AAA Heavy Fighters – Ironclad
- 5 heavy fighter prefabs, 22 m long, 1 unit = 1 metre (+Z forward, +Y up) ... - 47 round prefabs ... - Tileable 4K PBR materials in five liveries (crimson, gunmetal, olive, slate, navy), a ...
by Matei Ioan Alexandru
Price History +
- Number of textures: 126 (plus a sky cubemap and a reflection map)
- Texture dimensions: up to 4096x4096 (tileable 4K PBR sets)
- Polygon count per ship hull at LOD0 (including the cockpit interior): HF-004 46,790 / HF-006 46,108 / HF-008 48,132 / HF-009 48,514 / HF-011 46,326 triangles
- Minimum polygon count: 2,436 triangles (hull LOD3)
- Maximum polygon count: 62,360 triangles (complete ship with all weapons, moving parts and carried missiles at LOD0)
- Number of meshes/prefabs: 47 FBX files; 60 prefabs (5 ships, 47 rounds, 8 effects)
- Rigging: No (moving parts are separate meshes on sockets, driven by script)
- Animation count: 77 camera clips for the Timeline cinematic; turrets, gear, canopy, bay doors, rotors, guns, launchers and missiles are driven procedurally by the HVFShip component
- UV mapping: Yes (UV0 tileable materials, UV1 per-ship overlay, UV2 markings atlas, UV3 cockpit screens)
- LOD information: 4 levels per ship in one LOD Group
- Collision: custom convex Mesh Colliders (64 to 72 per ship)
- Types of materials and texture maps: PBR (base colour, OpenGL normal, occlusion/roughness/metallic, masks), emissive screens, see-through glass; 344 materials on the pack's 7 Shader Graphs (URP and HDRP targets) plus the overview floor and sky
- Scripts: 6 C# runtime scripts (namespace AAAHeavyFighters), no third-party dependencies
- Render pipelines: URP 14+ and HDRP 14+, Unity 2022.3 or newer
Watch the 4K showcase video: https://youtu.be/9bEL_KiR330
What you see is what you get: everything in the video and images is included in the pack, including the skybox.
Five heavy sci-fi fighters, armoured and bristling with guns, ready for your game: HF-004 in crimson, HF-006 in gunmetal, HF-008 in olive, HF-009 in slate and HF-011 in navy. Every ship has its own cockpit interior at human scale, landing gear, a hinged canopy, weapon-bay doors, engine rotors, turrets that track a target, fixed mass drivers, two missile launchers and carried missiles, all as separate parts that move and fire from a simple C# component.
WHAT'S INCLUDED
- 5 heavy fighter prefabs, 22 m long, 1 unit = 1 metre (+Z forward, +Y up)
- Cockpit interior on every ship: seat, lit multi-function displays, HUD glass, side consoles, stick and throttle; screen colours differ per ship (cyan, white, amber, green, orange)
- Every weapon and moving part is a separate mesh on its own socket: turrets (2 to 3 per ship) with yaw and pitch, fixed guns, two missile launchers (12 to 24 tubes per ship), weapon-bay doors, canopy on its hinge, landing gear, engine rotors and 6 to 10 carried missiles per ship
- HVFShip component: SetThrottle, SetGear, OpenCanopy, OpenBayDoors, AimAt / AimBearing, FireGuns, FireTurrets, FireMissiles (ripple), ReleaseStore, ReleaseAllStores, RearmStores; UnityEvents OnFired, OnStoreReleased, OnGearChanged and OnCanopyChanged; one-argument versions for UnityEvents and Timeline signals
- Pooled rounds: slugs and missiles are reused from a pool, so a burst creates and destroys no GameObjects
- 47 round prefabs
- Effects that work in URP and HDRP: white-gold fusion drives with a slow deep pulse, ember sparks and heat haze; mass-driver muzzle fireballs with ring-blasts and soot; glowing slugs that cool from white-gold to cherry red; turret bursts; missile launches and ignitions with amber motors, ember trails and exhaust wisps; running lights with a heavy strobe
- LOD Group with 4 levels on every ship; hull, glass, cockpit and all moving parts switch together
- Custom convex Mesh Colliders on every hull, turret, gun, moving part and carried missile (64 to 72 per ship); colliders on moving parts move with them
- Tileable 4K PBR materials in five liveries (crimson, gunmetal, olive, slate, navy), a per-ship overlay (dirt, dust, edge wear, hazard stripes), stencil markings that stay sharp at any distance, emissive cockpit screens and see-through canopy glass
- Showcase scene: the five ships in formation with a Timeline cinematic (camera animation plus signal tracks for gear, canopy, throttle, turrets, guns, launchers, bay doors and missiles) and a free-fly camera
- Overview scene: every ship, weapon, moving part, round and LOD level on a studio floor with a free-fly camera
- The space skybox (cubemap) seen in the video
RENDER PIPELINES
- URP (default content) and HDRP (nested package with HDRP materials, prefabs, scenes and settings)
- Unity 2022.3 or newer, URP 14+ / HDRP 14+
- The Built-in Render Pipeline is not supported
Documentation: a PDF guide (setup for URP and HDRP, scripting API, scenes, triangle counts) is included in the package.