ProjectileFX – 60 Stylized Spell
Blast damage with radius, falloff and optional line-of-sight cover Impact force on Rigidbodies ... The All Spells demo keeps 60 casters firing at once and runs at about 100 FPS in the ...
by Livi3d
Price History +
• Unity 6000.5 or newer, Universal Render Pipeline 17
• 60 projectile prefabs, 61 muzzle prefabs, 61 impact prefabs
• 52 cast seal prefabs, 6 beam prefabs, 3 surface mark prefabs
• 60 spell prefabs + 60 SpellDefinition assets
• 7 custom shaders (particle, trail, orb, crystal, lightning, distortion, text)
• 430 materials, 26 textures (up to 1024×1024, ASTC overrides for mobile), 9 procedural meshes
• 41 runtime scripts + 30 editor scripts, all C# source, in their own assembly definitions
• 3 demo scenes (Quick Start, Showroom, All Spells)
• Requires URP Depth Texture and Opaque Texture for soft particles and distortion
• Input System package (the demo input uses it)
• Tested on Windows (DX12) and Android (OpenGL ES 3)
• No audio clips, no character model included
• Documentation: Documentation.html inside the package
ProjectileFX is a complete spell projectile kit for Unity 6 and URP: 60 stylized projectiles, each with its own muzzle flash and impact, ready to drop onto a character and cast.
WHAT'S INSIDE
• 60 projectiles in 15 families: Fire, Ice, Lightning, Energy, Arcane, Plasma, Dark, Holy, Arrow, Rocket, Laser, Orb, Charm, Earth and Nature
• 60 muzzle flashes and 60 impacts — one matched set per projectile
• 52 cast seals (rune circles) under the caster or where the shot lands
• 6 held beams (Fire, Frost, Storm, Arcane, Toxic, Holy) that stretch to whatever they hit
• 3 surface mark types — scorch, frost, acid — projected with URP decals, faded and pooled
• 60 ready-to-use spell prefabs: drop one on a hand bone, press Play, cast with Space or a click
• 3 demo scenes: Quick Start, a Showroom with all 60 spells and 8 feature bays, and All Spells (60 casters at once)
GAMEPLAY-READY
• SpellDefinition assets: one asset per spell with effects, damage, speed, scale, homing and sounds
• Hit events: IProjectileHitReceiver, UnityEvents, C# events and a static AnyHit
• ProjectileTarget: ready-made health with damaged and killed events
• Homing with adjustable turn rate, FireAt(Transform), target leading and ballistic arcs
• Straight, sine, spiral and zigzag flight paths, gravity and acceleration
• Blast damage with radius, falloff and optional line-of-sight cover
• Impact force on Rigidbodies
• SpellCaster: cooldown, cast time and mana/energy/ammo cost with events for UI and animation
• Owner pass-through, so a caster never hits its own colliders
• Beam damage per second with the same hit hooks as projectiles
TOOLS
• Effect Browser: searchable catalog, double-click to add an effect to the scene
• Spell Maker: build a new spell from the parts in the pack in a few clicks
• Validate Pack: one pass that finds broken references, pink materials and missing components
• FXQuality: Low / Medium / High levels that trim particle counts, distortion and lights
• FXPool pooling for muzzles, impacts, seals and marks, plus prewarming
• FXScale and FXTint: resize or recolor any effect without new materials
• Setup check that reports missing URP settings, and a one-click command to enable decals
PERFORMANCE
The All Spells demo keeps 60 casters firing at once and runs at about 100 FPS in the editor on a desktop PC. A single projectile in flight costs a fraction of a millisecond. Quality levels scale everything down for weaker hardware.
MOBILE
The demo scenes were built for Android and run on a phone (OpenGL ES 3). Textures carry ASTC overrides for Android and iOS. Frame rates on devices were not measured.
PLEASE NOTE
• URP only — the shaders do not render in the Built-in pipeline or HDRP
• No audio clips are included; every spell has sound slots for your own clips
• No character model is included; the demo scenes use a simple mannequin
• Surface marks need the URP Decal renderer feature (one menu command adds it)
Full documentation is included (Documentation.html).
Support: lyshik90@mail.ru