> For the complete documentation index, see [llms.txt](https://octanta-studio.gitbook.io/touch-effect-system-for-unity/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://octanta-studio.gitbook.io/touch-effect-system-for-unity/usage-guide/setup.md).

# Setup

Less than a minute.

**Path 1 - Spawned effect (UI or world)**

1. Locate the world-space prefabs folder: Assets → OctantaStudio → TouchEffectSystem → Prefabs → WorldEffects. For UI-spawned effects, use TouchEffectSystem → Prefabs → TouchEffects → PreviewEffect.
2. Assign a shader material to the Glow Material field - for example, one of the system's ready-made shaders.
3. Spawn the prefab through VfxController (world) or by Instantiate (world/UI), positioning it as needed in your context.

Run the scene and drag the prefab into it to test. Adjust visual settings in the shader material if needed - changes appear on the next spawn of the effect, or after restarting Play Mode.

<figure><img src="https://1414976141-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnBd5BNyGKTZYEzDTuKCp%2Fuploads%2FAEg5B0W3b7yXCDP2ieyj%2FVFXExample.png?alt=media&amp;token=b91a49e6-a81c-4989-8464-55d28032917b" alt=""><figcaption></figcaption></figure>

*Left: a card-upgrade effect instantiated on a UI skill icon (similar to the CardAwakening shader). Right: a dark aura effect for a skill cast, instantiated on the player object (similar to ShadowManaRising or FireAbsorbtion)*

**Path 2 - Input-driven UI effect**

1. Import the asset and locate the prefabs folder: Assets → OctantaStudio → TouchEffectSystem → Prefabs → TouchEffects.
2. Add an effect prefab to your Canvas - for example, TouchCircle for a simple touch response.
3. Assign Target Canvas in the component, or leave it empty - it will be auto-detected from the parent.
4. Check that the InputController component inside the prefab matches your project's Input System (Old / New). See [Core Components → InputController](/touch-effect-system-for-unity/data/core-components.md#input-controller).

The effect is ready to use once the Canvas is set up. Run the scene to test.

<figure><img src="https://1414976141-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnBd5BNyGKTZYEzDTuKCp%2Fuploads%2FyK039sTOiFXWOaMEAbKx%2Fsetup%20(2).png?alt=media&amp;token=6fd10c05-5bb9-4150-93c9-5383ffb4c5c3" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Some effects consist of multiple TouchGlowUI or SparkleSpawner components at once, so when editing, adjust them equally inside the prefab (for example, Size Multiplier). To test changes, restart the scene.
{% endhint %}

5. Recommended. Check the Additional Settings in the TouchGlowUI or SparkleSpawner component. To adjust the effect size for your screen resolution use the Size Multiplier slider. It changes the overall effect size while keeping the proportions between particle size and spacing.
6. Recommended. Open the Glow Material set in the TouchGlowUI component to experiment with the effect color or other available settings. Also, experiment with sprites and colors if using SparkleSpawner. After adjusting, restart the scene to test the touch or trail visuals.
7. Recommended. If you need to adjust the One-Touch effect so that it either follows the touch or disappears in place, go to [TouchGlowUI](/touch-effect-system-for-unity/data/core-components.md#touchglowui-shader-based) > Glow Material > Holding Forbidden. Set it to 0 (false) for the effect to follow the input, or to 1 (true) for it to remain at the touch point.
8. Recommended. Use DemoScene to explore all available prefabs. Run the scene, enable and disable the prefabs on the canvas, and watch the touch effects in the Game window.
