject go in Selection.gameObjects)
+				{
+					ParticleSystem[] systems = go.GetComponents<ParticleSystem>();
+					if(systems.Length == 0) continue;
+					foreach(ParticleSystem system in systems)
+						system.Play(pref_IncludeChildren);
+				}
+			}
+			if(GUILayout.Button("Pause", EditorStyles.miniButtonMid, GUILayout.Width(50f)))
+			{
+				foreach(GameObject go in Selection.gameObjects)
+				{
+					ParticleSystem[] systems = go.GetComponents<ParticleSystem>();
+					if(systems.Length == 0) continue;
+					foreach(ParticleSystem system in systems)
+						system.Pause(pref_IncludeChildren);
+				}
+			}
+			if(GUILayout.Button("Stop", EditorStyles.miniButtonMid, GUILayout.Width(50f)))
+			{
+				foreach(GameObject go in Selection.gameObjects)
+				{
+					ParticleSystem[] systems = go.GetComponents<ParticleSystem>();
+					if(systems.Length == 0) continue;
+					foreach(ParticleSystem system in systems)
+						system.Stop(pref_IncludeChildren);
+				}
+			}
+			if(GUILayout.Button("Clear", EditorStyles.miniButtonRight, GUILayout.Width(50f)))
+			{
+				foreach(GameObject go in Selection.gameObjects)
+				{
+					ParticleSystem[] systems = go.GetComponents<ParticleSystem>();
+					if(systems.Length == 0) continue;
+					foreach(ParticleSystem system in systems)
+					{
+						system.Stop(pref_IncludeChildren);
+						system.Clear(pref_IncludeChildren);
+					}
+				}
+			}
+		}
+		
+		GUILayout.FlexibleSpace();
+		EditorGUILayout.EndHorizontal();
+
+		//----------------------------------------------------------------
+
+		//Separator
+		GUISeparator();
+		//GUILayout.Box("",GUILayout.Width(this.position.width - 12), GUILayout.Height(3));
+		
+		EditorGUI.BeginChangeCheck();
+		basicFoldout = EditorGUILayout.Foldout(basicFoldout, "QUICK EDIT");
+		if(EditorGUI.EndChangeCheck())
+		{
+			foldoutChanged = true;
+		}
+		if(basicFoldout)
+		{
+		
+		//----------------------------------------------------------------
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Scale Size", "Changes the size of the Particle System(s) and other values accordingly (speed, gravity, etc.)"), GUILayout.Width(120)))
+			{
+				applyScale();
+			}
+			GUILayout.Label("Multiplier:",GUILayout.Width(110));
+			ScalingValue = EditorGUILayout.FloatField(ScalingValue,GUILayout.Width(50));
+			if(ScalingValue <= 0) ScalingValue = 0.1f;
+			GUILayout.EndHorizontal();
+			
+		//----------------------------------------------------------------
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Set Speed", "Changes the simulation speed of the Particle System(s)\n1 = default speed"), GUILayout.Width(120)))
+			{
+				applySpeed();
+			}
+			GUILayout.Label("Speed:",GUILayout.Width(110));
+			LTScalingValue = EditorGUILayout.FloatField(LTScalingValue,GUILayout.Width(50));
+			if(LTScalingValue < 0.0f) LTScalingValue = 0.0f;
+			else if(LTScalingValue > 9999) LTScalingValue = 9999;
+			GUILayout.EndHorizontal();
+			
+		//----------------------------------------------------------------
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Set Duration", "Changes the duration of the Particle System(s)"), GUILayout.Width(120)))
+			{
+				applyDuration();
+			}
+			GUILayout.Label("Duration (sec):",GUILayout.Width(110));
+			DurationValue = EditorGUILayout.FloatField(DurationValue,GUILayout.Width(50));
+			if(DurationValue < 0.1f) DurationValue = 0.1f;
+			else if(DurationValue > 9999) DurationValue = 9999;
+			GUILayout.EndHorizontal();
+			
+		//----------------------------------------------------------------
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Set Delay", "Changes the delay of the Particle System(s)"), GUILayout.Width(120)))
+			{
+				applyDelay();
+			}
+			GUILayout.Label("Delay :",GUILayout.Width(110));
+			DelayValue = EditorGUILayout.FloatField(DelayValue,GUILayout.Width(50));
+			if(DelayValue < 0.0f) DelayValue = 0.0f;
+			else if(DelayValue > 9999f) DelayValue = 9999f;
+			GUILayout.EndHorizontal();
+			
+		//----------------------------------------------------------------
+			
+			GUILayout.Space(2);
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Loop", "Loop the effect (might not work properly on some effects such as explosions)"), EditorStyles.miniButtonLeft))
+			{
+				loopEffect(true);
+			}
+			if(GUILayout.Button(new GUIContent("Unloop", "Remove looping from the effect"), EditorStyles.miniButtonRight))
+			{
+				loopEffect(false);
+			}
+			if(GUILayout.Button(new GUIContent("Prewarm On", "Prewarm the effect (if looped)"), EditorStyles.miniButtonLeft))
+			{
+				prewarmEffect(true);
+			}
+			if(GUILayout.Button(new GUIContent("Prewarm Off", "Don't prewarm the effect (if looped)"), EditorStyles.miniButtonRight))
+			{
+				prewarmEffect(false);
+			}
+			GUILayout.EndHorizontal();
+			
+			GUILayout.Space(2);
+		
+	//----------------------------------------------------------------
+		
+		}
+
+		//Separator
+		GUISeparator();
+		//GUILayout.Box("",GUILayout.Width(this.position.width - 12), GUILayout.Height(3));
+		
+		EditorGUI.BeginChangeCheck();
+		colorFoldout = EditorGUILayout.Foldout(colorFoldout, "COLOR EDIT");
+		if(EditorGUI.EndChangeCheck())
+		{
+			foldoutChanged = true;
+		}
+		if(colorFoldout)
+		{
+		
+		//----------------------------------------------------------------
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(new GUIContent("Set Start Color(s)", "Changes the color(s) of the Particle System(s)\nSecond Color is used when Start Color is 'Random Between Two Colors'."),GUILayout.Width(120)))
+			{
+				applyColor();
+			}
+			ColorValue = EditorGUILayout.ColorField(ColorValue);
+			ColorValue2 = EditorGUILayout.ColorField(ColorValue2);
+			AffectAlpha = GUILayout.Toggle(AffectAlpha, new GUIContent("Alpha", "If checked, the alpha value will also be changed"));
+			GUILayout.EndHorizontal();
+
+			//----------------------------------------------------------------
+
+			GUILayout.Space(8);
+
+			using(new EditorGUI.DisabledScope(!TintStartColor && !TintColorModule && !TintColorSpeedModule))
+			{
+				GUILayout.BeginHorizontal();
+				if(GUILayout.Button(new GUIContent("Tint Colors", "Colorize the Particle System(s) to a specific color, including gradients!\n(preserving their saturation and value)"), GUILayout.Width(120)))
+				{
+					tintColor();
+				}
+				TintColorValue = EditorGUILayout.ColorField(TintColorValue);
+				TintColorValue = HSLColor.FromRGBA(TintColorValue).VividColor();
+				GUILayout.EndHorizontal();
+
+				//----------------------------------------------------------------
+
+				GUILayout.BeginHorizontal();
+				if(GUILayout.Button(new GUIContent("Hue Shift", "Tints the colors of the Particle System(s) by shifting the original hues by a value\n(preserving differences between colors)"), GUILayout.Width(120)))
+				{
+					hueShift();
+				}
+				TintHueShiftValue = EditorGUILayout.Slider(TintHueShiftValue, -180f, 180f);
+				GUILayout.EndHorizontal();
+			}
+		
+		//----------------------------------------------------------------
+			
+			/*
+			GUILayout.BeginHorizontal();
+			GUILayout.Label("Add/Substract Lightness:");
+			
+			LightnessStep = EditorGUILayout.IntField(LightnessStep, GUILayout.Width(30));
+			if(LightnessStep > 99) LightnessStep = 99;
+			else if(LightnessStep < 1) LightnessStep = 1;
+			GUILayout.Label("%");
+			
+			if(GUILayout.Button("-", EditorStyles.miniButtonLeft, GUILayout.Width(22)))
+			{
+				addLightness(true);
+			}
+			if(GUILayout.Button("+", EditorStyles.miniButtonRight, GUILayout.Width(22)))
+			{
+				addLightness(false);
+			}
+			GUILayout.FlexibleSpace();
+			GUILayout.EndHorizontal();
+			*/
+			
+		//----------------------------------------------------------------
+			
+			GUILayout.Label("Color Modules to affect:");
+			
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(4);
+			TintStartColor = GUILayout.Toggle(TintStartColor, new GUIContent("Start Color", "If checked, the \"Start Color\" value(s) will be affected."), EditorStyles.toolbarButton);
+			TintColorModule = GUILayout.Toggle(TintColorModule, new GUIContent("Color over Lifetime", "If checked, the \"Color over Lifetime\" value(s) will be affected."), EditorStyles.toolbarButton);
+			TintColorSpeedModule = GUILayout.Toggle(TintColorSpeedModule, new GUIContent("Color by Speed", "If checked, the \"Color by Speed\" value(s) will be affected."), EditorStyles.toolbarButton);
+			GUILayout.Space(4);
+			GUILayout.EndHorizontal();
+			
+			GUILayout.Space(4);
+			
+		//----------------------------------------------------------------
+			
+		}
+
+		//Separator
+		GUISeparator();
+		//GUILayout.Box("",GUILayout.Width(this.position.width - 12), GUILayout.Height(3));
+//		GUILayout.Space(6);
+		
+	//----------------------------------------------------------------
+		
+		EditorGUI.BeginChangeCheck();
+		copyFoldout = EditorGUILayout.Foldout(copyFoldout, "COPY MODULES");
+		if(EditorGUI.EndChangeCheck())
+		{
+			foldoutChanged = true;
+		}
+		if(copyFoldout)
+		{
+			EditorGUILayout.HelpBox("Copy selected modules from a Particle System to others!", MessageType.Info);
+			
+			GUILayout.Label("Source Particle System to copy from:");
+			GUILayout.BeginHorizontal();
+			sourceObject = (ParticleSystem)EditorGUILayout.ObjectField(sourceObject, typeof(ParticleSystem), true);
+			if(GUILayout.Button("Get Selected", EditorStyles.miniButton))
+			{
+				if(Selection.activeGameObject != null)
+				{
+					var ps = Selection.activeGameObject.GetComponent<ParticleSystem>();
+					if(ps != null)
+					{
+						sourceObject = ps;
+					}
+				}
+			}
+			if(GUI.changed)
+			{
+				RefreshCurrentlyEnabledModules();
+			}
+			GUILayout.EndHorizontal();
+			
+			EditorGUILayout.LabelField("Modules to Copy:");
+			
+			GUILayout.BeginHorizontal();
+			if(GUILayout.Button(" Select All ", EditorStyles.miniButtonLeft))
+			{
+				for(int i = 0; i < modulesToCopy.Length; i++)
+				{
+					if(modulesToCopy[i].enabledInSource || !pref_HideDisabledModulesCopy)
+						modulesToCopy[i].selected = true;
+				}
+			}
+			if(GUILayout.Button(" Select None ", EditorStyles.miniButtonRight))
+			{
+				for(int i = 0; i < modulesToCopy.Length; i++) modulesToCopy[i].selected = false;
+			}
+			GUILayout.EndHorizontal();
+
+			using(new EditorGUI.DisabledScope(sourceObject == null))
+			{
+				pref_HideDisabledModulesCopy = GUILayout.Toggle(pref_HideDisabledModulesCopy, new GUIContent(" Hide disabled modules", "Will hide modules that are disabled on the current source Particle System"));
+				if(GUI.changed)
+				{
+					EditorPrefs.SetBool("CFX_HideDisabledModulesCopy", pref_HideDisabledModulesCopy);
+					RefreshCurrentlyEnabledModules();
+				}
+			}
+			
+			GUILayout.Space(4);
+
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[0]);
+			GUISelectModule(modulesToCopy[1]);
+			GUISelectModule(modulesToCopy[2]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+#if UNITY_5_4_OR_NEWER
+			GUISelectModule(modulesToCopy[3]);
+			GUISelectModule(modulesToCopy[4]);
+			GUISelectModule(modulesToCopy[16]);
+			GUISelectModule(modulesToCopy[5]);
+#else
+			GUISelectModule(modulesToCopy[3]);
+			GUISelectModule(modulesToCopy[4]);
+			GUISelectModule(modulesToCopy[5]);
+#endif
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[6]);
+			GUISelectModule(modulesToCopy[7]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[8]);
+			GUISelectModule(modulesToCopy[9]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[10]);
+			GUISelectModule(modulesToCopy[11]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[12]);
+#if UNITY_5_4_OR_NEWER
+			GUISelectModule(modulesToCopy[17]);
+#endif
+			GUISelectModule(modulesToCopy[13]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+#if UNITY_5_5_OR_NEWER
+			GUISelectModule(modulesToCopy[20]);
+			GUISelectModule(modulesToCopy[19]);
+			GUISelectModule(modulesToCopy[18]);
+#endif
+			GUISelectModule(modulesToCopy[14]);
+			GUILayout.EndHorizontal();
+
+			SelectModulesSpace();
+			GUILayout.BeginHorizontal();
+			GUILayout.Space(8f);
+			GUISelectModule(modulesToCopy[15]);
+			GUILayout.EndHorizontal();
+
+			GUI.color = guiColor;
+
+			SelectModulesSpace();
+			if(GUILayout.Button("Copy properties to selected Object(s)"))
+			{
+				bool foundPs = false;
+				foreach(GameObject go in Selection.gameObjects)
+				{
+					ParticleSystem[] systems;
+					if(pref_IncludeChildren)		systems = go.GetComponentsInChildren<ParticleSystem>(true);
+					else 					systems = go.GetComponents<ParticleSystem>();
+					
+					if(systems.Length == 0) continue;
+					
+					foundPs = true;
+					foreach(ParticleSystem system in systems)	CopyModules(sourceObject, system);
+				}
+				
+				if(!foundPs)
+				{
+					Debug.LogWarning("Cartoon FX Easy Editor: No Particle System found in the selected GameObject(s)!");
+				}
+			}
+		}
+			
+		//----------------------------------------------------------------
+		
+		GUILayout.Space(8);
+		
+		//Resize window
+		if(foldoutChanged && Event.current.type == EventType.Repaint)
+		{
+			foldoutChanged = false;
+			
+			Rect r = GUILayoutUtility.GetLastRect();
+			this.minSize = new Vector2(300,r.y + 8);
+			this.maxSize = new Vector2(300,r.y + 8);
+		}
+	}
+
+	void RefreshCurrentlyEnabledModules()
+	{
+		if(sourceObject != null)
+		{
+			var so = new SerializedObject(sourceObject);
+			for(int i = 0; i < modulesToCopy.Length; i++)
+			{
+				modulesToCopy[i].CheckIfEnabledInSource(so);
+			}
+		}
+		else
+			for(int i = 0; i < modulesToCopy.Length; i++)
+				modulesToCopy[i].enabledInSource = true;
+
+		foldoutChanged = true;
+	}
+
+	bool needSpace = false;
+
+	void SelectModulesSpace()
+	{
+		if(needSpace)
+		{
+			GUILayout.Space(4);
+			needSpace = false;
+		}
+	}
+
+	void GUISelectModule(ParticleSystemModule module)
+	{
+		if(module.enabledInSource || !pref_HideDisabledModulesCopy)
+		{
+			module.selected = GUILayout.Toggle(module.selected, module.name, EditorStyles.toolbarButton, GUILayout.ExpandWidth(false));
+			needSpace = true;
+		}
+	}
+
+	//Loop effects
+	private void loopEffect(bool setLoop)
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			//Scale Shuriken Particles Values
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject so = new SerializedObject(ps);
+				so.FindProperty("looping").boolValue = setLoop;
+				so.ApplyModifiedProperties();
+			}
+		}
+	}
+	
+	//Prewarm effects
+	private void prewarmEffect(bool setPrewarm)
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			//Scale Shuriken Particles Values
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject so = new SerializedObject(ps);
+				so.FindProperty("prewarm").boolValue = setPrewarm;
+				so.ApplyModifiedProperties();
+			}
+		}
+	}
+	
+	//Scale Size
+	private void applyScale()
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			//Scale Shuriken Particles Values
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				ScaleParticleValues(ps, go);
+			}
+			
+			//Scale Lights' range
+			Light[] lights = go.GetComponentsInChildren<Light>();
+			foreach(Light light in lights)
+			{
+				light.range *= ScalingValue;
+				light.transform.localPosition *= ScalingValue;
+			}
+		}
+	}
+	
+	//Change Color
+	private void applyColor()
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject psSerial = new SerializedObject(ps);
+				if(!AffectAlpha)
+				{
+					psSerial.FindProperty("InitialModule.startColor.maxColor").colorValue = new Color(ColorValue.r, ColorValue.g, ColorValue.b, psSerial.FindProperty("InitialModule.startColor.maxColor").colorValue.a);
+					psSerial.FindProperty("InitialModule.startColor.minColor").colorValue = new Color(ColorValue2.r, ColorValue2.g, ColorValue2.b, psSerial.FindProperty("InitialModule.startColor.minColor").colorValue.a);
+				}
+				else
+				{
+					psSerial.FindProperty("InitialModule.startColor.maxColor").colorValue = ColorValue;
+					psSerial.FindProperty("InitialModule.startColor.minColor").colorValue = ColorValue2;
+				}
+				psSerial.ApplyModifiedProperties();
+			}
+		}
+	}
+	
+	//TINT COLORS ================================================================================================================================
+	
+	private void tintColor()
+	{
+		if(!TintStartColor && !TintColorModule && !TintColorSpeedModule)
+		{
+			Debug.LogWarning("Cartoon FX Easy Editor: You must toggle at least one of the three Color Modules to be able to tint anything!");
+			return;
+		}
+		
+		float hue = HSLColor.FromRGBA(TintColorValue).h;
+		
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject psSerial = new SerializedObject(ps);
+				
+				if(TintStartColor)
+					GenericTintColorProperty(psSerial.FindProperty("InitialModule.startColor"), hue, false);
+				
+				if(TintColorModule)
+					GenericTintColorProperty(psSerial.FindProperty("ColorModule.gradient"), hue, false);
+				
+				if(TintColorSpeedModule)
+					GenericTintColorProperty(psSerial.FindProperty("ColorBySpeedModule.gradient"), hue, false);
+				
+				psSerial.ApplyModifiedProperties();
+			}
+		}
+	}
+
+	private void hueShift()
+	{
+		if(!TintStartColor && !TintColorModule && !TintColorSpeedModule)
+		{
+			Debug.LogWarning("Cartoon FX Easy Editor: You must toggle at least one of the three Color Modules to be able to use hue shift!");
+			return;
+		}
+
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject psSerial = new SerializedObject(ps);
+
+				if(TintStartColor)
+					GenericTintColorProperty(psSerial.FindProperty("InitialModule.startColor"), TintHueShiftValue, true);
+
+				if(TintColorModule)
+					GenericTintColorProperty(psSerial.FindProperty("ColorModule.gradient"), TintHueShiftValue, true);
+
+				if(TintColorSpeedModule)
+					GenericTintColorProperty(psSerial.FindProperty("ColorBySpeedModule.gradient"), TintHueShiftValue, true);
+
+				psSerial.ApplyModifiedProperties();
+			}
+		}
+	}
+
+	private void GenericTintColorProperty(SerializedProperty colorProperty, float hue, bool shift)
+	{
+		int state = colorProperty.FindPropertyRelative("minMaxState").intValue;
+		switch(state)
+		{
+			//Constant Color
+		case 0:
+			colorProperty.FindPropertyRelative("maxColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("maxColor").colorValue).ColorWithHue(hue, shift);
+			break;
+			
+			//Gradient
+		case 1:
+			TintGradient(colorProperty.FindPropertyRelative("maxGradient"), hue, shift);
+			break;
+			
+			//Random between 2 Colors
+		case 2:
+			colorProperty.FindPropertyRelative("minColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("minColor").colorValue).ColorWithHue(hue, shift);
+			colorProperty.FindPropertyRelative("maxColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("maxColor").colorValue).ColorWithHue(hue, shift);
+			break;
+			
+			//Random between 2 Gradients
+		case 3:
+			TintGradient(colorProperty.FindPropertyRelative("maxGradient"), hue, shift);
+			TintGradient(colorProperty.FindPropertyRelative("minGradient"), hue, shift);
+			break;
+		}
+	}
+	
+	private void TintGradient(SerializedProperty gradientProperty, float hue, bool shift)
+	{
+		gradientProperty.FindPropertyRelative("key0").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key0").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key1").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key1").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key2").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key2").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key3").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key3").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key4").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key4").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key5").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key5").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key6").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key6").colorValue).ColorWithHue(hue, shift);
+		gradientProperty.FindPropertyRelative("key7").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key7").colorValue).ColorWithHue(hue, shift);
+	}
+	
+	//LIGHTNESS OFFSET ================================================================================================================================
+	
+	private void addLightness(bool substract)
+	{
+		if(!TintStartColor && !TintColorModule && !TintColorSpeedModule)
+		{
+			Debug.LogWarning("Cartoon FX Easy Editor: You must toggle at least one of the three Color Modules to be able to change lightness!");
+			return;
+		}
+		
+		float lightness = (float)(LightnessStep/100f);
+		if(substract)
+			lightness *= -1f;
+		
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject psSerial = new SerializedObject(ps);
+				
+				if(TintStartColor)
+					GenericAddLightness(psSerial.FindProperty("InitialModule.startColor"), lightness);
+				
+				if(TintColorModule)
+					GenericAddLightness(psSerial.FindProperty("ColorModule.gradient"), lightness);
+				
+				if(TintColorSpeedModule)
+					GenericAddLightness(psSerial.FindProperty("ColorBySpeedModule.gradient"), lightness);
+				
+				psSerial.ApplyModifiedProperties();
+				psSerial.Update();
+			}
+		}
+	}
+	
+	private void GenericAddLightness(SerializedProperty colorProperty, float lightness)
+	{
+		int state = colorProperty.FindPropertyRelative("minMaxState").intValue;
+		switch(state)
+		{
+			//Constant Color
+		case 0:
+			colorProperty.FindPropertyRelative("maxColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("maxColor").colorValue).ColorWithLightnessOffset(lightness);
+			break;
+			
+			//Gradient
+		case 1:
+			AddLightnessGradient(colorProperty.FindPropertyRelative("maxGradient"), lightness);
+			break;
+			
+			//Random between 2 Colors
+		case 2:
+			colorProperty.FindPropertyRelative("minColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("minColor").colorValue).ColorWithLightnessOffset(lightness);
+			colorProperty.FindPropertyRelative("maxColor").colorValue = HSLColor.FromRGBA(colorProperty.FindPropertyRelative("maxColor").colorValue).ColorWithLightnessOffset(lightness);
+			break;
+			
+			//Random between 2 Gradients
+		case 3:
+			AddLightnessGradient(colorProperty.FindPropertyRelative("maxGradient"), lightness);
+			AddLightnessGradient(colorProperty.FindPropertyRelative("minGradient"), lightness);
+			break;
+		}
+	}
+	
+	private void AddLightnessGradient(SerializedProperty gradientProperty, float lightness)
+	{
+		gradientProperty.FindPropertyRelative("key0").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key0").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key1").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key1").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key2").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key2").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key3").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key3").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key4").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key4").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key5").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key5").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key6").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key6").colorValue).ColorWithLightnessOffset(lightness);
+		gradientProperty.FindPropertyRelative("key7").colorValue = HSLColor.FromRGBA(gradientProperty.FindPropertyRelative("key7").colorValue).ColorWithLightnessOffset(lightness);
+	}
+	
+	//RGB / HSL Conversions
+	private struct HSLColor
+	{
+		public float h;
+		public float s;
+		public float l;
+		public float a;
+		
+		public HSLColor(float h, float s, float l, float a)
+		{
+			this.h = h;
+			this.s = s;
+			this.l = l;
+			this.a = a;
+		}
+		
+		public HSLColor(float h, float s, float l)
+		{
+			this.h = h;
+			this.s = s;
+			this.l = l;
+			this.a = 1f;
+		}
+		
+		public HSLColor(Color c)
+		{
+			HSLColor temp = FromRGBA(c);
+			h = temp.h;
+			s = temp.s;
+			l = temp.l;
+			a = temp.a;
+		}
+		
+		public static HSLColor FromRGBA(Color c)
+		{
+			float h, s, l, a;
+			a = c.a;
+			
+			float cmin = Mathf.Min(Mathf.Min(c.r, c.g), c.b);
+			float cmax = Mathf.Max(Mathf.Max(c.r, c.g), c.b);
+			
+			l = (cmin + cmax) / 2f;
+			
+			if (cmin == cmax)
+			{
+				s = 0;
+				h = 0;
+			}
+			else
+			{
+				float delta = cmax - cmin;
+				
+				s = (l <= .5f) ? (delta / (cmax + cmin)) : (delta / (2f - (cmax + cmin)));
+				
+				h = 0;
+				
+				if (c.r == cmax)
+				{
+					h = (c.g - c.b) / delta;
+				}
+				else if (c.g == cmax)
+				{
+					h = 2f + (c.b - c.r) / delta;
+				}
+				else if (c.b == cmax)
+				{
+					h = 4f + (c.r - c.g) / delta;
+				}
+				
+				h = Mathf.Repeat(h * 60f, 360f);
+			}
+			
+			return new HSLColor(h, s, l, a);
+		}
+		
+		public Color ToRGBA()
+		{
+			float r, g, b, a;
+			a = this.a;
+			
+			float m1, m2;
+			
+			m2 = (l <= .5f) ? (l * (1f + s)) : (l + s - l * s);
+			m1 = 2f * l - m2;
+			
+			if (s == 0f)
+			{
+				r = g = b = l;
+			}
+			else
+			{
+				r = Value(m1, m2, h + 120f);
+				g = Value(m1, m2, h);
+				b = Value(m1, m2, h - 120f);
+			}
+			
+			return new Color(r, g, b, a);
+		}
+		
+		static float Value(float n1, float n2, float hue)
+		{
+			hue = Mathf.Repeat(hue, 360f);
+			
+			if (hue < 60f)
+			{
+				return n1 + (n2 - n1) * hue / 60f;
+			}
+			else if (hue < 180f)
+			{
+				return n2;
+			}
+			else if (hue < 240f)
+			{
+				return n1 + (n2 - n1) * (240f - hue) / 60f;
+			}
+			else
+			{
+				return n1;
+			}
+		}
+		
+		public Color VividColor()
+		{
+			this.l = 0.5f;
+			this.s = 1.0f;
+			return this.ToRGBA();
+		}
+		
+		public Color ColorWithHue(float hue, bool shift)
+		{
+			if(shift)
+			{
+				this.h += hue;
+				while(this.h >= 360f)
+					this.h -= 360f;
+				while(this.h <= -360f)
+					this.h += 360f;
+			}
+			else
+				this.h = hue;
+
+			return this.ToRGBA();
+		}
+
+		public Color ColorWithLightnessOffset(float lightness)
+		{
+			this.l += lightness;
+			if(this.l > 1.0f) this.l = 1.0f;
+			else if(this.l < 0.0f) this.l = 0.0f;
+			
+			return this.ToRGBA();
+		}
+		
+		public static implicit operator HSLColor(Color src)
+		{
+			return FromRGBA(src);
+		}
+		
+		public static implicit operator Color(HSLColor src)
+		{
+			return src.ToRGBA();
+		}
+	}
+	
+	//Scale Lifetime only
+	private void applySpeed()
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			//Scale Lifetime
+			foreach(ParticleSystem ps in systems)
+			{
+#if UNITY_5_5_OR_NEWER
+				var main = ps.main;
+				main.simulationSpeed = LTScalingValue;
+#else
+				ps.playbackSpeed = LTScalingValue;
+#endif
+			}
+		}
+	}
+	
+	//Set Duration
+	private void applyDuration()
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			//Scale Shuriken Particles Values
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			foreach(ParticleSystem ps in systems)
+			{
+				SerializedObject so = new SerializedObject(ps);
+				so.FindProperty("lengthInSec").floatValue = DurationValue;
+				so.ApplyModifiedProperties();
+			}
+		}
+	}
+	
+	//Change delay
+	private void applyDelay()
+	{
+		foreach(GameObject go in Selection.gameObjects)
+		{
+			ParticleSystem[] systems;
+			if(pref_IncludeChildren)
+				systems = go.GetComponentsInChildren<ParticleSystem>(true);
+			else
+				systems = go.GetComponents<ParticleSystem>();
+			
+			//Scale Lifetime
+			foreach(ParticleSystem ps in systems)
+			{
+#if UNITY_5_5_OR_NEWER
+				var main = ps.main;
+				main.startDelay = DelayValue;
+#else
+				ps.startDelay = DelayValue;
+#endif
+			}
+		}
+	}
+	
+	//Copy Selected Modules
+	private void CopyModules(ParticleSystem source, ParticleSystem dest)
+	{
+		if(source == null)
+		{
+			Debug.LogWarning("Cartoon FX Easy Editor: Select a source Particle System to copy properties from first!");
+			return;
+		}
+		
+		SerializedObject psSource = new SerializedObject(source);
+		SerializedObject psDest = new SerializedObject(dest);
+		
+		//Initial Module
+		if(modulesToCopy[0].selected)
+		{
+			psDest.FindProperty("prewarm").boolValue = psSource.FindProperty("prewarm").boolValue;
+			psDest.FindProperty("lengthInSec").floatValue = psSource.FindProperty("lengthInSec").floatValue;
+			psDest.FindProperty("moveWithTransform").boolValue = psSource.FindProperty("moveWithTransform").boolValue;
+			
+			GenericModuleCopy(psSource.FindProperty("InitialModule"), psDest.FindProperty("InitialModule"));
+
+#if UNITY_5_5_OR_NEWER
+			var dmain = dest.main;
+			dmain.startDelay = source.main.startDelay;
+			dmain.loop = source.main.loop;
+			dmain.playOnAwake = source.main.playOnAwake;
+			dmain.simulationSpeed = source.main.simulationSpeed;
+			dmain.startSpeed = source.main.startSpeed;
+			dmain.startSize = source.main.startSize;
+			dmain.startColor = source.main.startColor;
+			dmain.startRotation = source.main.startRotation;
+			dmain.startLifetime = source.main.startLifetime;
+			dmain.gravityModifier = source.main.gravityModifier;
+#else
+			dest.startDelay = source.startDelay;
+			dest.loop = source.loop;
+			dest.playOnAwake = source.playOnAwake;
+			dest.playbackSpeed = source.playbackSpeed;
+#if UNITY_5_0 || UNITY_5_1 || UNITY_5_2
+			dest.emissionRate = source.emissionRate;
+#endif
+			dest.startSpeed = source.startSpeed;
+			dest.startSize = source.startSize;
+			dest.startColor = source.startColor;
+			dest.startRotation = source.startRotation;
+			dest.startLifetime = source.startLifetime;
+			dest.gravityModifier = source.gravityModifier;
+#endif
+		}
+		
+		if(modulesToCopy[1].selected)	GenericModuleCopy(psSource.FindProperty("EmissionModule"), psDest.FindProperty("EmissionModule"));
+		if(modulesToCopy[2].selected)	GenericModuleCopy(psSource.FindProperty("ShapeModule"), psDest.FindProperty("ShapeModule"));
+		if(modulesToCopy[3].selected)	GenericModuleCopy(psSource.FindProperty("VelocityModule"), psDest.FindProperty("VelocityModule"));
+		if(modulesToCopy[4].selected)	GenericModuleCopy(psSource.FindProperty("ClampVelocityModule"), psDest.FindProperty("ClampVelocityModule"));
+		if(modulesToCopy[5].selected)	GenericModuleCopy(psSource.FindProperty("ForceModule"), psDest.FindProperty("ForceModule"));
+		if(modulesToCopy[6].selected)	GenericModuleCopy(psSource.FindProperty("ColorModule"), psDest.FindProperty("ColorModule"));
+		if(modulesToCopy[7].selected)	GenericModuleCopy(psSource.FindProperty("ColorBySpeedModule"), psDest.FindProperty("ColorBySpeedModule"));
+		if(modulesToCopy[8].selected)	GenericModuleCopy(psSource.FindProperty("SizeModule"), psDest.FindProperty("SizeModule"));
+		if(modulesToCopy[9].selected)	GenericModuleCopy(psSource.FindProperty("SizeBySpeedModule"), psDest.FindProperty("SizeBySpeedModule"));
+		if(modulesToCopy[10].selected)	GenericModuleCopy(psSource.FindProperty("RotationModule"), psDest.FindProperty("RotationModule"));
+		if(modulesToCopy[11].selected)	GenericModuleCopy(psSource.FindProperty("RotationBySpeedModule"), psDest.FindProperty("RotationBySpeedModule"));
+		if(modulesToCopy[12].selected)	GenericModuleCopy(psSource.FindProperty("CollisionModule"), psDest.FindProperty("CollisionModule"));
+		if(modulesToCopy[13].selected)	SubModuleCopy(psSource, psDest);
+		if(modulesToCopy[14].selected)	GenericModuleCopy(psSource.FindProperty("UVModule"), psDest.FindProperty("UVModule"));
+		if(modulesToCopy[16].selected)	GenericModuleCopy(psSource.FindProperty("InheritVelocityModule"), psDest.FindProperty("InheritVelocityModule"));
+		if(modulesToCopy[17].selected)	GenericModuleCopy(psSource.FindProperty("TriggerModule"), psDest.FindProperty("TriggerModule"));
+		if(modulesToCopy[18].selected)	GenericModuleCopy(psSource.FindProperty("LightsModule"), psDest.FindProperty("LightsModule"));
+		if(modulesToCopy[19].selected)	GenericModuleCopy(psSource.FindProperty("NoiseModule"), psDest.FindProperty("NoiseModule"));
+		if(modulesToCopy[20].selected)	GenericModuleCopy(psSource.FindProperty("TrailModule"), psDest.FindProperty("TrailModule"));
+
+		//Renderer
+		if (modulesToCopy[15].selected)
+		{
+			ParticleSystemRenderer rendSource = source.GetComponent<ParticleSystemRenderer>();
+			ParticleSystemRenderer rendDest = dest.GetComponent<ParticleSystemRenderer>();
+			
+			psSource = new SerializedObject(rendSource);
+			psDest = new SerializedObject(rendDest);
+			
+			SerializedProperty ss = psSource.GetIterator();
+			ss.Next(true);
+			
+			SerializedProperty sd = psDest.GetIterator();
+			sd.Next(true);
+			
+			GenericModuleCopy(ss, sd, false);
+		}
+	}
+	
+	//Copy One Module's Values
+	private void GenericModuleCopy(SerializedProperty ss, SerializedProperty sd, bool depthBreak = true)
+	{
+		while(true)
+		{
+			//Next Property
+			if(!ss.NextVisible(true))
+			{
+				break;
+			}
+			sd.NextVisible(true);
+			
+			//If end of module: break
+			if(depthBreak && ss.depth == 0)
+			{
+				break;
+			}
+			
+			bool found = true;
+			
+			switch(ss.propertyType)
+			{
+				case SerializedPropertyType.Boolean : 			sd.boolValue = ss.boolValue; break;
+				case SerializedPropertyType.Integer : 			sd.intValue = ss.intValue; break;
+				case SerializedPropertyType.Float : 			sd.floatValue = ss.floatValue; break;
+				case SerializedPropertyType.Color : 			sd.colorValue = ss.colorValue; break;
+				case SerializedPropertyType.Bounds : 			sd.boundsValue = ss.boundsValue; break;
+				case SerializedPropertyType.Enum : 				sd.enumValueIndex = ss.enumValueIndex; break;
+				case SerializedPropertyType.ObjectReference : 	sd.objectReferenceValue = ss.objectReferenceValue; break;
+				case SerializedPropertyType.Rect : 				sd.rectValue = ss.rectValue; break;
+				case SerializedPropertyType.String : 			sd.stringValue = ss.stringValue; break;
+				case SerializedPropertyType.Vector2 : 			sd.vector2Value = ss.vector2Value; break;
+				case SerializedPropertyType.Vector3 : 			sd.vector3Value = ss.vector3Value; break;
+				case SerializedPropertyType.AnimationCurve : 	sd.animationCurveValue = ss.animationCurveValue; break;
+#if !UNITY_3_5
+				case SerializedPropertyType.Gradient :			copyGradient(ss,sd); break;
+#endif
+				
+				default: found = false; break;
+			}
+			
+			if(!found)
+			{
+				found = true;
+				
+				switch(ss.type)
+				{
+					default: found = false; break;
+				}
+			}
+		}
+		
+		//Apply Changes
+		sd.serializedObject.ApplyModifiedProperties();
+		
+		ss.Dispose();
+		sd.Dispose();
+	}
+	
+#if !UNITY_3_5
+	private void copyGradient(SerializedProperty ss, SerializedProperty sd)
+	{
+		SerializedProperty gradient = ss.Copy();
+		SerializedProperty copyGrad = sd.Copy();
+		gradient.Next(true);
+		copyGrad.Next(true);
+		do
+		{
+			switch(gradient.propertyType)
+			{
+				case SerializedPropertyType.Color:		copyGrad.colorValue = gradient.colorValue; break;
+				case SerializedPropertyType.Integer:	copyGrad.intValue = gradient.intValue; break;
+				default: Debug.Log("CopyGradient: Unrecognized property type:" + gradient.propertyType); break;
+			}
+			gradient.Next(true);
+			copyGrad.Next(true);
+		}
+		while(gradient.depth > 2);
+	}
+#endif
+	
+	//Specific Copy for Sub Emitters Module (duplicate Sub Particle Systems)
+	private void SubModuleCopy(SerializedObject source, SerializedObject dest)
+	{
+		dest.FindProperty("SubModule.enabled").boolValue = source.FindProperty("SubModule.enabled").boolValue;
+		
+		GameObject copy;
+#if UNITY_5_5_OR_NEWER
+		int arraySize = source.FindProperty("SubModule.subEmitters.Array.size").intValue;
+		dest.FindProperty("SubModule.subEmitters.Array").ClearArray();
+		for (int i = 0; i < arraySize; i++)
+		{
+			if (source.FindProperty("SubModule.subEmitters.Array.data[" + i + "].emitter").objectReferenceValue != null)
+			{
+				copy = (GameObject)Instantiate((source.FindProperty("SubModule.subEmitters.Array.data[" + i + "].emitter").objectReferenceValue as ParticleSystem).gameObject);
+				//Set as child of destination
+				Vector3 localPos = copy.transform.localPosition;
+				Vector3 localScale = copy.transform.localScale;
+				Vector3 localAngles = copy.transform.localEulerAngles;
+				copy.transform.parent = (dest.targetObject as ParticleSystem).transform;
+				copy.transform.localPosition = localPos;
+				copy.transform.localScale = localScale;
+				copy.transform.localEulerAngles = localAngles;
+
+				//Assign as sub Particle Emitter
+				dest.FindProperty("SubModule.subEmitters.Array").InsertArrayElementAtIndex(i);
+				dest.FindProperty("SubModule.subEmitters.Array.data[" + i + "].emitter").objectReferenceValue = copy;
+
+				dest.FindProperty("SubModule.subEmitters.Array.data[" + i + "].type").intValue = source.FindProperty("SubModule.subEmitters.Array.data[" + i + "].type").intValue;
+				dest.FindProperty("SubModule.subEmitters.Array.data[" + i + "].properties").intValue = source.FindProperty("SubModule.subEmitters.Array.data[" + i + "].properties").intValue;
+
+			}
+		}
+#else
+		if(source.FindProperty("SubModule.subEmitterBirth").objectReferenceValue != null)
+		{
+			//Duplicate sub Particle Emitter
+			copy = (GameObject)Instantiate((source.FindProperty("SubModule.subEmitterBirth").objectReferenceValue as ParticleSystem).gameObject);
+			
+			//Set as child of destination
+			Vector3 localPos = copy.transform.localPosition;
+			Vector3 localScale = copy.transform.localScale;
+			Vector3 localAngles = copy.transform.localEulerAngles;
+			copy.transform.parent = (dest.targetObject as ParticleSystem).transform;
+			copy.transform.localPosition = localPos;
+			copy.transform.localScale = localScale;
+			copy.transform.localEulerAngles = localAngles;
+			
+			//Assign as sub Particle Emitter
+			dest.FindProperty("SubModule.subEmitterBirth").objectReferenceValue = copy;
+		}
+		
+		if(source.FindProperty("SubModule.subEmitterDeath").objectReferenceValue != null)
+		{
+			//Duplicate sub Particle Emitter
+			copy = (GameObject)Instantiate((source.FindProperty("SubModule.subEmitterDeath").objectReferenceValue as ParticleSystem).gameObject);
+			
+			//Set as child of destination
+			Vector3 localPos = copy.transform.localPosition;
+			Vector3 localScale = copy.transform.localScale;
+			Vector3 localAngles = copy.transform.localEulerAngles;
+			copy.transform.parent = (dest.targetObject as ParticleSystem).transform;
+			copy.transform.localPosition = localPos;
+			copy.transform.localScale = localScale;
+			copy.transform.localEulerAngles = localAngles;
+			
+			//Assign as sub Particle Emitter
+			dest.FindProperty("SubModule.subEmitterDeath").objectReferenceValue = copy;
+		}
+		
+		if(source.FindProperty("SubModule.subEmitterCollision").objectReferenceValue != null)
+		{
+			//Duplicate sub Particle Emitter
+			copy = (GameObject)Instantiate((source.FindProperty("SubModule.subEmitterCollision").objectReferenceValue as ParticleSystem).gameObject);
+			
+			//Set as child of destination
+			Vector3 localPos = copy.transform.localPosition;
+			Vector3 localScale = copy.transform.localScale;
+			Vector3 localAngles = copy.transform.localEulerAngles;
+			copy.transform.parent = (dest.targetObject as ParticleSystem).transform;
+			copy.transform.localPosition = localPos;
+			copy.transform.localScale = localScale;
+			copy.transform.localEulerAngles = localAngles;
+			
+			//Assign as sub Particle Emitter
+			dest.FindProperty("SubModule.subEmitterCollision").objectReferenceValue = copy;
+		}
+#endif
+
+		//Apply Changes
+		dest.ApplyModifiedProperties();
+	}
+	
+	//Scale System
+	private void ScaleParticleValues(ParticleSystem ps, GameObject parent)
+	{
+		//Particle System
+		if (ps.gameObject != parent)
+			ps.transform.localPosition *= ScalingValue;
+
+		SerializedObject psSerial = new SerializedObject(ps);
+
+		foreach(var path in PropertiesToScale)
+		{
+			var prop = psSerial.FindProperty(path);
+			if(prop != null)
+			{
+				if(prop.propertyType == SerializedPropertyType.Float)
+				{
+					prop.floatValue *= ScalingValue;
+				}
+				else
+				{
+					Debug.LogWarning("Property in ParticleSystem is not a float: " + path + "\n");
+				}
+			}
+			else
+			{
+				Debug.LogWarning("Property doesn't exist in ParticleSystem: " + path + "\n");
+			}
+		}
+
+		//Shape Module special case
+		if(psSerial.FindProperty("ShapeModule.enabled").boolValue)
+		{
+			//(ShapeModule.type 6 == Mesh)
+			if(psSerial.FindProperty("ShapeModule.type").intValue == 6)
+			{
+				//Unity 4+ : changing the Transform scale will affect the shape Mesh
+				ps.transform.localScale = ps.transform.localScale * ScalingValue;
+				EditorUtility.SetDirty(ps.transform);
+			}
+		}
+		
+		//Apply Modified Properties
+		psSerial.ApplyModifiedProperties();
+	}
+
+	//Properties to scale, with per-version differences
+	private string[] PropertiesToScale = new string[]
+	{
+		//Initial
+		"InitialModule.startSize.scalar",
+		"InitialModule.startSpeed.scalar",
+#if UNITY_2017_1_OR_NEWER
+		"InitialModule.startSize.minScalar",
+		"InitialModule.startSpeed.minScalar",
+#endif
+		//Size by Speed
+		"SizeBySpeedModule.range.x",
+		"SizeBySpeedModule.range.y",
+		//Velocity over Lifetime
+		"VelocityModule.x.scalar",
+		"VelocityModule.y.scalar",
+		"VelocityModule.z.scalar",
+#if UNITY_2017_1_OR_NEWER
+		"VelocityModule.x.minScalar",
+		"VelocityModule.y.minScalar",
+		"VelocityModule.z.minScalar",
+#endif
+		//Limit Velocity over Lifetime
+		"ClampVelocityModule.x.scalar",
+		"ClampVelocityModule.y.scalar",
+		"ClampVelocityModule.z.scalar",
+#if UNITY_2017_1_OR_NEWER
+		"ClampVelocityModule.x.minScalar",
+		"ClampVelocityModule.y.minScalar",
+		"ClampVelocityModule.z.minScalar",
+#endif
+		"ClampVelocityModule.magnitude.scalar",
+		//Force over Lifetime
+		"ForceModule.x.scalar",
+		"ForceModule.y.scalar",
+		"ForceModule.z.scalar",
+#if UNITY_2017_1_OR_NEWER
+		"ForceModule.x.minScalar",
+		"ForceModule.y.minScalar",
+		"ForceModule.z.minScalar",
+#endif
+		//Special cases per Unity version
+#if UNITY_2017_1_OR_NEWER
+		"ShapeModule.m_Scale.x",
+		"ShapeModule.m_Scale.y",
+		"ShapeModule.m_Scale.z",
+#else
+		"ShapeModule.boxX",
+		"ShapeModule.boxY",
+		"ShapeModule.boxZ",
+#if UNITY_5_6_OR_NEWER
+		"ShapeModule.radius.value",
+#else
+		"ShapeModule.radius",
+#endif
+#endif
+#if UNITY_5_5_OR_NEWER
+		"EmissionModule.rateOverDistance.scalar",
+		"InitialModule.gravityModifier.scalar",
+	#if UNITY_2017_1_OR_NEWER
+		"EmissionModule.rateOverDistance.minScalar",
+		"InitialModule.gravityModifier.minScalar",
+	#endif
+#else
+		"InitialModule.gravityModifier",
+		"EmissionModule.rate.scalar",
+#endif
+	};
+
+	void GUISeparator()
+	{
+		GUILayout.Space(4);
+		if(EditorGUIUtility.isProSkin)
+		{
+			GUILine(new Color(.15f, .15f, .15f), 1);
+			GUILine(new Color(.4f, .4f, .4f), 1);
+		}
+		else
+		{
+			GUILine(new Color(.3f, .3f, .3f), 1);
+			GUILine(new Color(.9f, .9f, .9f), 1);
+		}
+		GUILayout.Space(4);
+	}
+
+	static public void GUILine(Color color, float height = 2f)
+	{
+		Rect position = GUILayoutUtility.GetRect(0f, float.MaxValue, height, height, LineStyle);
+
+		if(Event.current.type == EventType.Repaint)
+		{
+			Color orgColor = GUI.color;
+			GUI.color = orgColor * color;
+			LineStyle.Draw(position, false, false, false, false);
+			GUI.color = orgColor;
+		}
+	}
+
+	static public GUIStyle _LineStyle;
+	static public GUIStyle LineStyle
+	{
+		get
+		{
+			if(_LineStyle == null)
+			{
+				_LineStyle = new GUIStyle();
+				_LineStyle.normal.background = EditorGUIUtility.whiteTexture;
+				_LineStyle.stretchWidth = true;
+			}
+
+			return _LineStyle;
+		}
+	}
+}
diff --git a/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs.meta b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..47e6307f708c71afb29d01a67c18eec4a5543b82
--- /dev/null
+++ b/Assets/JMO Assets/Cartoon FX Easy Editor/Editor/CFXEasyEditor.cs.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: d56b3c7055d81cb44803b5d7db4b65e0
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX.meta b/Assets/JMO Assets/WarFX.meta
new file mode 100644
index 0000000000000000000000000000000000000000..53a1fbbf5bf629fa36459e298bbd0d97adbb9727
--- /dev/null
+++ b/Assets/JMO Assets/WarFX.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bf67b04f7e403384eb93f422cf479252
diff --git a/Assets/JMO Assets/WarFX/!WarFX Readme.txt b/Assets/JMO Assets/WarFX/!WarFX Readme.txt
new file mode 100644
index 0000000000000000000000000000000000000000..18aa882717a3ea9a39f2550853147bb431da36cd
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/!WarFX Readme.txt	
@@ -0,0 +1,141 @@
+War FX, version 1.8
+2019/03/20
+© 2019 - Jean Moreno
+====================
+
+PREFABS
+-------
+Effects are located in the "_Effects" folders, and "_Effects (Mobile)" for mobile versions.
+
+
+CARTOON FX EASY EDITOR
+----------------------
+Open the editor in the menu:
+GameObject -> CartoonFX Easy Editor
+
+Change the options of the editor, select the GameObject(s) you want to change, and press the corresponding buttons in the editor to apply the changes.
+
+
+CARTOON FX SPAWN SYSTEM
+-----------------------
+CFX_SpawnSystem allows you to easily preload your effects at the beginning of a Scene and get them later, avoiding the need to call Instantiate. It is highly recommended for mobile platforms!
+Create an empty GameObject and drag the script on it. You can then add GameObjects to it with its custom interface.
+To get an object in your code, use CFX_SpawnSystem.GetNextObject(object), where 'object' is the original reference to the GameObject (same as if you used Instantiate).
+Use the CFX_SpawnSystem.AllObjectsLoaded boolean value to check when objects have finished loading.
+
+
+TROUBLESHOOTING
+---------------
+* Almost all prefabs have auto-destruction scripts for the Demo scene; remove them if you do not want your particle system to destroy itself upon completion.
+* Some effects might lack luminosity in Linear Color Space (Unity Pro only); you can correct this issue on a case by case basis by increasing either the Tint Color of each Material, or the Start Color on the effect's Particle System Inspector.
+
+
+PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL!
+Enjoy! :)
+
+
+CONTACT
+-------
+Questions, suggestions, help needed?
+Contact me at:
+jean.moreno.public+unity@gmail.com
+
+I'd be happy to see any effects used in your project, so feel free to drop me a line about that! :)
+
+
+UPDATE NOTES
+------------
+1.8.04
+- Removed 'JMOAssets.dll', became obsolete with the Asset Store update notification system
+
+1.8.03
+- fixed small API deprecation (Unity 2017.4+)
+
+1.8.02
+- updated demo scene to use Unity UI system
+
+1.8.01
+- Cartoon FX Easy Editor: added "Hue Shift" slider
+- Cartoon FX Easy Editor: improved UI
+- CartoonFX Easy Editor: fixed scaling for Unity 2017.1+
+
+1.8
+- War FX is now free!
+- Unity 2017.1 minor fixes
+- all effects can now be scaled using the Transform component
+- updated CartoonFX Easy Editor (bug fixes)
+
+1.76.1
+- Unity 5.5 compatibility
+
+1.76
+- fixed Spawn System property 'hideObjectsInHierarchy' not being saved properly
+- added more options to the CFX Spawn System:
+	* "Spawn as children of this GameObject": will spawn the instances as children of the Spawn System GameObject
+	* "Only retrieve inactive GameObjects": will only retrieve GameObjects that are inactive
+	* "Instantiate new instances if needed": will create new instances when no inactive instance is available
+
+1.751
+- removed Soft Particles for bullet holes
+
+1.75
+- updated demo scene
+- fixed missing scripts
+
+1.74
+- fixed deprecated method warning in Unity 4.3+
+
+1.73
+- updated "JMO Assets" menu
+- removed WFX_ParticleMeshBillboard, ends up being too expensive for mobile CPUs
+
+1.72
+- fixed warning in Unity 4.3+ for Spawn System editor
+
+1.71
+- fixed CFX_SpawnSystem not being set dirty when changed
+- replaced WFX_AutoDestructShuriken with CFX_AutoDestructShuriken so that WarFX can be imported along the Cartoon FX packs
+- using the same CFX_SpawnSystem as the Cartoon FX packs now
+
+1.7
+- updated CFX Editor
+- updated max particle count for each prefab to lower memory usage
+- removed all Lights for Mobile prefabs
+
+1.61
+- updated CFX Editor
+
+1.6
+- updated CFX Editor
+ (now in Window > CartoonFX Easy Editor, and more options)
+- added JMO Assets menu (Window -> JMO Assets), to check for updates or get support
+
+1.52
+- fixed other Unity 4.1 incompatibilities
+
+1.51
+- fixed fog for a shader
+
+1.5
+- fixed Compilation error for CFX_SpawnSystem in Unity 4.1
+- fixed Cartoon FX editor scaling, now supports "Size by Speed"
+
+1.4
+- inclusion of Cartoon FX Spawn System
+
+1.3
+- fix fog colors for some shaders
+- better colors in linear color space
+
+1.2
+- fix compilation error with DirectX 11
+
+1.1
+- added a more realistic Flame Thrower (WFX_FlameThrower Big Alt)
+- added Asset Labels to the prefabs
+
+
+NOTES
+-----
+M4 Weapon model from Unity 3.5 Bootcamp Demo
+Bullet Holes textures edited from Unity 3.5 Bootcamp Demo
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/!WarFX Readme.txt.meta b/Assets/JMO Assets/WarFX/!WarFX Readme.txt.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0c52bcf3b2ead5035623138b3f477ea09b4675a2
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/!WarFX Readme.txt.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8d452a2501eaf7c47b01213988e3e5ec
diff --git a/Assets/JMO Assets/WarFX/Demo.meta b/Assets/JMO Assets/WarFX/Demo.meta
new file mode 100644
index 0000000000000000000000000000000000000000..8302ef02bffc7c52b0f3f679da623f02cd0a6573
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 33cdb7619e571aa4fa20a61357cb8de7
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets.meta b/Assets/JMO Assets/WarFX/Demo/Assets.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5dec755a7b3c264d08e885ff114d9e39100d0b42
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e233e61b35e4aa746b298e1eafd39296
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs
new file mode 100644
index 0000000000000000000000000000000000000000..adb683b6f26810a32140a161d947b36b903d433d
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs	
@@ -0,0 +1,38 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+
+// Cartoon FX  - (c) 2015 Jean Moreno
+//
+// Script handling looped effect in the Demo Scene, so that they eventually stop
+
+[RequireComponent(typeof(ParticleSystem))]
+public class CFX_AutoStopLoopedEffect : MonoBehaviour
+{
+	public float effectDuration = 2.5f;
+	private float d;
+	
+	void OnEnable()
+	{
+		d = effectDuration;
+	}
+	
+	void Update()
+	{
+		if(d > 0)
+		{
+			d -= Time.deltaTime;
+			if(d <= 0)
+			{
+				this.GetComponent<ParticleSystem>().Stop(true);
+				
+				CFX_Demo_Translate translation = this.gameObject.GetComponent<CFX_Demo_Translate>();
+				if(translation != null)
+				{
+					translation.enabled = false;
+				}
+			}
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..331aa992402bc5f159ddf8f571f93c4b75ea10fa
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_AutoStopLoopedEffect.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d9c4e89389fa607479b0744ec6611490
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs
new file mode 100644
index 0000000000000000000000000000000000000000..6ff16cf753d2557154ed6f2ed85a7c32cb4f0911
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs	
@@ -0,0 +1,14 @@
+using UnityEngine;
+using System.Collections;
+
+public class CFX_Demo_RandomDir : MonoBehaviour
+{
+	public Vector3 min = new Vector3(0,0,0);
+	public Vector3 max = new Vector3(0,360,0);
+	
+	void Awake ()
+	{
+		this.transform.eulerAngles = new Vector3(Random.Range(min.x,max.x),Random.Range(min.y,max.y),Random.Range(min.z,max.z));
+	}
+	
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..767231e419139ec4f8e8c2b767047aa1b09c50a3
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RandomDir.cs.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 27666076fd6e86245aa62dfd9e943d6c
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs
new file mode 100644
index 0000000000000000000000000000000000000000..5eccdaf0f267f48acc3e3bc099a1710ca8023306
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs	
@@ -0,0 +1,16 @@
+using UnityEngine;
+using System.Collections;
+
+public class CFX_Demo_RotateCamera : MonoBehaviour
+{
+	static public bool rotating = true;
+	
+	public float speed = 30.0f;
+	public Transform rotationCenter;
+	
+	void Update ()
+	{
+		if(rotating)
+			transform.RotateAround(rotationCenter.position, Vector3.up, speed*Time.deltaTime);
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b6bd560b98bf200a34bf70487f69a4ef2a4c8c22
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_RotateCamera.cs.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: f71e90e62dfae594490eb4d9b611f930
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0aefa2a45cacd9a36f847b58310dbd5b2bbd8239
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs	
@@ -0,0 +1,25 @@
+using UnityEngine;
+using System.Collections;
+
+// Cartoon FX  - (c) 2015, Jean Moreno
+
+public class CFX_Demo_Translate : MonoBehaviour
+{
+	public float speed = 30.0f;
+	public Vector3 rotation = Vector3.forward;
+	public Vector3 axis = Vector3.forward;
+	public bool gravity;
+	private Vector3 dir;
+	
+	void Start ()
+	{
+		dir = new Vector3(Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f),Random.Range(0.0f,360.0f));
+		dir.Scale(rotation);
+		this.transform.localEulerAngles = dir;
+	}
+	
+	void Update ()
+	{
+		this.transform.Translate(axis * speed * Time.deltaTime, Space.Self);
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..df25132714ef234b280762d7156755ad6276dc1c
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/CFX_Demo_Translate.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1e42ac40a6fba2e4d94a0070ef45cea1
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f5594463a0346cce004f5d4741fd538d6abe6a3c
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs	
@@ -0,0 +1,346 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+
+/**
+ *	Demo Scene Script for WAR FX
+ *	
+ *	(c) 2015, Jean Moreno
+**/
+
+public class WFX_Demo : MonoBehaviour
+{
+	public float cameraSpeed = 10f;
+	
+	public bool orderedSpawns = true;
+	public float step = 1.0f;
+	public float range = 5.0f;
+	private float order = -5.0f;
+	
+	public GameObject walls;
+	public GameObject bulletholes;
+	
+	public GameObject[] ParticleExamples;
+	
+	private int exampleIndex;
+	private string randomSpawnsDelay = "0.5";
+	private bool randomSpawns;
+	
+	private bool slowMo;
+	private bool rotateCam = true;
+	
+	public Material wood,concrete,metal,checker;
+	public Material woodWall,concreteWall,metalWall,checkerWall;
+	private string groundTextureStr = "Checker";
+	private List<string> groundTextures = new List<string>(new string[]{"Concrete","Wood","Metal","Checker"});
+		
+	void OnMouseDown()
+	{
+		RaycastHit hit = new RaycastHit();
+		if(this.GetComponent<Collider>().Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f))
+		{
+			GameObject particle = spawnParticle();
+			if(!particle.name.StartsWith("WFX_MF"))
+				particle.transform.position = hit.point + particle.transform.position;
+		}
+	}
+	
+	public GameObject spawnParticle()
+	{
+		GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]);
+		
+		if(particles.name.StartsWith("WFX_MF"))
+		{
+			particles.transform.parent = ParticleExamples[exampleIndex].transform.parent;
+			particles.transform.localPosition = ParticleExamples[exampleIndex].transform.localPosition;
+			particles.transform.localRotation = ParticleExamples[exampleIndex].transform.localRotation;
+		}
+		else if(particles.name.Contains("Hole"))
+		{
+			particles.transform.parent = bulletholes.transform;
+		}
+		
+		SetActiveCrossVersions(particles, true);
+		
+		return particles;
+	}
+	
+	void SetActiveCrossVersions(GameObject obj, bool active)
+	{
+		#if UNITY_3_5
+				obj.SetActiveRecursively(active);
+		#else
+				obj.SetActive(active);
+				for(int i = 0; i < obj.transform.childCount; i++)
+					obj.transform.GetChild(i).gameObject.SetActive(active);
+		#endif
+	}
+	
+	void OnGUI()
+	{
+		GUILayout.BeginArea(new Rect(5,20,Screen.width-10,60));
+		
+		GUILayout.BeginHorizontal();
+		GUILayout.Label("Effect: " + ParticleExamples[exampleIndex].name, GUILayout.Width(280));
+		if(GUILayout.Button("<", GUILayout.Width(30)))
+		{
+			prevParticle();
+		}
+		if(GUILayout.Button(">", GUILayout.Width(30)))
+		{
+			nextParticle();
+		}
+		
+		GUILayout.FlexibleSpace();
+		GUILayout.Label("Click on the ground to spawn the selected effect");
+		GUILayout.FlexibleSpace();
+		
+		if(GUILayout.Button(rotateCam ? "Pause Camera" : "Rotate Camera", GUILayout.Width(110)))
+		{
+			rotateCam = !rotateCam;
+		}
+		
+		/*
+		if(GUILayout.Button(randomSpawns ? "Stop Random Spawns" : "Start Random Spawns", GUILayout.Width(140)))
+		{
+			randomSpawns = !randomSpawns;
+			if(randomSpawns)	StartCoroutine("RandomSpawnsCoroutine");
+			else 				StopCoroutine("RandomSpawnsCoroutine");
+		}
+		
+		randomSpawnsDelay = GUILayout.TextField(randomSpawnsDelay, 10, GUILayout.Width(42));
+		randomSpawnsDelay = Regex.Replace(randomSpawnsDelay, @"[^0-9.]", "");
+		*/
+		
+		if(GUILayout.Button(this.GetComponent<Renderer>().enabled ? "Hide Ground" : "Show Ground", GUILayout.Width(90)))
+		{
+			this.GetComponent<Renderer>().enabled = !this.GetComponent<Renderer>().enabled;
+		}
+		
+		if(GUILayout.Button(slowMo ? "Normal Speed" : "Slow Motion", GUILayout.Width(100)))
+		{
+			slowMo = !slowMo;
+			if(slowMo)	Time.timeScale = 0.33f;
+			else  		Time.timeScale = 1.0f;
+		}
+		
+		GUILayout.EndHorizontal();
+		
+		//--------------------
+		
+		GUILayout.BeginHorizontal();
+		
+		GUILayout.Label("Ground texture: " + groundTextureStr, GUILayout.Width(160));
+		if(GUILayout.Button("<", GUILayout.Width(30)))
+		{
+			prevTexture();
+		}
+		if(GUILayout.Button(">", GUILayout.Width(30)))
+		{
+			nextTexture();
+		}
+		
+		GUILayout.EndHorizontal();
+		
+		GUILayout.EndArea();
+		
+		//--------------------
+		
+		if(m4.GetComponent<Renderer>().enabled)
+		{
+			GUILayout.BeginArea(new Rect(5, Screen.height - 100, Screen.width - 10, 90));
+			rotate_m4 = GUILayout.Toggle(rotate_m4, "AutoRotate Weapon", GUILayout.Width(250));
+			GUI.enabled = !rotate_m4;
+			float rx = m4.transform.localEulerAngles.x;
+			rx = rx > 90 ? rx-180 : rx;
+			float ry = m4.transform.localEulerAngles.y;
+			float rz = m4.transform.localEulerAngles.z;
+			rx = GUILayout.HorizontalSlider(rx, 0, 179, GUILayout.Width(256));
+			ry = GUILayout.HorizontalSlider(ry, 0, 359, GUILayout.Width(256));
+			rz = GUILayout.HorizontalSlider(rz, 0, 359, GUILayout.Width(256));
+			if(GUI.changed)
+			{
+				if(rx > 90)
+					rx += 180;
+				
+				m4.transform.localEulerAngles = new Vector3(rx,ry,rz);
+				Debug.Log(rx);
+			}
+			GUILayout.EndArea();
+		}
+	}
+	
+	public GameObject m4, m4fps;
+	private bool rotate_m4 = true;
+	
+	IEnumerator RandomSpawnsCoroutine()
+	{
+		
+	LOOP:
+		GameObject particles = spawnParticle();
+		
+		if(orderedSpawns)
+		{
+			particles.transform.position = this.transform.position + new Vector3(order,particles.transform.position.y,0);
+			order -= step;
+			if(order < -range) order = range;
+		}
+		else 				particles.transform.position = this.transform.position + new Vector3(Random.Range(-range,range),0,Random.Range(-range,range)) + new Vector3(0,particles.transform.position.y,0);
+		
+		yield return new WaitForSeconds(float.Parse(randomSpawnsDelay));
+		
+		goto LOOP;
+	}
+	
+	void Update()
+	{
+		if(Input.GetKeyDown(KeyCode.LeftArrow))
+		{
+			prevParticle();
+		}
+		else if(Input.GetKeyDown(KeyCode.RightArrow))
+		{
+			nextParticle();
+		}
+		
+		if(rotateCam)
+		{
+			Camera.main.transform.RotateAround(Vector3.zero, Vector3.up, cameraSpeed*Time.deltaTime);
+		}
+		if(rotate_m4)
+		{
+			m4.transform.Rotate(new Vector3(0,40f,0) * Time.deltaTime, Space.World);
+		}
+	}
+	
+	private void prevTexture()
+	{
+		int index = groundTextures.IndexOf(groundTextureStr);
+		index--;
+		if(index < 0)
+			index = groundTextures.Count-1;
+		
+		groundTextureStr = groundTextures[index];
+		
+		selectMaterial();
+		
+	}
+	private void nextTexture()
+	{
+		int index = groundTextures.IndexOf(groundTextureStr);
+		index++;
+		if(index >= groundTextures.Count)
+			index = 0;
+		
+		groundTextureStr = groundTextures[index];
+		
+		selectMaterial();
+	}
+	
+	private void selectMaterial()
+	{
+		switch(groundTextureStr)
+		{
+		case "Concrete":
+			this.GetComponent<Renderer>().material = concrete;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = concreteWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = concreteWall;
+			break;
+			
+		case "Wood":
+			this.GetComponent<Renderer>().material = wood;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = woodWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = woodWall;
+			break;
+
+		case "Metal":
+			this.GetComponent<Renderer>().material = metal;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = metalWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = metalWall;
+			break;
+			
+		case "Checker":
+			this.GetComponent<Renderer>().material = checker;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = checkerWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = checkerWall;
+			break;
+		}
+	}
+	
+	private void prevParticle()
+	{
+		exampleIndex--;
+		if(exampleIndex < 0) exampleIndex = ParticleExamples.Length - 1;
+		
+		showHideStuff();
+	}
+	private void nextParticle()
+	{
+		exampleIndex++;
+		if(exampleIndex >= ParticleExamples.Length) exampleIndex = 0;
+		
+		showHideStuff();
+	}
+	
+	private void showHideStuff()
+	{
+		//Show m4
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF Spr"))
+			m4.GetComponent<Renderer>().enabled = true;
+		else
+			m4.GetComponent<Renderer>().enabled = false;
+		
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF FPS"))
+			m4fps.GetComponent<Renderer>().enabled = true;
+		else
+			m4fps.GetComponent<Renderer>().enabled = false;
+		
+		//Show walls
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_BImpact"))
+		{
+			SetActiveCrossVersions(walls, true);
+			
+			Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
+			foreach(Renderer r in rs)
+				r.enabled = true;
+		}
+		else
+		{
+			SetActiveCrossVersions(walls, false);
+			
+			Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
+			foreach(Renderer r in rs)
+				r.enabled = false;
+		}
+		
+		//Change ground texture
+		if(ParticleExamples[exampleIndex].name.Contains("Wood"))
+		{
+			groundTextureStr = "Wood";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Concrete"))
+		{
+			groundTextureStr = "Concrete";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Metal"))
+		{
+			groundTextureStr = "Metal";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Dirt")
+			|| ParticleExamples[exampleIndex].name.Contains("Sand")
+			|| ParticleExamples[exampleIndex].name.Contains("SoftBody"))
+		{
+			groundTextureStr = "Checker";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name == "WFX_Explosion")
+		{
+			groundTextureStr = "Checker";
+			selectMaterial();
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c78eb1a5a8229a604dc94b12c8dcbe061bc53003
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo.cs.meta	
@@ -0,0 +1,7 @@
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+guid: f29cbe1088b10084fb12c7ba8a19f151
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs
new file mode 100644
index 0000000000000000000000000000000000000000..ea7ef13c6204ef742c37c7ebc790a11c8bc67156
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs	
@@ -0,0 +1,14 @@
+using UnityEngine;
+using System.Collections;
+
+public class WFX_Demo_DeleteAfterDelay : MonoBehaviour
+{
+	public float delay = 1.0f;
+	
+	void Update ()
+	{
+		delay -= Time.deltaTime;
+		if(delay < 0f)
+			GameObject.Destroy(this.gameObject);
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..fc12e7ba787e9858be1c09441e4a2ce27ac968a4
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs.meta	
@@ -0,0 +1,7 @@
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new file mode 100644
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diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_M_Metal Wall.mat b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_M_Metal Wall.mat
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new file mode 100644
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diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs
new file mode 100644
index 0000000000000000000000000000000000000000..d5d5e8eff9b91efe1843f3940d267241aa5ae0fa
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs	
@@ -0,0 +1,384 @@
+using UnityEngine;
+using UnityEngine.UI;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+
+// Cartoon FX - (c) 2015 - Jean Moreno
+//
+// Script handling the Demo scene of the Cartoon FX Packs
+
+public class WFX_Demo_New : MonoBehaviour
+{
+	public Renderer groundRenderer;
+	public Collider groundCollider;
+	[Space]
+	[Space]
+	public Image slowMoBtn;
+	public Text slowMoLabel;
+	public Image camRotBtn;
+	public Text camRotLabel;
+	public Image groundBtn;
+	public Text groundLabel;
+	[Space]
+	public Text EffectLabel;
+	public Text EffectIndexLabel;
+
+	//WFX
+	public GameObject[] AdditionalEffects;
+	public GameObject ground;
+	public GameObject walls;
+	public GameObject bulletholes;
+	public GameObject m4, m4fps;
+	public Material wood,concrete,metal,checker;
+	public Material woodWall,concreteWall,metalWall,checkerWall;
+	private string groundTextureStr = "Checker";
+	private List<string> groundTextures = new List<string>(new string[]{"Concrete","Wood","Metal","Checker"});
+	
+	//-------------------------------------------------------------
+
+	private GameObject[] ParticleExamples;
+	private int exampleIndex;
+	private bool slowMo;
+	private Vector3 defaultCamPosition;
+	private Quaternion defaultCamRotation;
+	
+	private List<GameObject> onScreenParticles = new List<GameObject>();
+	
+	//-------------------------------------------------------------
+	
+	void Awake()
+	{
+		List<GameObject> particleExampleList = new List<GameObject>();
+		int nbChild = this.transform.childCount;
+		for(int i = 0; i < nbChild; i++)
+		{
+			GameObject child = this.transform.GetChild(i).gameObject;
+			particleExampleList.Add(child);
+		}
+		particleExampleList.AddRange(AdditionalEffects);
+		ParticleExamples = particleExampleList.ToArray();
+		
+		defaultCamPosition = Camera.main.transform.position;
+		defaultCamRotation = Camera.main.transform.rotation;
+		
+		StartCoroutine("CheckForDeletedParticles");
+		
+		UpdateUI();
+	}
+	
+	void Update()
+	{
+		if(Input.GetKeyDown(KeyCode.LeftArrow))
+		{
+			prevParticle();
+		}
+		else if(Input.GetKeyDown(KeyCode.RightArrow))
+		{
+			nextParticle();
+		}
+		else if(Input.GetKeyDown(KeyCode.Delete))
+		{
+			destroyParticles();
+		}
+		
+		if(Input.GetMouseButtonDown(0))
+		{
+			RaycastHit hit = new RaycastHit();
+			if(groundCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f))
+			{
+				GameObject particle = spawnParticle();
+				if(!particle.name.StartsWith("WFX_MF"))
+				particle.transform.position = hit.point + particle.transform.position;
+			}
+		}
+		
+		float scroll = Input.GetAxis("Mouse ScrollWheel");
+		if(scroll != 0f)
+		{
+			Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f), Space.Self);
+		}
+		
+		if(Input.GetMouseButtonDown(2))
+		{
+			Camera.main.transform.position = defaultCamPosition;
+			Camera.main.transform.rotation = defaultCamRotation;
+		}
+	}
+
+	//-------------------------------------------------------------
+	// MESSAGES
+
+	public void OnToggleGround()
+	{
+		var c = Color.white;
+		groundRenderer.enabled = !groundRenderer.enabled;
+		c.a = groundRenderer.enabled ? 1f : 0.33f;
+		groundBtn.color = c;
+		groundLabel.color = c;
+	}
+
+	public void OnToggleCamera()
+	{
+		var c = Color.white;
+		CFX_Demo_RotateCamera.rotating = !CFX_Demo_RotateCamera.rotating;
+		c.a = CFX_Demo_RotateCamera.rotating ? 1f : 0.33f;
+		camRotBtn.color = c;
+		camRotLabel.color = c;
+	}
+	
+	public void OnToggleSlowMo()
+	{
+		var c = Color.white;
+
+		slowMo = !slowMo;
+		if(slowMo)
+		{
+			Time.timeScale = 0.33f;
+			c.a = 1f;
+		}
+		else
+		{
+			Time.timeScale = 1.0f;
+			c.a = 0.33f;
+		}
+
+		slowMoBtn.color = c;
+		slowMoLabel.color = c;
+	}
+
+	public void OnPreviousEffect()
+	{
+		prevParticle();
+	}
+
+	public void OnNextEffect()
+	{
+		nextParticle();
+	}
+	
+	//-------------------------------------------------------------
+	// UI
+	
+	private void UpdateUI()
+	{
+		EffectLabel.text = ParticleExamples[exampleIndex].name;
+		EffectIndexLabel.text = string.Format("{0}/{1}", (exampleIndex+1).ToString("00"), ParticleExamples.Length.ToString("00"));
+	}
+	
+	//-------------------------------------------------------------
+	// SYSTEM
+	
+	public GameObject spawnParticle()
+	{
+		GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]);
+		particles.transform.position = new Vector3(0,particles.transform.position.y,0);
+		#if UNITY_3_5
+			particles.SetActiveRecursively(true);
+		#else
+			particles.SetActive(true);
+//			for(int i = 0; i < particles.transform.childCount; i++)
+//				particles.transform.GetChild(i).gameObject.SetActive(true);
+		#endif
+		
+		if(particles.name.StartsWith("WFX_MF"))
+		{
+			particles.transform.parent = ParticleExamples[exampleIndex].transform.parent;
+			particles.transform.localPosition = ParticleExamples[exampleIndex].transform.localPosition;
+			particles.transform.localRotation = ParticleExamples[exampleIndex].transform.localRotation;
+		}
+		else if(particles.name.Contains("Hole"))
+		{
+			particles.transform.parent = bulletholes.transform;
+		}
+
+		ParticleSystem ps = particles.GetComponent<ParticleSystem>();
+#if UNITY_5_5_OR_NEWER
+		if (ps != null)
+		{
+			var main = ps.main;
+			if (main.loop)
+			{
+				ps.gameObject.AddComponent<CFX_AutoStopLoopedEffect>();
+				ps.gameObject.AddComponent<CFX_AutoDestructShuriken>();
+			}
+		}
+#else
+		if(ps != null && ps.loop)
+		{
+			ps.gameObject.AddComponent<CFX_AutoStopLoopedEffect>();
+			ps.gameObject.AddComponent<CFX_AutoDestructShuriken>();
+		}
+#endif
+
+		onScreenParticles.Add(particles);
+		
+		return particles;
+	}
+	
+	IEnumerator CheckForDeletedParticles()
+	{
+		while(true)
+		{
+			yield return new WaitForSeconds(5.0f);
+			for(int i = onScreenParticles.Count - 1; i >= 0; i--)
+			{
+				if(onScreenParticles[i] == null)
+				{
+					onScreenParticles.RemoveAt(i);
+				}
+			}
+		}
+	}
+	
+	private void prevParticle()
+	{
+		exampleIndex--;
+		if(exampleIndex < 0) exampleIndex = ParticleExamples.Length - 1;
+		
+		UpdateUI();
+		showHideStuff();
+	}
+	private void nextParticle()
+	{
+		exampleIndex++;
+		if(exampleIndex >= ParticleExamples.Length) exampleIndex = 0;
+		
+		UpdateUI();
+		showHideStuff();
+	}
+	
+	private void destroyParticles()
+	{
+		for(int i = onScreenParticles.Count - 1; i >= 0; i--)
+		{
+			if(onScreenParticles[i] != null)
+			{
+				GameObject.Destroy(onScreenParticles[i]);
+			}
+			
+			onScreenParticles.RemoveAt(i);
+		}
+	}
+	
+	// Change Textures
+	
+	private void prevTexture()
+	{
+		int index = groundTextures.IndexOf(groundTextureStr);
+		index--;
+		if(index < 0)
+			index = groundTextures.Count-1;
+		
+		groundTextureStr = groundTextures[index];
+		
+		selectMaterial();
+		
+}
+	private void nextTexture()
+	{
+		int index = groundTextures.IndexOf(groundTextureStr);
+		index++;
+		if(index >= groundTextures.Count)
+			index = 0;
+		
+		groundTextureStr = groundTextures[index];
+		
+		selectMaterial();
+	}
+	
+	private void selectMaterial()
+	{
+		switch(groundTextureStr)
+		{
+		case "Concrete":
+			ground.GetComponent<Renderer>().material = concrete;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = concreteWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = concreteWall;
+			break;
+			
+		case "Wood":
+			ground.GetComponent<Renderer>().material = wood;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = woodWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = woodWall;
+			break;
+
+		case "Metal":
+			ground.GetComponent<Renderer>().material = metal;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = metalWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = metalWall;
+			break;
+			
+		case "Checker":
+			ground.GetComponent<Renderer>().material = checker;
+			walls.transform.GetChild(0).GetComponent<Renderer>().material = checkerWall;
+			walls.transform.GetChild(1).GetComponent<Renderer>().material = checkerWall;
+			break;
+		}
+	}
+	
+	private void showHideStuff()
+	{
+		//Show m4
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF Spr"))
+		{
+			m4.GetComponent<Renderer>().enabled = true;
+			Camera.main.transform.position = new Vector3(-2.482457f, 3.263842f, -0.004924395f);
+			Camera.main.transform.eulerAngles = new Vector3(20f, 90f, 0f);
+		}
+		else
+			m4.GetComponent<Renderer>().enabled = false;
+		
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_MF FPS"))
+			m4fps.GetComponent<Renderer>().enabled = true;
+		else
+			m4fps.GetComponent<Renderer>().enabled = false;
+		
+		//Show walls
+		if(ParticleExamples[exampleIndex].name.StartsWith("WFX_BImpact"))
+		{
+			walls.SetActive(true);
+			
+			Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
+			foreach(Renderer r in rs)
+				r.enabled = true;
+		}
+		else
+		{
+			walls.SetActive(false);
+			
+			Renderer[] rs = bulletholes.GetComponentsInChildren<Renderer>();
+			foreach(Renderer r in rs)
+				r.enabled = false;
+		}
+		
+		//Change ground texture
+		if(ParticleExamples[exampleIndex].name.Contains("Wood"))
+		{
+			groundTextureStr = "Wood";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Concrete"))
+		{
+			groundTextureStr = "Concrete";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Metal"))
+		{
+			groundTextureStr = "Metal";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name.Contains("Dirt")
+			|| ParticleExamples[exampleIndex].name.Contains("Sand")
+			|| ParticleExamples[exampleIndex].name.Contains("SoftBody"))
+		{
+			groundTextureStr = "Checker";
+			selectMaterial();
+		}
+		else if(ParticleExamples[exampleIndex].name == "WFX_Explosion")
+		{
+			groundTextureStr = "Checker";
+			selectMaterial();
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..02efa8a8a4cf54c5a4463e023029207981cb339d
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_New.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6b322923f82d20c4ba75b8657b00331b
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs
new file mode 100644
index 0000000000000000000000000000000000000000..86bdb95a46f7e48753fe815847c786d8013970f4
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs	
@@ -0,0 +1,13 @@
+using UnityEngine;
+using System.Collections;
+
+public class WFX_Demo_RandomDir : MonoBehaviour
+{
+	public Vector3 min = new Vector3(0,0,0);
+	public Vector3 max = new Vector3(0,360,0);
+	
+	void Awake ()
+	{
+		this.transform.eulerAngles = new Vector3(Random.Range(min.x,max.x),Random.Range(min.y,max.y),Random.Range(min.z,max.z));
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs.meta b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..eb48d30b75ae23c509df009f1cf89675e9837190
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_RandomDir.cs.meta	
@@ -0,0 +1,7 @@
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+guid: 936f98d748ce69c4caf9bc76c7e38a8b
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
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diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_T_M4 Normal.jpg b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_T_M4 Normal.jpg
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diff --git a/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_Wall.cs b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_Wall.cs
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Demo/Assets/WFX_Demo_Wall.cs	
@@ -0,0 +1,26 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text.RegularExpressions;
+
+/**
+ *	Demo Scene Script for WAR FX
+ *	
+ *	(c) 2015, Jean Moreno
+**/
+
+public class WFX_Demo_Wall : MonoBehaviour
+{
+	public WFX_Demo_New demo;
+	
+	void OnMouseDown()
+	{
+		RaycastHit hit = new RaycastHit();
+		if(this.GetComponent<Collider>().Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 9999f))
+		{
+			GameObject particle = demo.spawnParticle();
+			particle.transform.position = hit.point;
+			particle.transform.rotation = Quaternion.FromToRotation(Vector3.forward, hit.normal);
+		}
+	}
+}
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+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/MuzzleFlashes/WFX_T_MF Sparks RIFLE2 A8.tga.meta	
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/MuzzleFlashes/WFX_T_MF Sparks RIFLE3 A8.tga b/Assets/JMO Assets/WarFX/Desktop/Textures/MuzzleFlashes/WFX_T_MF Sparks RIFLE3 A8.tga
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke.meta b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke.meta
new file mode 100644
index 0000000000000000000000000000000000000000..46f118207890707360552535552a2c5a704f1ff2
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: efc316f8f24def6498a73b5676321ea5
diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha Average.tga b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha Average.tga
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha Average.tga.meta	
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha.tga b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha.tga
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha.tga.meta b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha.tga.meta
new file mode 100644
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeLoopAlpha.tga.meta	
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeNoise.tga b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeNoise.tga
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+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeNoise.tga.meta	
@@ -0,0 +1,33 @@
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diff --git a/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeSpikeStretched A8.tga b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeSpikeStretched A8.tga
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new file mode 100644
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Desktop/Textures/Smoke/WFX_T_SmokeSpikeStretched A8.tga.meta	
@@ -0,0 +1,33 @@
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diff --git a/Assets/JMO Assets/WarFX/Editor.meta b/Assets/JMO Assets/WarFX/Editor.meta
new file mode 100644
index 0000000000000000000000000000000000000000..37bf4be2e7e6308659a5aa9a4ae3a0e59d14ed1e
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Editor.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4cef0b5d1ae02e841ab164af332de5ba
diff --git a/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs b/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs
new file mode 100644
index 0000000000000000000000000000000000000000..4e8b824139adbf2d430fa12db96c2740ad7feb23
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs	
@@ -0,0 +1,193 @@
+using UnityEngine;
+using UnityEditor;
+using System.Collections;
+
+// Cartoon FX  - (c) 2012-2016 Jean Moreno
+
+// CFX Spawn System Editor interface
+
+[CustomEditor(typeof(CFX_SpawnSystem))]
+public class CFX_SpawnSystemEditor : Editor
+{
+	private SerializedProperty _hideObjectsInHierarchy;
+	private SerializedProperty p_hideObjectsInHierarchy
+	{
+		get
+		{
+			if(_hideObjectsInHierarchy == null)
+				_hideObjectsInHierarchy = this.serializedObject.FindProperty("hideObjectsInHierarchy");
+			return _hideObjectsInHierarchy;
+		}
+	}
+
+	private SerializedProperty _onlyGetInactiveObjects;
+	private SerializedProperty p_onlyGetInactiveObjects
+	{
+		get
+		{
+			if(_onlyGetInactiveObjects == null)
+				_onlyGetInactiveObjects = this.serializedObject.FindProperty("onlyGetInactiveObjects");
+			return _onlyGetInactiveObjects;
+		}
+	}
+
+	private SerializedProperty _instantiateIfNeeded;
+	private SerializedProperty p_instantiateIfNeeded
+	{
+		get
+		{
+			if(_instantiateIfNeeded == null)
+				_instantiateIfNeeded = this.serializedObject.FindProperty("instantiateIfNeeded");
+			return _instantiateIfNeeded;
+		}
+	}
+
+	private SerializedProperty _spawnAsChildren;
+	private SerializedProperty p_spawnAsChildren
+	{
+		get
+		{
+			if(_spawnAsChildren == null)
+				_spawnAsChildren = this.serializedObject.FindProperty("spawnAsChildren");
+			return _spawnAsChildren;
+		}
+	}
+
+	private GUIContent guiContent = new GUIContent();
+	private GUIContent getGuiContent(string label, string tooltip = null)
+	{
+		guiContent.text = label;
+		guiContent.tooltip = tooltip;
+		return guiContent;
+	}
+
+	// GUI ----------------------------------------------------------------------------------------------------------------------------------------------------
+
+	public override void OnInspectorGUI()
+	{
+		//Options
+		EditorGUI.BeginChangeCheck();
+
+#if UNITY_4_2
+		EditorGUIUtility.LookLikeControls(230f);
+#else
+		float labelWidth = EditorGUIUtility.labelWidth;
+		EditorGUIUtility.labelWidth = 230f;
+#endif
+
+		EditorGUILayout.PropertyField(p_hideObjectsInHierarchy, getGuiContent("Hide preloaded objects in Hierarchy", "Will prevent the preloaded instances to show in the Hierarchy"));
+		EditorGUILayout.PropertyField(p_spawnAsChildren, getGuiContent("Spawn as children of this GameObject", "Will place the preloaded instances under this GameObject, for better organization of the Hierarchy"));
+
+		EditorGUILayout.PropertyField(p_onlyGetInactiveObjects, getGuiContent("Only retrieve inactive GameObjects", "Will only return preloaded instances if they are inactive.\nThis means that you have to deactivate the GameObject before being able to reuse it\n(this is already handled on Cartoon FX effects with the CFX_AutoDestructShuriken script)"));
+		bool guiEnabled = GUI.enabled;
+		GUI.enabled = p_onlyGetInactiveObjects.boolValue;
+		EditorGUILayout.PropertyField(p_instantiateIfNeeded, getGuiContent("Instantiate new instances if needed", "If no active GameObject is found in the preloaded list, then instantiate new ones as needed"));
+		GUI.enabled = guiEnabled;
+
+#if !UNITY_4_2
+		EditorGUIUtility.labelWidth = labelWidth;
+#endif
+
+		if(EditorGUI.EndChangeCheck())
+		{
+			serializedObject.ApplyModifiedProperties();
+		}
+
+		//Drag/drop Prefabs
+		GUI.SetNextControlName("DragDropBox");
+		EditorGUILayout.HelpBox("Drag GameObjects you want to preload here!\n\nTIP:\nUse the Inspector Lock at the top right to be able to drag multiple objects at once!", MessageType.None);
+		Rect dropRect = GUILayoutUtility.GetLastRect();
+
+		for(int i = 0; i < (this.target as CFX_SpawnSystem).objectsToPreload.Length; i++)
+		{
+			GUILayout.BeginHorizontal();
+			
+			EditorGUI.BeginChangeCheck();
+			GameObject obj = (GameObject)EditorGUILayout.ObjectField((this.target as CFX_SpawnSystem).objectsToPreload[i], typeof(GameObject), true);
+			if(EditorGUI.EndChangeCheck())
+			{
+#if UNITY_4_2
+				Undo.RegisterUndo(target, "change Spawn System object to preload");
+#else
+				Undo.RecordObject(target, "change Spawn System object to preload");
+#endif
+				(this.target as CFX_SpawnSystem).objectsToPreload[i] = obj;
+			}
+			EditorGUILayout.LabelField(new GUIContent("times","Number of times to copy the effect\nin the pool, i.e. the max number of\ntimes the object will be used\nsimultaneously"), GUILayout.Width(40));
+			EditorGUI.BeginChangeCheck();
+			int nb = EditorGUILayout.IntField("", (this.target as CFX_SpawnSystem).objectsToPreloadTimes[i], GUILayout.Width(50));
+			if(nb < 1)
+				nb = 1;
+			if(EditorGUI.EndChangeCheck())
+			{
+#if UNITY_4_2
+				Undo.RegisterUndo(target, "change Spawn System preload count");
+#else
+				Undo.RecordObject(target, "change Spawn System preload count");
+#endif
+				(this.target as CFX_SpawnSystem).objectsToPreloadTimes[i] = nb;
+			}
+			
+			if(GUI.changed)
+			{
+				EditorUtility.SetDirty(target);
+			}
+			
+			if(GUILayout.Button("X", EditorStyles.miniButton, GUILayout.Width(24)))
+			{
+				Object preloadedObject = (this.target as CFX_SpawnSystem).objectsToPreload[i];
+				string objectName = (preloadedObject == null) ? "" : preloadedObject.name;
+#if UNITY_4_2
+				Undo.RegisterUndo(target, string.Format("remove {0} from Spawn System", objectName));
+#else
+				Undo.RecordObject(target, string.Format("remove {0} from Spawn System", objectName));
+#endif
+				ArrayUtility.RemoveAt<GameObject>(ref (this.target as CFX_SpawnSystem).objectsToPreload, i);
+				ArrayUtility.RemoveAt<int>(ref (this.target as CFX_SpawnSystem).objectsToPreloadTimes, i);
+				
+				EditorUtility.SetDirty(target);
+			}
+			
+			GUILayout.EndHorizontal();
+		}
+		
+		if((Event.current.type == EventType.DragPerform || Event.current.type == EventType.DragUpdated)
+			&& dropRect.Contains(Event.current.mousePosition))
+		{
+			DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
+			
+			if(Event.current.type == EventType.DragPerform)
+			{
+				foreach(Object o in DragAndDrop.objectReferences)
+				{
+					if(o is GameObject)
+					{
+						bool already = false;
+						foreach(GameObject otherObj in (this.target as CFX_SpawnSystem).objectsToPreload)
+						{
+							if(o == otherObj)
+							{
+								already = true;
+								Debug.LogWarning("CFX_SpawnSystem: Object has already been added: " + o.name);
+								break;
+							}
+						}
+						
+						if(!already)
+						{
+#if UNITY_4_2
+							Undo.RegisterUndo(target, string.Format("add {0} to Spawn System", o.name));
+#else
+							Undo.RecordObject(target, string.Format("add {0} to Spawn System", o.name));
+#endif
+							ArrayUtility.Add<GameObject>(ref (this.target as CFX_SpawnSystem).objectsToPreload, (GameObject)o);
+							ArrayUtility.Add<int>(ref (this.target as CFX_SpawnSystem).objectsToPreloadTimes, 1);
+							
+							EditorUtility.SetDirty(target);
+						}
+					}
+				}
+			}
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs.meta b/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..fcd580daec6a5149ca91f67ecf8fcd1cc40d345c
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Editor/CFX_SpawnSystemEditor.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a20330d93336f2245901dbd9a34b88f8
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/Mesh.meta b/Assets/JMO Assets/WarFX/Mesh.meta
new file mode 100644
index 0000000000000000000000000000000000000000..88c6fad9d596ffc87c8e61bed4ee32d620576fc8
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Mesh.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f77de7cb780fd6b4bb8db8b51162c1b6
diff --git a/Assets/JMO Assets/WarFX/Mesh/CirclePlane12v.FBX b/Assets/JMO Assets/WarFX/Mesh/CirclePlane12v.FBX
new file mode 100644
index 0000000000000000000000000000000000000000..bddb0d743f14735de71cecece273b6404678f18d
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Mesh/CirclePlane12v.FBX	
@@ -0,0 +1,274 @@
+; FBX 6.1.0 project file
+; Copyright (C) 1997-2008 Autodesk Inc. and/or its licensors.
+; All rights reserved.
+; ----------------------------------------------------
+
+FBXHeaderExtension:  {
+    FBXHeaderVersion: 1003
+    FBXVersion: 6100
+    CreationTimeStamp:  {
+        Version: 1000
+        Year: 2012
+        Month: 12
+        Day: 18
+        Hour: 10
+        Minute: 26
+        Second: 38
+        Millisecond: 262
+    }
+    Creator: "FBX SDK/FBX Plugins version 2009.3"
+    OtherFlags:  {
+        FlagPLE: 0
+    }
+}
+CreationTime: "2012-12-18 10:26:38:262"
+Creator: "FBX SDK/FBX Plugins build 20080926"
+
+; Document Description
+;------------------------------------------------------------------
+
+Document:  {
+    Name: ""
+}
+
+; Document References
+;------------------------------------------------------------------
+
+References:  {
+}
+
+; Object definitions
+;------------------------------------------------------------------
+
+Definitions:  {
+    Version: 100
+    Count: 3
+    ObjectType: "Model" {
+        Count: 1
+    }
+    ObjectType: "SceneInfo" {
+        Count: 1
+    }
+    ObjectType: "GlobalSettings" {
+        Count: 1
+    }
+}
+
+; Object properties
+;------------------------------------------------------------------
+
+Objects:  {
+    Model: "Model::CirclePlane12v", "Mesh" {
+        Version: 232
+        Properties60:  {
+            Property: "QuaternionInterpolate", "bool", "",0
+            Property: "RotationOffset", "Vector3D", "",0,0,0
+            Property: "RotationPivot", "Vector3D", "",0,0,0
+            Property: "ScalingOffset", "Vector3D", "",0,0,0
+            Property: "ScalingPivot", "Vector3D", "",0,0,0
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diff --git a/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx b/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx
new file mode 100644
index 0000000000000000000000000000000000000000..5eb7b4b37aa1b02ef3f7d1188d3268c4cd3e5e11
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx	
@@ -0,0 +1,1548 @@
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+; for support mail: ideasman42@gmail.com
+; ----------------------------------------------------
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+			Property: "FocusAngle", "double", "",3.5
+			Property: "FocusDistance", "double", "",200
+			Property: "UseAntialiasing", "bool", "",0
+			Property: "AntialiasingIntensity", "double", "",0.77777
+			Property: "UseAccumulationBuffer", "bool", "",0
+			Property: "FrameSamplingCount", "int", "",7
+		}
+		MultiLayer: 0
+		MultiTake: 0
+		Hidden: "True"
+		Shading: Y
+		Culling: "CullingOff"
+		TypeFlags: "Camera"
+		GeometryVersion: 124
+		Position: -4000.000000,0.000000,0.000000
+		Up: 0,1,0
+		LookAt: 0,0,0
+		ShowInfoOnMoving: 1
+		ShowAudio: 0
+		AudioColor: 0,1,0
+		CameraOrthoZoom: 1
+	}
+	Material: "Material::unnamed", "" {
+		Version: 102
+		ShadingModel: "phong"
+		MultiLayer: 0
+		Properties60:  {
+			Property: "ShadingModel", "KString", "", "Phong"
+			Property: "MultiLayer", "bool", "",0
+			Property: "EmissiveColor", "ColorRGB", "",0.8000,0.8000,0.8000
+			Property: "EmissiveFactor", "double", "",0.0000
+			Property: "AmbientColor", "ColorRGB", "",0.0000,0.0000,0.0000
+			Property: "AmbientFactor", "double", "",0.5000
+			Property: "DiffuseColor", "ColorRGB", "",0.8000,0.8000,0.8000
+			Property: "DiffuseFactor", "double", "",1.0000
+			Property: "Bump", "Vector3D", "",0,0,0
+			Property: "TransparentColor", "ColorRGB", "",1,1,1
+			Property: "TransparencyFactor", "double", "",0.0000
+			Property: "SpecularColor", "ColorRGB", "",0.8000,0.8000,0.8000
+			Property: "SpecularFactor", "double", "",0.2000
+			Property: "ShininessExponent", "double", "",80.0
+			Property: "ReflectionColor", "ColorRGB", "",0,0,0
+			Property: "ReflectionFactor", "double", "",1
+			Property: "Emissive", "ColorRGB", "",0,0,0
+			Property: "Ambient", "ColorRGB", "",0.0,0.0,0.0
+			Property: "Diffuse", "ColorRGB", "",0.8,0.8,0.8
+			Property: "Specular", "ColorRGB", "",0.8,0.8,0.8
+			Property: "Shininess", "double", "",20.0
+			Property: "Opacity", "double", "",1.0
+			Property: "Reflectivity", "double", "",0
+		}
+	}
+	Pose: "Pose::BIND_POSES", "BindPose" {
+		Type: "BindPose"
+		Version: 100
+		Properties60:  {
+		}
+		NbPoseNodes: 1
+		PoseNode:  {
+			Node: "Model::Icosphere"
+			Matrix: 0.000000075497901,0.000000000000000,-1.000000000000000,0.000000000000000,-1.000000000000000,0.000000000000000,-0.000000075497901,0.000000000000000,0.000000000000000,1.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,0.000000000000000,1.000000000000000
+		}
+	}
+	GlobalSettings:  {
+		Version: 1000
+		Properties60:  {
+			Property: "UpAxis", "int", "",1
+			Property: "UpAxisSign", "int", "",1
+			Property: "FrontAxis", "int", "",2
+			Property: "FrontAxisSign", "int", "",1
+			Property: "CoordAxis", "int", "",0
+			Property: "CoordAxisSign", "int", "",1
+			Property: "UnitScaleFactor", "double", "",1
+		}
+	}
+}
+
+; Object relations
+;------------------------------------------------------------------
+
+Relations:  {
+	Model: "Model::Icosphere", "Mesh" {
+	}
+	Model: "Model::Producer Perspective", "Camera" {
+	}
+	Model: "Model::Producer Top", "Camera" {
+	}
+	Model: "Model::Producer Bottom", "Camera" {
+	}
+	Model: "Model::Producer Front", "Camera" {
+	}
+	Model: "Model::Producer Back", "Camera" {
+	}
+	Model: "Model::Producer Right", "Camera" {
+	}
+	Model: "Model::Producer Left", "Camera" {
+	}
+	Model: "Model::Camera Switcher", "CameraSwitcher" {
+	}
+	Material: "Material::unnamed", "" {
+	}
+}
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections:  {
+	Connect: "OO", "Model::Icosphere", "Model::Scene"
+}
+;Takes and animation section
+;----------------------------------------------------
+
+Takes:  {
+	Current: "Default Take"
+	Take: "Default Take" {
+		FileName: "Default_Take.tak"
+		LocalTime: 0,479181389250
+		ReferenceTime: 0,479181389250
+
+		;Models animation
+		;----------------------------------------------------
+		Model: "Model::Icosphere" {
+			Version: 1.1
+			Channel: "Transform" {
+				Channel: "T" {
+					Channel: "X" {
+						Default: 0.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,0.000000000000000,L
+						Color: 1,0,0
+					}
+					Channel: "Y" {
+						Default: 0.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,0.000000000000000,L
+						Color: 0,1,0
+					}
+					Channel: "Z" {
+						Default: 0.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,0.000000000000000,L
+						Color: 0,0,1
+					}
+					LayerType: 1
+				}
+				Channel: "R" {
+					Channel: "X" {
+						Default: -90.000002504348856
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,-90.000002504348856,L
+						Color: 1,0,0
+					}
+					Channel: "Y" {
+						Default: -0.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,-0.000000000000000,L
+						Color: 0,1,0
+					}
+					Channel: "Z" {
+						Default: 0.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,0.000000000000000,L
+						Color: 0,0,1
+					}
+					LayerType: 2
+				}
+				Channel: "S" {
+					Channel: "X" {
+						Default: 1.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,1.000000000000000,L
+						Color: 1,0,0
+					}
+					Channel: "Y" {
+						Default: 1.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,1.000000000000000,L
+						Color: 0,1,0
+					}
+					Channel: "Z" {
+						Default: 1.000000000000000
+						KeyVer: 4005
+						KeyCount: 1
+						Key: 
+							1924423250,1.000000000000000,L
+						Color: 0,0,1
+					}
+					LayerType: 3
+				}
+			}
+		}
+	}
+}
+;Version 5 settings
+;------------------------------------------------------------------
+
+Version5:  {
+	AmbientRenderSettings:  {
+		Version: 101
+		AmbientLightColor: 0.0,0.0,0.0,0
+	}
+	FogOptions:  {
+		FogEnable: 0
+		FogMode: 0
+		FogDensity: 0.000
+		FogStart: 5.000
+		FogEnd: 25.000
+		FogColor: 0.1,0.1,0.1,1
+	}
+	Settings:  {
+		FrameRate: "24"
+		TimeFormat: 1
+		SnapOnFrames: 0
+		ReferenceTimeIndex: -1
+		TimeLineStartTime: 0
+		TimeLineStopTime: 479181389250
+	}
+	RendererSetting:  {
+		DefaultCamera: "Producer Perspective"
+		DefaultViewingMode: 0
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx.meta b/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx.meta
new file mode 100644
index 0000000000000000000000000000000000000000..95654324837e2f0c453fdfa2b1a5047b3de46145
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Mesh/icosphere.fbx.meta	
@@ -0,0 +1,65 @@
+fileFormatVersion: 2
+guid: 30b0c87680e76604a959637052b5e8ac
+ModelImporter:
+  serializedVersion: 15
+  fileIDToRecycleName:
+    100000: //RootNode
+    400000: //RootNode
+    2300000: //RootNode
+    3300000: //RootNode
+    4300000: IcosphereMesh
+    4300002: Icosphere
+    7400000: Default Take //// icosphere
+    11100000: //RootNode
+  materials:
+    importMaterials: 0
+    materialName: 0
+    materialSearch: 1
+  animations:
+    legacyGenerateAnimations: 0
+    bakeSimulation: 0
+    animationCompression: 1
+    animationRotationError: .5
+    animationPositionError: .5
+    animationScaleError: .5
+    animationWrapMode: 0
+    clipAnimations: []
+    isReadable: 1
+  meshes:
+    lODScreenPercentages: []
+    globalScale: .100000001
+    meshCompression: 0
+    addColliders: 0
+    importBlendShapes: 1
+    swapUVChannels: 0
+    generateSecondaryUV: 0
+    useFileUnits: 1
+    optimizeMeshForGPU: 1
+    weldVertices: 1
+    secondaryUVAngleDistortion: 8
+    secondaryUVAreaDistortion: 15.000001
+    secondaryUVHardAngle: 88
+    secondaryUVPackMargin: 4
+  tangentSpace:
+    normalSmoothAngle: 60
+    splitTangentsAcrossUV: 1
+    normalImportMode: 0
+    tangentImportMode: 1
+  importAnimation: 1
+  copyAvatar: 0
+  humanDescription:
+    human: []
+    skeleton: []
+    handles: []
+    armTwist: .5
+    foreArmTwist: .5
+    upperLegTwist: .5
+    legTwist: .5
+    armStretch: .0500000007
+    legStretch: .0500000007
+    feetSpacing: 0
+    rootMotionBoneName: 
+  lastHumanDescriptionAvatarSource: {instanceID: 0}
+  additionalBone: 1
+  animationType: 1
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/Mobile.meta b/Assets/JMO Assets/WarFX/Mobile.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1d2ee81c649292799f9075c0fce41e75bc849a87
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+++ b/Assets/JMO Assets/WarFX/Mobile.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 885e36481eeb36c4dac769d36bcc55db
diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials.meta b/Assets/JMO Assets/WarFX/Mobile/Materials.meta
new file mode 100644
index 0000000000000000000000000000000000000000..1692f2c5c985873f505e5e780adf1f920f4f3924
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@@ -0,0 +1,2 @@
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new file mode 100644
index 0000000000000000000000000000000000000000..65e26e434148c7849c967ae31a85d316a1df5b3a
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete Lighted.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete Lighted.mat
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete Lighted.mat.meta b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete Lighted.mat.meta
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete Lighted.mat.meta	
@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Concrete.mat
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic Dirt.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic Dirt.mat
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic Sand.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic Sand.mat
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Generic.mat
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Metal Lighted.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Metal Lighted.mat
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+++ b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Metal Lighted.mat.meta	
@@ -0,0 +1,2 @@
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@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Wood Lighted.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Bullet Holes/WFXM_BulletHole Wood Lighted.mat
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Flames/WFXM_M_ExplosionFlames Add.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Flames/WFXM_M_ExplosionFlames Add.mat
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+++ b/Assets/JMO Assets/WarFX/Mobile/Materials/Flames/WFXM_M_ExplosionFlames Add.mat.meta	
@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Materials/Flames/WFXM_M_FlameBig Add.mat b/Assets/JMO Assets/WarFX/Mobile/Materials/Flames/WFXM_M_FlameBig Add.mat
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diff --git a/Assets/JMO Assets/WarFX/Mobile/Textures/Smoke.meta b/Assets/JMO Assets/WarFX/Mobile/Textures/Smoke.meta
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diff --git a/Assets/JMO Assets/WarFX/Scripts.meta b/Assets/JMO Assets/WarFX/Scripts.meta
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index 0000000000000000000000000000000000000000..44ab3d2fe7561519e64f9edbeec3a8deeed63185
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diff --git a/Assets/JMO Assets/WarFX/Scripts/CFX_AutoDestructShuriken.cs b/Assets/JMO Assets/WarFX/Scripts/CFX_AutoDestructShuriken.cs
new file mode 100644
index 0000000000000000000000000000000000000000..bf0904f4f294045834a3c2f355c418bda9d152ab
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/CFX_AutoDestructShuriken.cs	
@@ -0,0 +1,35 @@
+using UnityEngine;
+using System.Collections;
+
+[RequireComponent(typeof(ParticleSystem))]
+public class CFX_AutoDestructShuriken : MonoBehaviour
+{
+	public bool OnlyDeactivate;
+	
+	void OnEnable()
+	{
+		StartCoroutine("CheckIfAlive");
+	}
+	
+	IEnumerator CheckIfAlive ()
+	{
+		while(true)
+		{
+			yield return new WaitForSeconds(0.5f);
+			if(!GetComponent<ParticleSystem>().IsAlive(true))
+			{
+				if(OnlyDeactivate)
+				{
+					#if UNITY_3_5
+						this.gameObject.SetActiveRecursively(false);
+					#else
+						this.gameObject.SetActive(false);
+					#endif
+				}
+				else
+					GameObject.Destroy(this.gameObject);
+				break;
+			}
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Scripts/CFX_AutoDestructShuriken.cs.meta b/Assets/JMO Assets/WarFX/Scripts/CFX_AutoDestructShuriken.cs.meta
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index 0000000000000000000000000000000000000000..b9207c49862d7a808b95fc2703ead7750ccf8f49
--- /dev/null
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diff --git a/Assets/JMO Assets/WarFX/Scripts/CFX_LightIntensityFade.cs b/Assets/JMO Assets/WarFX/Scripts/CFX_LightIntensityFade.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c054bfc376074d3e2c255bdaf3b16c99f864e5f1
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/CFX_LightIntensityFade.cs	
@@ -0,0 +1,65 @@
+using UnityEngine;
+using System.Collections;
+
+// Cartoon FX  - (c) 2015, Jean Moreno
+
+// Decreases a light's intensity over time.
+
+[RequireComponent(typeof(Light))]
+public class CFX_LightIntensityFade : MonoBehaviour
+{
+	// Duration of the effect.
+	public float duration = 1.0f;
+	
+	// Delay of the effect.
+	public float delay = 0.0f;
+	
+	/// Final intensity of the light.
+	public float finalIntensity = 0.0f;
+	
+	// Base intensity, automatically taken from light parameters.
+	private float baseIntensity;
+	
+	// If <c>true</c>, light will destructs itself on completion of the effect
+	public bool autodestruct;
+	
+	private float p_lifetime = 0.0f;
+	private float p_delay;
+	
+	void Start()
+	{
+		baseIntensity = GetComponent<Light>().intensity;
+	}
+	
+	void OnEnable()
+	{
+		p_lifetime = 0.0f;
+		p_delay = delay;
+		if(delay > 0) GetComponent<Light>().enabled = false;
+	}
+	
+	void Update ()
+	{
+		if(p_delay > 0)
+		{
+			p_delay -= Time.deltaTime;
+			if(p_delay <= 0)
+			{
+				GetComponent<Light>().enabled = true;
+			}
+			return;
+		}
+		
+		if(p_lifetime/duration < 1.0f)
+		{
+			GetComponent<Light>().intensity = Mathf.Lerp(baseIntensity, finalIntensity, p_lifetime/duration);
+			p_lifetime += Time.deltaTime;
+		}
+		else
+		{
+			if(autodestruct)
+				GameObject.Destroy(this.gameObject);
+		}
+		
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Scripts/CFX_LightIntensityFade.cs.meta b/Assets/JMO Assets/WarFX/Scripts/CFX_LightIntensityFade.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6e0b55bcce68bcd198227a85b8675b9242ee17d6
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diff --git a/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs b/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs
new file mode 100644
index 0000000000000000000000000000000000000000..437587a27dc31d25a698f02231b3e92d662bee50
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs	
@@ -0,0 +1,77 @@
+using UnityEngine;
+using System.Collections;
+
+/**
+ *	Handles the bullet hole decals:
+ *	- Sets a random frame
+ *	- Fades the material according to the defined lifetime
+ *	- Optionally rotates the decal
+ *	
+ *	(c) 2015, Jean Moreno
+**/
+
+[RequireComponent(typeof(MeshFilter))]
+public class WFX_BulletHoleDecal : MonoBehaviour
+{
+	static private Vector2[] quadUVs = new Vector2[]{new Vector2(0,0), new Vector2(0,1), new Vector2(1,0), new Vector2(1,1)};
+	
+	public float lifetime = 10f;
+	public float fadeoutpercent = 80;
+	public Vector2 frames;
+	public bool randomRotation = false;
+	public bool deactivate = false;
+	
+	private float life;
+	private float fadeout;
+	private Color color;
+	private float orgAlpha;
+	
+	void Awake()
+	{
+		color = this.GetComponent<Renderer>().material.GetColor("_TintColor");
+		orgAlpha = color.a;
+	}
+	
+	void OnEnable()
+	{
+		//Random UVs
+		int random = Random.Range(0, (int)(frames.x*frames.y));
+		int fx = (int)(random%frames.x);
+		int fy = (int)(random/frames.y);
+		//Set new UVs
+		Vector2[] meshUvs = new Vector2[4];
+		for(int i = 0; i < 4; i++)
+		{
+			meshUvs[i].x = (quadUVs[i].x + fx) * (1.0f/frames.x);
+			meshUvs[i].y = (quadUVs[i].y + fy) * (1.0f/frames.y);
+		}
+		this.GetComponent<MeshFilter>().mesh.uv = meshUvs;
+		
+		//Random rotate
+		if(randomRotation)
+			this.transform.Rotate(0f,0f,Random.Range(0f,360f), Space.Self);
+		
+		//Start lifetime coroutine
+		life = lifetime;
+		fadeout = life * (fadeoutpercent/100f);
+		color.a = orgAlpha;
+		this.GetComponent<Renderer>().material.SetColor("_TintColor", color);
+		StopAllCoroutines();
+		StartCoroutine("holeUpdate");
+	}
+	
+	IEnumerator holeUpdate()
+	{
+		while(life > 0f)
+		{
+			life -= Time.deltaTime;
+			if(life <= fadeout)
+			{
+				color.a = Mathf.Lerp(0f, orgAlpha, life/fadeout);
+				this.GetComponent<Renderer>().material.SetColor("_TintColor", color);
+			}
+			
+			yield return null;
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs.meta b/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..17901d8c67ec78b7e683d86187d48fd27a317392
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/WFX_BulletHoleDecal.cs.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 395f3a2ded34a634fbd77ee83f9939a7
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs b/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2de8c26b6d06d11ba271cbb067e9e036a60f5fd1
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs	
@@ -0,0 +1,38 @@
+using UnityEngine;
+using System.Collections;
+
+/**
+ *	Rapidly sets a light on/off.
+ *	
+ *	(c) 2015, Jean Moreno
+**/
+
+[RequireComponent(typeof(Light))]
+public class WFX_LightFlicker : MonoBehaviour
+{
+	public float time = 0.05f;
+	
+	private float timer;
+	
+	void Start ()
+	{
+		timer = time;
+		StartCoroutine("Flicker");
+	}
+	
+	IEnumerator Flicker()
+	{
+		while(true)
+		{
+			GetComponent<Light>().enabled = !GetComponent<Light>().enabled;
+			
+			do
+			{
+				timer -= Time.deltaTime;
+				yield return null;
+			}
+			while(timer > 0);
+			timer = time;
+		}
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs.meta b/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9e519cb6abd12cc3f0c544914f5fca22d7a47300
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Scripts/WFX_LightFlicker.cs.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 96d332ab3dbfaaf40bdd9745ff0b19f0
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
diff --git a/Assets/JMO Assets/WarFX/Shaders.meta b/Assets/JMO Assets/WarFX/Shaders.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9b77b78b5b92b971d5a4fb43302f003f1e7b27ab
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 76d80da38348456428f40ad47fa7c359
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader
new file mode 100644
index 0000000000000000000000000000000000000000..edd01ee3b14dfe56fea3c5f79beab999dd2ffde3
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader	
@@ -0,0 +1,119 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Scroll/Additive"
+{
+	Properties
+	{
+		_MainTex ("Looped Texture + Alpha Mask", 2D) = "white" {}
+		_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+		
+		_ScrollSpeed ("Scroll Speed", Float) = 2.0
+	}
+	
+	Category
+	{
+		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+		Blend One One
+		ColorMask RGB
+		Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
+		BindChannels
+		{
+			Bind "Color", color
+			Bind "Vertex", vertex
+			Bind "TexCoord", texcoord
+		}
+	
+		// ---- Fragment program cards
+		SubShader
+		{
+			Pass 
+			{
+			
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma fragmentoption ARB_precision_hint_fastest
+				#pragma multi_compile_particles
+	
+				#include "UnityCG.cginc"
+	
+				sampler2D _MainTex;
+				fixed4 _TintColor;
+				
+				struct appdata_t
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float2 texcoord : TEXCOORD0;
+				};
+	
+				struct v2f
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float2 texcoord : TEXCOORD0;
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD1;
+					#endif
+				};
+	
+				float4 _MainTex_ST;
+				
+				v2f vert (appdata_t v)
+				{
+					v2f o;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+					o.projPos = ComputeScreenPos (o.vertex);
+					COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+					return o;
+				}
+	
+				sampler2D _CameraDepthTexture;
+				float _InvFade;
+				float _ScrollSpeed;
+				
+				fixed4 frag (v2f i) : COLOR
+				{
+					#ifdef SOFTPARTICLES_ON
+					float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+					float partZ = i.projPos.z;
+					float fade = saturate (_InvFade * (sceneZ-partZ));
+					i.color.a *= fade;
+					#endif
+					
+					half4 prev = tex2D(_MainTex, i.texcoord).a * i.color.a;
+					i.texcoord.y -= fmod(_Time*_ScrollSpeed,1);
+					prev.rgb *= tex2D(_MainTex, i.texcoord).rgb * i.color.rgb;
+					return prev;
+				}
+				ENDCG 
+			}
+		}
+		
+		// ---- Dual texture cards
+		SubShader {
+			Pass {
+				SetTexture [_MainTex] {
+					combine texture * primary
+				}
+				SetTexture [_MainTex] {
+					combine previous * previous alpha, previous
+				}
+			}
+		}
+		
+		// ---- Single texture cards (does not do particle colors)
+		SubShader {
+			Pass {
+				SetTexture [_MainTex] {
+					combine texture * texture alpha, texture
+				}
+			}
+		}
+	}
+}
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a95b8177394391ccbb3f205f0c533cdcce3ca421
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Add Scroll.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7439add42f7e65b4dbc36568299dde17
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader
new file mode 100644
index 0000000000000000000000000000000000000000..f1b74c221e166760de72cfc44212b41738048689
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader	
@@ -0,0 +1,40 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Transparent Diffuse"
+{
+	Properties
+	{
+		_TintColor ("Main Color", Color) = (1,1,1,1)
+		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
+	}
+	
+	SubShader
+	{
+		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
+		Cull Off
+		LOD 200
+		
+		CGPROGRAM
+		#pragma surface surf Lambert alpha noforwardadd alpha:fade
+		
+		sampler2D _MainTex;
+		fixed4 _TintColor;
+		
+		struct Input
+		{
+			float2 uv_MainTex;
+			float4 color:COLOR;
+		};
+		
+		void surf (Input IN, inout SurfaceOutput o)
+		{
+			fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
+			o.Albedo = c.rgb * _TintColor.rgb * IN.color.rgb;
+			o.Alpha = c.a * _TintColor.a * IN.color.a;
+		}
+		ENDCG
+	}
+	
+	Fallback "Particles/Alpha Blended"
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..a164818ebed5352e6b98ee2153107bb224864d67
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Diffuse TintColor.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: edb905ac1dd1f8d4688248976976eae3
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader
new file mode 100644
index 0000000000000000000000000000000000000000..ff7fa9104872fe0edb3247b0ec1d0e1ba95062b9
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader	
@@ -0,0 +1,45 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Transparent Specular"
+{
+	Properties
+	{
+		_TintColor ("Main Color", Color) = (1,1,1,1)
+		_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0)
+		_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
+		_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
+	}
+	
+	SubShader
+	{
+		Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
+		Cull Off
+		LOD 200
+		
+		CGPROGRAM
+		#pragma surface surf BlinnPhong alpha noforwardadd approxview alpha:fade
+		
+		sampler2D _MainTex;
+		fixed4 _TintColor;
+		half _Shininess;
+		
+		struct Input
+		{
+			float2 uv_MainTex;
+			float4 color:COLOR;
+		};
+		
+		void surf (Input IN, inout SurfaceOutput o)
+		{
+			fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
+			o.Albedo = c.rgb * _TintColor.rgb * IN.color.rgb;
+			o.Alpha = c.a * _TintColor.a * IN.color.a;
+			o.Specular = _Shininess;
+			o.Gloss = c.rgb + 0.1;
+		}
+		ENDCG
+	}
+	
+	Fallback "Particles/Alpha Blended"
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..11d4148e686b0d2a7b921ae28e1b6662b27353d7
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Alpha-Specular TintColor.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: b3ceb26205c43c94e95f75d80c0868e1
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader
new file mode 100644
index 0000000000000000000000000000000000000000..c4eab45abd784943ef581862c5b81984827226d5
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader	
@@ -0,0 +1,72 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Alpha Blended (No Soft Particles)"
+{
+Properties
+{
+	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+	_MainTex ("Particle Texture", 2D) = "white" {}
+	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category
+{
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+	Blend SrcAlpha OneMinusSrcAlpha
+	ColorMask RGB
+	Cull Off Lighting Off ZWrite Off
+	
+	SubShader
+	{
+		Pass
+		{
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma multi_compile_particles
+			#pragma multi_compile_fog
+			
+			#include "UnityCG.cginc"
+			
+			sampler2D _MainTex;
+			float4 _MainTex_ST;
+			fixed4 _TintColor;
+			
+			struct appdata_t
+			{
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+			};
+			
+			struct v2f
+			{
+				float4 vertex : SV_POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+				UNITY_FOG_COORDS(1)
+			};
+			
+			
+			v2f vert (appdata_t v)
+			{
+				v2f o;
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				o.color = v.color;
+				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+				UNITY_TRANSFER_FOG(o,o.vertex);
+				return o;
+			}
+			
+			fixed4 frag (v2f i) : SV_Target
+			{
+				fixed4 col = 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord);
+				UNITY_APPLY_FOG(i.fogCoord, col);
+				return col;
+			}
+			ENDCG 
+		}
+	}
+}
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..d22c1c51c681f985aee49640cbb4d5376a964501
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend NoSoftParticles.shader.meta	
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1f056903eb75cee4591fce095534ce2e
+timeCreated: 1432360643
+licenseType: Store
+ShaderImporter:
+  defaultTextures: []
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader
new file mode 100644
index 0000000000000000000000000000000000000000..c433d2e669d3b3fce54b09562cfab9cda7c978e9
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader	
@@ -0,0 +1,98 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Scroll/Alpha Blended"
+{
+	Properties
+	{
+		_MainTex ("Looped Texture + Alpha Mask", 2D) = "white" {}
+		_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+		
+		_ScrollSpeed ("Scroll Speed", Float) = 2.0
+	}
+	
+	Category
+	{
+		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+		Blend SrcAlpha OneMinusSrcAlpha
+		ColorMask RGB
+		Cull Off Lighting Off ZWrite Off
+		BindChannels
+		{
+			Bind "Color", color
+			Bind "Vertex", vertex
+			Bind "TexCoord", texcoord
+		}
+	
+		// ---- Fragment program cards
+		SubShader
+		{
+			Pass 
+			{
+			
+				CGPROGRAM
+				#pragma vertex vert
+				#pragma fragment frag
+				#pragma fragmentoption ARB_precision_hint_fastest
+				#pragma multi_compile_particles
+	
+				#include "UnityCG.cginc"
+	
+				sampler2D _MainTex;
+				
+				struct appdata_t
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float2 texcoord : TEXCOORD0;
+				};
+	
+				struct v2f
+				{
+					float4 vertex : POSITION;
+					fixed4 color : COLOR;
+					float2 texcoord : TEXCOORD0;
+					#ifdef SOFTPARTICLES_ON
+					float4 projPos : TEXCOORD1;
+					#endif
+				};
+	
+				float4 _MainTex_ST;
+				
+				v2f vert (appdata_t v)
+				{
+					v2f o;
+					o.vertex = UnityObjectToClipPos(v.vertex);
+					#ifdef SOFTPARTICLES_ON
+					o.projPos = ComputeScreenPos (o.vertex);
+					COMPUTE_EYEDEPTH(o.projPos.z);
+					#endif
+					o.color = v.color;
+					o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+					return o;
+				}
+	
+				sampler2D _CameraDepthTexture;
+				float _InvFade;
+				float _ScrollSpeed;
+				
+				fixed4 frag (v2f i) : COLOR
+				{
+					#ifdef SOFTPARTICLES_ON
+					float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+					float partZ = i.projPos.z;
+					float fade = saturate (_InvFade * (sceneZ-partZ));
+					i.color.a *= fade;
+					#endif
+					
+					fixed4 prev = i.color.a * tex2D(_MainTex, i.texcoord).a;
+					i.texcoord.y -= fmod(_Time*_ScrollSpeed,1);
+					prev.rgb = i.color.rgb * tex2D(_MainTex, i.texcoord).rgb;
+//					prev.rgb = 1-prev.rgb;
+					return prev;
+				}
+				ENDCG 
+			}
+		}
+	}
+}
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9aa77151f01dad365f5d770ed747388790380b26
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S AlphaBlend Scroll.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 09d92980be5e5784abdd803fac1a30e4
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader
new file mode 100644
index 0000000000000000000000000000000000000000..6891f1938cf572d6e91ece3c0a53e46bc95e5518
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader	
@@ -0,0 +1,73 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Scroll/Multiply Soft Tint"
+{
+	Properties
+	{
+		_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+		_MainTex ("Texture", 2D) = "white" {}
+		
+		_ScrollSpeed ("Scroll Speed", Float) = 2.0
+	}
+	
+	SubShader
+	{
+		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+		Blend DstColor SrcColor
+		Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
+		
+		Pass
+		{
+			CGPROGRAM
+			
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#include "UnityCG.cginc"
+			
+			struct v2f
+			{
+				float4 pos : SV_POSITION;
+				float2 texcoord : TEXCOORD0;
+				fixed4 color : COLOR;
+			};
+			
+			struct vdata
+			{
+				float4 vertex : POSITION;
+				half2 texcoord : TEXCOORD0;
+//				float3 normal : NORMAL;
+//    			float4 texcoord : TEXCOORD0;
+//			    float4 texcoord1 : TEXCOORD1;
+			    fixed4 color : COLOR;
+			};
+			
+			fixed4 _TintColor;
+			sampler2D _MainTex;
+			float _ScrollSpeed;
+			
+			v2f vert (vdata v)
+			{
+				v2f o;
+				o.pos = UnityObjectToClipPos (v.vertex);
+				o.color = v.color;
+				o.texcoord = v.texcoord;
+				return o;
+			}
+			
+			fixed4 frag (v2f i) : COLOR0
+			{
+				float mask = tex2D(_MainTex, i.texcoord).a * i.color.a;
+				
+				i.texcoord.y -= fmod(_Time*_ScrollSpeed,1);
+				fixed4 tex = tex2D(_MainTex, i.texcoord);
+				tex.rgb *= i.color.rgb * _TintColor.rgb;
+				tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, mask);
+				return tex;
+			}
+			
+			ENDCG
+		}
+	}
+}
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b0530888c9813ee4da8ca5cfb5659975f86e1ef7
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft Scroll.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d07d6d0a86d4865468e58eacf94364ae
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader
new file mode 100644
index 0000000000000000000000000000000000000000..8ef0ec5fe36b6d107b5f8772a0e31cb5895cd032
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader	
@@ -0,0 +1,71 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Multiply Soft Tint"
+{
+	Properties
+	{
+		_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+		_MainTex ("Texture", 2D) = "white" {}
+	}
+	
+	SubShader
+	{
+		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+		Blend DstColor SrcColor
+		Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
+		
+		Pass
+		{
+			CGPROGRAM
+			
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#include "UnityCG.cginc"
+			
+			#pragma debug
+			
+			struct v2f
+			{
+				float4 pos : SV_POSITION;
+				float2 uv : TEXCOORD0;
+				fixed4 color : COLOR;
+			};
+			
+			struct vdata
+			{
+				float4 vertex : POSITION;
+				half2 texcoord : TEXCOORD0;
+//				float3 normal : NORMAL;
+//    			float4 texcoord : TEXCOORD0;
+//			    float4 texcoord1 : TEXCOORD1;
+			    fixed4 color : COLOR;
+			};
+			
+			fixed4 _TintColor;
+			sampler2D _MainTex;
+			
+			v2f vert (vdata v)
+			{
+				v2f o;
+				o.pos = UnityObjectToClipPos (v.vertex);
+				o.color = v.color;
+				o.uv = v.texcoord;
+				return o;
+			}
+			
+			fixed4 frag (v2f i) : COLOR0
+			{
+//				return tex2D(_MainTex, i.uv) * i.color;
+				fixed4 tex = tex2D(_MainTex, i.uv);
+				tex.rgb *= i.color.rgb * _TintColor.rgb;
+				tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, tex.a * i.color.a);
+				return tex;
+//				return lerp(fixed4(1,1,1,1), i.color * tex, i.color.a);
+			}
+			
+			ENDCG
+		}
+	}
+}
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..4058cd00ecbdac587d64ef68d69fb6ed33b187a2
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Multiply Soft.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 60ec2dfa19167834fbf25b2bced33360
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader
new file mode 100644
index 0000000000000000000000000000000000000000..ca7c72c6a79087755bb9c2d2f4f4c0bd31e3bb7e
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader	
@@ -0,0 +1,106 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Additive Alpha8" {
+Properties {
+	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+	_MainTex ("Particle Texture (alpha)", 2D) = "white" {}
+	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+	Blend One One
+	Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
+	BindChannels {
+		Bind "Color", color
+		Bind "Vertex", vertex
+		Bind "TexCoord", texcoord
+	}
+	
+	// ---- Fragment program cards
+	SubShader {
+		Pass {
+		
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma multi_compile_particles
+
+			#include "UnityCG.cginc"
+
+			sampler2D _MainTex;
+			fixed4 _TintColor;
+			
+			struct appdata_t {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+			};
+
+			struct v2f {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+				#ifdef SOFTPARTICLES_ON
+				float4 projPos : TEXCOORD1;
+				#endif
+			};
+			
+			float4 _MainTex_ST;
+			
+			v2f vert (appdata_t v)
+			{
+				v2f o;
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				#ifdef SOFTPARTICLES_ON
+				o.projPos = ComputeScreenPos (o.vertex);
+				COMPUTE_EYEDEPTH(o.projPos.z);
+				#endif
+				o.color = v.color;
+				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+				return o;
+			}
+
+			sampler2D _CameraDepthTexture;
+			float _InvFade;
+			
+			fixed4 frag (v2f i) : COLOR
+			{
+				#ifdef SOFTPARTICLES_ON
+				float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+				float partZ = i.projPos.z;
+				float fade = saturate (_InvFade * (sceneZ-partZ));
+				i.color.a *= fade;
+				#endif
+				
+				return 2.0 * i.color * _TintColor * (tex2D(_MainTex, i.texcoord).a * i.color.a * 2.0);
+			}
+			ENDCG 
+		}
+	} 	
+	
+	// ---- Dual texture cards
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				constantColor [_TintColor]
+				combine constant * primary
+			}
+			SetTexture [_MainTex] {
+				combine texture alpha * previous DOUBLE
+			}
+		}
+	}
+	
+	// ---- Single texture cards (does not do color tint)
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				combine texture alpha * primary
+			}
+		}
+	}
+}
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..bbfd51f4ac75216df7e3d58e2d412bd18be7cfd8
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Add A8.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 76840267cd7c0e64292ec296b1769b24
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader
new file mode 100644
index 0000000000000000000000000000000000000000..19d4c086fdfc4f01ec1c28a0a1bfcc903ffc0ce7
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader	
@@ -0,0 +1,106 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Additive (Soft) Alpha8" {
+Properties {
+	_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+	_MainTex ("Particle Texture (alpha)", 2D) = "white" {}
+	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+	Blend OneMinusDstColor One
+	Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
+	BindChannels {
+		Bind "Color", color
+		Bind "Vertex", vertex
+		Bind "TexCoord", texcoord
+	}
+	
+	// ---- Fragment program cards
+	SubShader {
+		Pass {
+		
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma multi_compile_particles
+
+			#include "UnityCG.cginc"
+
+			sampler2D _MainTex;
+			fixed4 _TintColor;
+			
+			struct appdata_t {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+			};
+
+			struct v2f {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+				#ifdef SOFTPARTICLES_ON
+				float4 projPos : TEXCOORD1;
+				#endif
+			};
+			
+			float4 _MainTex_ST;
+
+			v2f vert (appdata_t v)
+			{
+				v2f o;
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				#ifdef SOFTPARTICLES_ON
+				o.projPos = ComputeScreenPos (o.vertex);
+				COMPUTE_EYEDEPTH(o.projPos.z);
+				#endif
+				o.color = v.color;
+				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+				return o;
+			}
+
+			sampler2D _CameraDepthTexture;
+			float _InvFade;
+			
+			fixed4 frag (v2f i) : COLOR
+			{
+				#ifdef SOFTPARTICLES_ON
+				float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+				float partZ = i.projPos.z;
+				float fade = saturate (_InvFade * (sceneZ-partZ));
+				i.color.a *= fade;
+				#endif
+				
+				return 2.0 * i.color * _TintColor * tex2D(_MainTex, i.texcoord).a;
+			}
+			ENDCG 
+		}
+	} 	
+	
+	// ---- Dual texture cards
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				constantColor [_TintColor]
+				combine constant * primary
+			}
+			SetTexture [_MainTex] {
+				combine texture alpha * previous DOUBLE
+			}
+		}
+	}
+	
+	// ---- Single texture cards (does not do color tint)
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				combine texture alpha * primary
+			}
+		}
+	}
+}
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..c6dfb745f9c79799d4f5af9bd73d2f03dc17b8e0
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle AddSoft A8.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7da55032bc1723749a4a351ea0d98969
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader
new file mode 100644
index 0000000000000000000000000000000000000000..fc205db7720e700cb88022c5e3cf3429556e1a68
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader	
@@ -0,0 +1,107 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Multiply Alpha8" {
+Properties {
+	_MainTex ("Particle Texture", 2D) = "white" {}
+	_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
+}
+
+Category {
+	Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+	Blend Zero SrcColor
+	Cull Off Lighting Off ZWrite Off Fog { Color (1,1,1,1) }
+	BindChannels {
+		Bind "Color", color
+		Bind "Vertex", vertex
+		Bind "TexCoord", texcoord
+	}
+	
+	// ---- Fragment program cards
+	SubShader {
+		Pass {
+		
+			CGPROGRAM
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#pragma multi_compile_particles
+
+			#include "UnityCG.cginc"
+
+			sampler2D _MainTex;
+			fixed4 _TintColor;
+			
+			struct appdata_t {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+			};
+
+			struct v2f {
+				float4 vertex : POSITION;
+				fixed4 color : COLOR;
+				float2 texcoord : TEXCOORD0;
+				#ifdef SOFTPARTICLES_ON
+				float4 projPos : TEXCOORD1;
+				#endif
+			};
+			
+			float4 _MainTex_ST;
+
+			v2f vert (appdata_t v)
+			{
+				v2f o;
+				o.vertex = UnityObjectToClipPos(v.vertex);
+				#ifdef SOFTPARTICLES_ON
+				o.projPos = ComputeScreenPos (o.vertex);
+				COMPUTE_EYEDEPTH(o.projPos.z);
+				#endif
+				o.color = v.color;
+				o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
+				return o;
+			}
+
+			sampler2D _CameraDepthTexture;
+			float _InvFade;
+			
+			fixed4 frag (v2f i) : COLOR
+			{
+				#ifdef SOFTPARTICLES_ON
+				float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))));
+				float partZ = i.projPos.z;
+				float fade = saturate (_InvFade * (sceneZ-partZ));
+				i.color.a *= fade;
+				#endif
+				
+				half4 prev = i.color * tex2D(_MainTex, i.texcoord).a;
+				return prev;
+			}
+			ENDCG 
+		}
+	} 	
+
+	// ---- Dual texture cards
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				combine texture alpha * primary
+			}
+			SetTexture [_MainTex] {
+				constantColor (1,1,1,1)
+				combine previous lerp (previous) constant
+			}
+		}
+	}
+	
+	// ---- Single texture cards (does not do particle colors)
+	SubShader {
+		Pass {
+			SetTexture [_MainTex] {
+				constantColor (1,1,1,1)
+				combine texture alpha lerp(texture) constant
+			}
+		}
+	}
+}
+}
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..fc4f621dc917b6795ea3e68ac935589760279768
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Particle Multiply A8.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 27aa926a717dbfe44b4b79e7d91fa71d
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader b/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader
new file mode 100644
index 0000000000000000000000000000000000000000..e87b924795e1c992dd8047704a1c7c793a8f2ee2
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader	
@@ -0,0 +1,75 @@
+// WarFX Shader
+// (c) 2015 Jean Moreno
+
+Shader "WFX/Scroll/Smoke"
+{
+	Properties
+	{
+		_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
+		_MainTex ("Texture", 2D) = "white" {}
+		
+		_ScrollSpeed ("Scroll Speed", Float) = 2.0
+	}
+	
+	SubShader
+	{
+		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
+		Blend DstColor SrcAlpha
+		Cull Off Lighting Off ZWrite Off Fog { Color (0.5,0.5,0.5,0.5) }
+		
+		Pass
+		{
+			CGPROGRAM
+			
+			#pragma vertex vert
+			#pragma fragment frag
+			#pragma fragmentoption ARB_precision_hint_fastest
+			#include "UnityCG.cginc"
+			
+			#pragma debug
+			
+			struct v2f
+			{
+				float4 pos : SV_POSITION;
+				float2 uv : TEXCOORD0;
+				fixed4 color : COLOR;
+			};
+			
+			struct vdata
+			{
+				float4 vertex : POSITION;
+				half2 texcoord : TEXCOORD0;
+//				float3 normal : NORMAL;
+//    			float4 texcoord : TEXCOORD0;
+//			    float4 texcoord1 : TEXCOORD1;
+			    fixed4 color : COLOR;
+			};
+			
+			fixed4 _TintColor;
+			sampler2D _MainTex;
+			float _ScrollSpeed;
+			
+			v2f vert (vdata v)
+			{
+				v2f o;
+				o.pos = UnityObjectToClipPos (v.vertex);
+				o.color = v.color;
+				o.uv = v.texcoord;
+				return o;
+			}
+			
+			fixed4 frag (v2f i) : COLOR0
+			{
+				float mask = tex2D(_MainTex, i.uv).a * i.color.a;
+				i.uv.y -= fmod(_Time*_ScrollSpeed,1);
+				fixed4 tex = tex2D(_MainTex, i.uv);
+				tex.rgb *= i.color.rgb * _TintColor.rgb;
+				tex.a = mask;
+				tex = lerp(fixed4(0.5,0.5,0.5,0.5), tex, mask);
+				return tex;
+			}
+			
+			ENDCG
+		}
+	}
+}
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader.meta b/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3cde9f100e23945ed85647e7e7e2e4e19b409ec0
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Shaders/WFX_S Smoke Scroll.shader.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 179c22242d881384a9a9b7abd22a944b
diff --git a/Assets/JMO Assets/WarFX/Spawn System.meta b/Assets/JMO Assets/WarFX/Spawn System.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6f3032f89935566a3499eae9d66a695aeed20e08
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Spawn System.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f7d57630affcb094c92a3d45ccae671e
diff --git a/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs b/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2794d821e4407b0dd0383162ca1555d12a16839f
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs	
@@ -0,0 +1,228 @@
+using UnityEngine;
+using System.Collections;
+using System.Collections.Generic;
+
+// Cartoon FX  - (c) 2012-2016 Jean Moreno
+
+// Spawn System:
+// Preload GameObject to reuse them later, avoiding to Instantiate them.
+// Very useful for mobile platforms.
+
+public class CFX_SpawnSystem : MonoBehaviour
+{
+	/// <summary>
+	/// Get the next available preloaded Object.
+	/// </summary>
+	/// <returns>
+	/// The next available preloaded Object.
+	/// </returns>
+	/// <param name='sourceObj'>
+	/// The source Object from which to get a preloaded copy.
+	/// </param>
+	/// <param name='activateObject'>
+	/// Activates the object before returning it.
+	/// </param>
+	static public GameObject GetNextObject(GameObject sourceObj, bool activateObject = true)
+	{
+		int uniqueId = sourceObj.GetInstanceID();
+		
+		if(!instance.poolCursors.ContainsKey(uniqueId))
+		{
+			Debug.LogError("[CFX_SpawnSystem.GetNextObject()] Object hasn't been preloaded: " + sourceObj.name + " (ID:" + uniqueId + ")\n", instance);
+			return null;
+		}
+		
+		int cursor = instance.poolCursors[uniqueId];
+		GameObject returnObj = null;
+		if(instance.onlyGetInactiveObjects)
+		{
+			int loop = cursor;
+			while(true)
+			{
+				returnObj = instance.instantiatedObjects[uniqueId][cursor];
+				instance.increasePoolCursor(uniqueId);
+				cursor = instance.poolCursors[uniqueId];
+
+				if(returnObj != null && !returnObj.activeSelf)
+					break;
+
+				//complete loop: no active instance available
+				if(cursor == loop)
+				{
+					if(instance.instantiateIfNeeded)
+					{
+						Debug.Log("[CFX_SpawnSystem.GetNextObject()] A new instance has been created for \"" + sourceObj.name + "\" because no active instance were found in the pool.\n", instance);
+						PreloadObject(sourceObj);
+						var list = instance.instantiatedObjects[uniqueId];
+						returnObj = list[list.Count-1];
+						break;
+					}
+					else
+					{
+						Debug.LogWarning("[CFX_SpawnSystem.GetNextObject()] There are no active instances available in the pool for \"" + sourceObj.name +"\"\nYou may need to increase the preloaded object count for this prefab?", instance);
+						return null;
+					}
+				}
+			}
+		}
+		else
+		{
+			returnObj = instance.instantiatedObjects[uniqueId][cursor];
+			instance.increasePoolCursor(uniqueId);
+		}
+
+		if(activateObject && returnObj != null)
+			returnObj.SetActive(true);
+
+		return returnObj;
+	}
+	
+	/// <summary>
+	/// Preloads an object a number of times in the pool.
+	/// </summary>
+	/// <param name='sourceObj'>
+	/// The source Object.
+	/// </param>
+	/// <param name='poolSize'>
+	/// The number of times it will be instantiated in the pool (i.e. the max number of same object that would appear simultaneously in your Scene).
+	/// </param>
+	static public void PreloadObject(GameObject sourceObj, int poolSize = 1)
+	{
+		instance.addObjectToPool(sourceObj, poolSize);
+	}
+	
+	/// <summary>
+	/// Unloads all the preloaded objects from a source Object.
+	/// </summary>
+	/// <param name='sourceObj'>
+	/// Source object.
+	/// </param>
+	static public void UnloadObjects(GameObject sourceObj)
+	{
+		instance.removeObjectsFromPool(sourceObj);
+	}
+	
+	/// <summary>
+	/// Gets a value indicating whether all objects defined in the Editor are loaded or not.
+	/// </summary>
+	/// <value>
+	/// <c>true</c> if all objects are loaded; otherwise, <c>false</c>.
+	/// </value>
+	static public bool AllObjectsLoaded
+	{
+		get
+		{
+			return instance.allObjectsLoaded;
+		}
+	}
+	
+	// INTERNAL SYSTEM ----------------------------------------------------------------------------------------------------------------------------------------
+	
+	static private CFX_SpawnSystem instance;
+	
+	public GameObject[] objectsToPreload = new GameObject[0];
+	public int[] objectsToPreloadTimes = new int[0];
+	public bool hideObjectsInHierarchy = false;
+	public bool spawnAsChildren = true;
+	public bool onlyGetInactiveObjects = false;
+	public bool instantiateIfNeeded = false;
+	
+	private bool allObjectsLoaded;
+	private Dictionary<int,List<GameObject>> instantiatedObjects = new Dictionary<int, List<GameObject>>();
+	private Dictionary<int,int> poolCursors = new Dictionary<int, int>();
+	
+	private void addObjectToPool(GameObject sourceObject, int number)
+	{
+		int uniqueId = sourceObject.GetInstanceID();
+
+		//Add new entry if it doesn't exist
+		if(!instantiatedObjects.ContainsKey(uniqueId))
+		{
+			instantiatedObjects.Add(uniqueId, new List<GameObject>());
+			poolCursors.Add(uniqueId, 0);
+		}
+		
+		//Add the new objects
+		GameObject newObj;
+		for(int i = 0; i < number; i++)
+		{
+			newObj = (GameObject)Instantiate(sourceObject);
+				newObj.SetActive(false);
+
+			//Set flag to not destruct object
+			CFX_AutoDestructShuriken[] autoDestruct = newObj.GetComponentsInChildren<CFX_AutoDestructShuriken>(true);
+			foreach(CFX_AutoDestructShuriken ad in autoDestruct)
+			{
+				ad.OnlyDeactivate = true;
+			}
+			//Set flag to not destruct light
+			CFX_LightIntensityFade[] lightIntensity = newObj.GetComponentsInChildren<CFX_LightIntensityFade>(true);
+			foreach(CFX_LightIntensityFade li in lightIntensity)
+			{
+				li.autodestruct = false;
+			}
+			
+			instantiatedObjects[uniqueId].Add(newObj);
+			
+			if(hideObjectsInHierarchy)
+				newObj.hideFlags = HideFlags.HideInHierarchy;
+
+			if(spawnAsChildren)
+				newObj.transform.parent = this.transform;
+		}
+	}
+	
+	private void removeObjectsFromPool(GameObject sourceObject)
+	{
+		int uniqueId = sourceObject.GetInstanceID();
+		
+		if(!instantiatedObjects.ContainsKey(uniqueId))
+		{
+			Debug.LogWarning("[CFX_SpawnSystem.removeObjectsFromPool()] There aren't any preloaded object for: " + sourceObject.name + " (ID:" + uniqueId + ")\n", this.gameObject);
+			return;
+		}
+		
+		//Destroy all objects
+		for(int i = instantiatedObjects[uniqueId].Count - 1; i >= 0; i--)
+		{
+			GameObject obj = instantiatedObjects[uniqueId][i];
+			instantiatedObjects[uniqueId].RemoveAt(i);
+			GameObject.Destroy(obj);
+		}
+		
+		//Remove pool entry
+		instantiatedObjects.Remove(uniqueId);
+		poolCursors.Remove(uniqueId);
+	}
+
+	private void increasePoolCursor(int uniqueId)
+	{
+		instance.poolCursors[uniqueId]++;
+		if(instance.poolCursors[uniqueId] >= instance.instantiatedObjects[uniqueId].Count)
+		{
+			instance.poolCursors[uniqueId] = 0;
+		}
+	}
+
+	//--------------------------------
+
+	void Awake()
+	{
+		if(instance != null)
+			Debug.LogWarning("CFX_SpawnSystem: There should only be one instance of CFX_SpawnSystem per Scene!\n", this.gameObject);
+		
+		instance = this;
+	}
+	
+	void Start()
+	{
+		allObjectsLoaded = false;
+		
+		for(int i = 0; i < objectsToPreload.Length; i++)
+		{
+			PreloadObject(objectsToPreload[i], objectsToPreloadTimes[i]);
+		}
+		
+		allObjectsLoaded = true;
+	}
+}
diff --git a/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs.meta b/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..00cd691467595b0366c923e435e6525ee433e06b
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+++ b/Assets/JMO Assets/WarFX/Spawn System/CFX_SpawnSystem.cs.meta	
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: ec1683be71e02f548b9023d92d51ac31
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile).meta b/Assets/JMO Assets/WarFX/_Effects (Mobile).meta
new file mode 100644
index 0000000000000000000000000000000000000000..125eca03e59cf991d08dc5d959119ce180f94e4e
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects (Mobile).meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 1ff1506253a4e704e923c2233742faf9
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts.meta
new file mode 100644
index 0000000000000000000000000000000000000000..b8bd276aff44d228fcd14167d631baf66eee6223
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@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bf7d30d2e33da424493e8f75833dd8e7
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole.meta
new file mode 100644
index 0000000000000000000000000000000000000000..49b1591e58d5c851050e8e121be37ba261bc2acb
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5b3b207ce71ee594e966462e44845bab
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole/Lit.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole/Lit.meta
new file mode 100644
index 0000000000000000000000000000000000000000..6c3dc20e2110e3c2db7c5cca4a72375cc80a7f1d
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Bullet Impacts/+ Bullet Hole/Lit.meta	
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6b23306ed93347540a524def873cf984
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+- mobile
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diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/Fire/No Smoke/WFXMR_GazFireBig (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Fire/No Smoke/WFXMR_GazFireBig (No Smoke).prefab.meta
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--- /dev/null
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@@ -0,0 +1,7 @@
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+- mobile
+- particles
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diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/Fire/WFXMR_FlameThrower Big Alt Looped.prefab b/Assets/JMO Assets/WarFX/_Effects (Mobile)/Fire/WFXMR_FlameThrower Big Alt Looped.prefab
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+- mobile
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+- mobile
+- particles
+- fire
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes.meta
new file mode 100644
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diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes/!MuzzleFlash Differences.txt b/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes/!MuzzleFlash Differences.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3b23e213e635bb9f288f57c88c13a3bafdfa24f8
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes/!MuzzleFlash Differences.txt	
@@ -0,0 +1,27 @@
+===================================
+MUZZLE FLASH DIFFERENCES
+===================================
+
+Each Muzzle Flash is provided in multiple versions using different techniques for the rendering (it mostly impact how the effect looks when viewed from front/rear):
+
+- SPRITES:
+Uses a billboard sprite for the muzzle flash, and a fixed plane for the front/rear muzzle flash
+Best when viewed from all angles
+
+- 4 PLANES:
+Uses 4 fixed planes for the muzzle flash, forming a cross (+ and × overlapped)
+Creates a star-shaped front/rear muzzle flash
+
+- FPS:
+Shows only the front/rear sprite, to be used in First Person mode
+
+
+IN EACH EFFECT YOU CAN REMOVE THE FOLLOWING GameObjects FOR DIFFERENT RESULTS:
+Glow		to remove the glowing effect
+Sparks		to remove the surrounding sparks
+
+
+===================================
+War FX
+© 2015 Jean Moreno
+===================================
\ No newline at end of file
diff --git a/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes/!MuzzleFlash Differences.txt.meta b/Assets/JMO Assets/WarFX/_Effects (Mobile)/MuzzleFlashes/!MuzzleFlash Differences.txt.meta
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+- mobile
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Broad (Gray Smoke).prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Broad (Gray Smoke).prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Broad (Gray Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Broad (Gray Smoke).prefab.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9ae4b65cefba08d0911d46093d84421eddf6301a
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Broad (Gray Smoke).prefab.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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+- warfx
+- particles
+- fire
+- desktop
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Circle (Gray Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Circle (Gray Smoke).prefab.meta
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index 0000000000000000000000000000000000000000..7a1271be33bb524444fda0b51bb13b3aab31c6ca
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+++ b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire Natural Circle (Gray Smoke).prefab.meta	
@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire SmallFlame (Gray Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_Fire SmallFlame (Gray Smoke).prefab.meta
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index 0000000000000000000000000000000000000000..04fca6873079e30b79c69f6f92b347e4dfed55f1
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@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFire (Gray Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFire (Gray Smoke).prefab.meta
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index 0000000000000000000000000000000000000000..28ed1f056d0ad00a5d213a99b67c222919a06fa6
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+++ b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFire (Gray Smoke).prefab.meta	
@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFireBig (Gray Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFireBig (Gray Smoke).prefab.meta
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index 0000000000000000000000000000000000000000..4c2a7d31cf66510363edee956c3d12efe2bd11f5
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects/Fire/Gray Smoke/WFX_GazFireBig (Gray Smoke).prefab.meta	
@@ -0,0 +1,7 @@
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+- warfx
+- particles
+- fire
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new file mode 100644
index 0000000000000000000000000000000000000000..e45b55b8f447640f7a5a2a9647f66c5659bd9b2e
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural (No Smoke).prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural (No Smoke).prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural (No Smoke).prefab.meta
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@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural Broad (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural Broad (No Smoke).prefab.meta
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@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural Circle (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire Natural Circle (No Smoke).prefab.meta
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire SmallFlame (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_Fire SmallFlame (No Smoke).prefab.meta
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@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_GazFire (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_GazFire (No Smoke).prefab.meta
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@@ -0,0 +1,7 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_GazFireBig (No Smoke).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_GazFireBig (No Smoke).prefab.meta
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--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects/Fire/No Smoke/WFX_GazFireBig (No Smoke).prefab.meta	
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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+- warfx
+- particles
+- fire
+- desktop
diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Alt Looped.prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Alt Looped.prefab
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,8 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Looped.prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Looped.prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Looped.prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower Big Looped.prefab.meta
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,8 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower.prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_FlameThrower.prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Blue).prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Blue).prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Purple).prefab b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Purple).prefab
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diff --git a/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Purple).prefab.meta b/Assets/JMO Assets/WarFX/_Effects/Fire/WFX_GazFireBig (Purple).prefab.meta
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diff --git a/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes.meta b/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes.meta
new file mode 100644
index 0000000000000000000000000000000000000000..45bace7d3f804534bea41be1cf431887ac94ccc4
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes.meta	
@@ -0,0 +1,2 @@
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diff --git a/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes/!MuzzleFlash Differences.txt b/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes/!MuzzleFlash Differences.txt
new file mode 100644
index 0000000000000000000000000000000000000000..3b23e213e635bb9f288f57c88c13a3bafdfa24f8
--- /dev/null
+++ b/Assets/JMO Assets/WarFX/_Effects/MuzzleFlashes/!MuzzleFlash Differences.txt	
@@ -0,0 +1,27 @@
+===================================
+MUZZLE FLASH DIFFERENCES
+===================================
+
+Each Muzzle Flash is provided in multiple versions using different techniques for the rendering (it mostly impact how the effect looks when viewed from front/rear):
+
+- SPRITES:
+Uses a billboard sprite for the muzzle flash, and a fixed plane for the front/rear muzzle flash
+Best when viewed from all angles
+
+- 4 PLANES:
+Uses 4 fixed planes for the muzzle flash, forming a cross (+ and × overlapped)
+Creates a star-shaped front/rear muzzle flash
+
+- FPS:
+Shows only the front/rear sprite, to be used in First Person mode
+
+
+IN EACH EFFECT YOU CAN REMOVE THE FOLLOWING GameObjects FOR DIFFERENT RESULTS:
+Glow		to remove the glowing effect
+Sparks		to remove the surrounding sparks
+
+
+===================================
+War FX
+© 2015 Jean Moreno
+===================================
\ No newline at end of file
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--- /dev/null
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new file mode 100644
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+++ b/Assets/Scenes/Level03.unity
@@ -38,7 +38,7 @@ RenderSettings:
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diff --git a/Assets/Scenes/Level04.unity b/Assets/Scenes/Level04.unity
index 70c3ad318e38e3b41fd222630f55d639f2090737..fb6962bac8002d0562c839bc16a3b87e05c20ac6 100644
--- a/Assets/Scenes/Level04.unity
+++ b/Assets/Scenes/Level04.unity
@@ -2078,6 +2078,134 @@ Transform:
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diff --git a/Assets/Scenes/ShopCutscene.unity b/Assets/Scenes/ShopCutscene.unity
index 222f1340a13b8078ebf5b824817e0f27dd18a136..5a662dfd79cd77ea883d5818e649f4c248f523d4 100644
--- a/Assets/Scenes/ShopCutscene.unity
+++ b/Assets/Scenes/ShopCutscene.unity
@@ -1478,11 +1478,11 @@ MonoBehaviour:
   m_GameObject: {fileID: 720384036}
   m_Enabled: 1
   m_EditorHideFlags: 0
-  m_Script: {fileID: 11500000, guid: eaaf4a092a9987b4b9c2f4ca8496bd5b, type: 3}
+  m_Script: {fileID: 11500000, guid: fc0a5813653cbdc4a991ac72bce37a74, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
   textComponent1: {fileID: 681113190}
-  textComponent2: {fileID: 0}
+  textComponent2: {fileID: 958210444}
   textComponent3: {fileID: 464379627}
   image1: {fileID: 775521596}
   image2: {fileID: 155814871}
diff --git a/Assets/Scripts/Global/GameStateManager.cs b/Assets/Scripts/Global/GameStateManager.cs
index 87752d82c0e62f38370db863a6ee5a7c5ecfec6f..0f0610d20116747b2079ca887bd91b0e3ad9961b 100644
--- a/Assets/Scripts/Global/GameStateManager.cs
+++ b/Assets/Scripts/Global/GameStateManager.cs
@@ -199,5 +199,6 @@ public class GameStateManager : MonoBehaviour
     public void BuyPet(int i)
     {
         petsBought[i] = true;
+        petsHealth[i] = 100f;
     }
 }
diff --git a/Assets/Scripts/Shop.cs.meta b/Assets/Scripts/Shop.cs.meta
index 569957b696869c7a58d5e0be488b57b909b158f8..de6539809e0db1134e098898f77300b32459092b 100644
--- a/Assets/Scripts/Shop.cs.meta
+++ b/Assets/Scripts/Shop.cs.meta
@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: eaaf4a092a9987b4b9c2f4ca8496bd5b
+guid: fc0a5813653cbdc4a991ac72bce37a74
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2
diff --git a/Assets/Scripts/Weapon/HandGunManager.cs b/Assets/Scripts/Weapon/HandGunManager.cs
index 2f5dd65c318e2e7874812359291a58e9d381c8ca..bcef849851bb01b0b4425aa7240c09775998fdaa 100644
--- a/Assets/Scripts/Weapon/HandGunManager.cs
+++ b/Assets/Scripts/Weapon/HandGunManager.cs
@@ -14,12 +14,21 @@ public class HandGunManager : MonoBehaviour
     [SerializeField] private int bulletPerShot;
     private AimStateManager _aim;
     public float damage = 10;
+
+    [Header("Audio")]
+    [SerializeField] private AudioClip fireSound; 
+    private AudioSource audioSource; 
+
+    [Header("Particle Effects")]
+    [SerializeField] private ParticleSystem muzzleFlash; // Referensi ke ParticleSystem untuk muzzle flash
+
     
     // Start is called before the first frame update
     void Start()
     {
         _aim = GetComponentInParent<AimStateManager>();
         _fireRateTimer = fireRate;
+        audioSource = gameObject.AddComponent<AudioSource>();
     }
 
     // Update is called once per frame
@@ -55,5 +64,7 @@ public class HandGunManager : MonoBehaviour
             Rigidbody rb = currentBullet.GetComponent<Rigidbody>();
             rb.AddForce(barrelPos.forward * bulletVelocity, ForceMode.Impulse);
         }
+        audioSource.PlayOneShot(fireSound);
+        muzzleFlash.Play();
     }
 }
diff --git a/Assets/Scripts/Weapon/ShotGunManager.cs b/Assets/Scripts/Weapon/ShotGunManager.cs
index 7f45119f4ef1dd6a32014a87cd8842486b4f3299..8a7e12253228f4bf44e1c79f8978cc8535c2f9b7 100644
--- a/Assets/Scripts/Weapon/ShotGunManager.cs
+++ b/Assets/Scripts/Weapon/ShotGunManager.cs
@@ -2,10 +2,6 @@ using UnityEngine;
 
 public class ShotGunManager : MonoBehaviour
 {
-    [Header("Fire Rate")]
-    [SerializeField] private float fireRate;
-    private float _fireRateTimer;
-    [SerializeField] private bool semiAuto;
     
     [Header("Bullet Properties")]
     [SerializeField] private GameObject bullet;
@@ -15,6 +11,14 @@ public class ShotGunManager : MonoBehaviour
     [SerializeField] private float xOffset;
     private AimStateManager _aim;
     
+    [Header("Audio")]
+    [SerializeField] private AudioClip fireSound; 
+    private AudioSource audioSource; 
+
+    [Header("Particle Effects")]
+    [SerializeField] private ParticleSystem muzzleFlash; // Referensi ke ParticleSystem untuk muzzle flash
+
+
     private GameObject _rightHand;
     private UnityEngine.Animations.Rigging.MultiAimConstraint _twoBoneIKRight;
     
@@ -24,10 +28,10 @@ public class ShotGunManager : MonoBehaviour
     void Start()
     {
         _aim = GetComponentInParent<AimStateManager>();
-        _fireRateTimer = fireRate;
         animator = FindParentObjectByName(transform, "PlayerObject").GetComponent<Animator>();
         _rightHand = GameObject.Find("JammoPlayer/Rig 1/RightHandAim");
         _twoBoneIKRight = _rightHand.GetComponent<UnityEngine.Animations.Rigging.MultiAimConstraint>();
+        audioSource = gameObject.AddComponent<AudioSource>();
     }
 
     // Update is called once per frame
@@ -51,16 +55,12 @@ public class ShotGunManager : MonoBehaviour
 
     private bool ShouldFire()
     {
-        _fireRateTimer += Time.deltaTime;
-        if (_fireRateTimer < fireRate) return false;
-        if (semiAuto && Input.GetKeyDown(KeyCode.Mouse0)) return true;
-        if (!semiAuto && Input.GetKey(KeyCode.Mouse0)) return true;
+        if (Input.GetKeyDown(KeyCode.Mouse0)) return true;
         return false;
     }
 
     private void Fire()
     {
-        _fireRateTimer = 0;
         barrelPos.LookAt(_aim.aimPos);
         for (int i = 0; i < bulletPerShot; i++)
         {
@@ -73,6 +73,8 @@ public class ShotGunManager : MonoBehaviour
             SpawnBullet(new Vector3(0.1f, 0.1f, 0f));
             SpawnBullet(new Vector3(0f, 0.1f, 0.1f));
         }
+        audioSource.PlayOneShot(fireSound);
+        muzzleFlash.Play();
     }
 
     private void SpawnBullet(Vector3 offset)
diff --git a/Assets/Scripts/Weapon/SwordManager.cs b/Assets/Scripts/Weapon/SwordManager.cs
index 23b4edf4e15924b6df36c7f567da619d2ba3ae3e..35b868c69f946c65fb9989fd6d9ff061ff4eb290 100644
--- a/Assets/Scripts/Weapon/SwordManager.cs
+++ b/Assets/Scripts/Weapon/SwordManager.cs
@@ -11,9 +11,15 @@ public class SwordManager : MonoBehaviour
     public static int noOfClicks = 0;
 
     
+    [Header("Audio")]
+    [SerializeField] private AudioClip attackSound; 
+    private AudioSource audioSource; 
+
+    
     void Start()
     {
         animator = FindParentObjectByName(transform, "PlayerObject").GetComponent<Animator>();
+        audioSource = gameObject.AddComponent<AudioSource>();
     }
 
     // Update is called once per frame
@@ -36,6 +42,7 @@ public class SwordManager : MonoBehaviour
     {
         animator.SetBool("isSwing", true);
         sword.SetDamage(50);
+        audioSource.PlayOneShot(attackSound);
     }
     
     private GameObject FindParentObjectByName(Transform child, string parentName)