I like the name “Shuriken PLUS!” or “Particle Playground”…

Events for Unity’s CPU particle system, with little to no GC.

It’s so versatile, that in your insanity you could attach a VFX Graph particle system per-instance of Shuriken particle, and script that coupling however you wish, having full control over it. For example, you can transfer per-particle Shuriken properties to some VFX Graph.

You can even implement two-way rigidbody, per-particle physics, using Unity’s existing systems, and re-program the functionality of Shuriken from the ground-up, however you want it to work.

Shuriken effectively becomes a frontend visual editor and renderer for a fully programmable particle system backend, opening up its full potential with a robust event shell.

Some examples:

Give me more ideas.