Alien Bugs Vol.1 – 20 Animated Fantasy Insect Creatures + Skill VFX
Every creature is a ready-to-use prefab with its own Animator Controller, material ... Features ... - NEW: Melee effects follow the attack animation, in the world and toward the target: slash ...
by PixeliusVita
Price History +
Unity version: 2022.3.62f3 or newer
Render pipeline: Universal Render Pipeline (URP) only
Number of creatures / prefabs: 20
Triangles per creature: 4,310 - 9,532 (most about 5,300)
Rig: Generic, 18 - 35 deform bones, max 4 weights per vertex
Animations: 346 clips, 30 fps, in place
Blend shapes: 4 creatures (shell / wing forms)
Textures: 60 PNG (Base Color, Normal, Mask), 2048 x 2048
Materials: 20 (PixeliusVita/AlienBugOmniCozyMobile)
Shaders: 7 (creature, skybox, environment, glow, VFX, VFX distortion, attack indicator)
Demo scenes: 3 (AlienBugs_Showcase, AlienBugs_Overview, AlienBugs_Playground)
VFX: 72 prefabs, 3 shaders (PixeliusVita/AlienBugVFX, AlienBugVFX_Distortion, AlienBugTelegraph), 10 materials, 4 textures (4096 atlas, 512 noise, ramps, trail), 9 meshes
Scripts: AlienBugActor, AlienBugCatalog + demo scripts (namespace PixeliusVita.AlienBugs)
Documentation: PDF
Support: pixeliusvita@gmail.com
=== POLYCOUNT SAMPLES ===
Bug01 Stoneplate Beetle: 9,434 tris, 21 bones, 13 clips
Bug04 Emberclaw Assassin: 5,260 tris, 25 bones, 17 clips
Bug05 Armored Earwig: 5,266 tris, 29 bones, 14 clips
Bug07 Round Shield Skitter: 5,272 tris, 18 bones, 14 clips, 1 blend shape
Bug08 Hoe Mantis Assassin: 5,260 tris, 28 bones, 17 clips
Bug09 Ironwing Beetle: 9,532 tris, 24 bones, 28 clips, 2 blend shapes
Bug10 Bronze Winged Weevil: 4,310 tris, 24 bones, 30 clips
Bug12 Mushroom Ant: 5,264 tris, 28 bones, 17 clips
Bug13 Winged Biter: 5,278 tris, 35 bones, 26 clips
Bug19 Copperwing Shell Beetle: 5,252 tris, 24 bones, 28 clips, 1 blend shape
Bring your dungeons, ARPGs and roguelikes to life with Alien Bugs: twenty hand-crafted fantasy insect creatures with a chunky, painterly look inspired by classic fantasy MMOs and action RPGs.
New in 1.1: every creature now has its own skills and effects. Slashes, thrusts, pincer clamps, bites, crushes, horn gores, shield bashes, trap jaws, body charges, ground slams, earth and crystal spikes, acid spit, life drain, heal, shields, battle auras, stealth, wing gusts and spore clouds, plus acid burst deaths where the abdomen explodes into acid, smoke and heat haze. Test them all in the new VFX Playground: choose your creature and any target, make the target mortal or immortal, let it stand, wander or fight back.
The effects are built for real games, not only for screenshots: one all-in-one VFX shader, one texture atlas and two shared materials, pooled spawning with zero garbage, and a bullet-hell field that draws thousands of projectiles in one draw call (made for Vampire Survivors style games).
Every creature is a ready-to-use prefab with its own Animator Controller, material and collider, and comes with a full gameplay animation set: personality idles, walks, run, sprint, 90 degree turns, attacks, hit, stun and two different deaths, plus creature-specific actions such as grooming, digging, shell hiding, burrowing, threat displays and jump attacks. Flying species ship with complete ground and flight sets linked by takeoff and landing.
Features
- 20 creatures: beetles, mantis, earwig, ants, grubs, weevil, midge, crab bug, snail beetle, mite and more
- 346 animation clips at 30 fps, in place, looping clips seamless
- Ground and flight forms with takeoff / landing (4 flying species)
- Blend shapes for shell hiding and wing folding, keyed inside the clips
- PBR textures per creature: Base Color, Normal, Mask (AO / Roughness / Metallic), 2048 px
- Custom URP shader: normal and mask maps, outline, rim light, stylized clay lighting, hit flash and dissolve
- AlienBugActor component: Play(clip), HitFlash(), Dissolve()
- Bestiary demo with fantasy UI: search, family and trait filters, animation list, playback controls; scales to hundreds of creatures
- Overview demo scene with all creatures, custom procedural skybox and post-processing
- NEW: Attack indicators (telegraphs) built for enemies: circle, cone and line ground decals show the reach of every skill and fill up to the exact hit frame, no text or numbers needed
- NEW: Stun: slams, rams, spikes, leaps and ambushes stun the target, which plays its stunned loop under a dizzy swirl above its head (shields block stuns, short immunity after each stun)
- NEW: Ground area borders: after the hit, ground skills draw the exact border of the area they hit (crisp edge, inner rim glow, two-layer scrolling fill), so safe and danger zones read clearly
- NEW: Melee effects follow the attack animation, in the world and toward the target: slash and claw arcs start at the blade or claw and sweep the way the limb moves (VFXSwing), stabs start on the limb and point at the target, jaws close at the attacker's own mouth
- NEW: Blood, acid and venom drip to the floor and leave stains that slowly dissolve (particle collision with a floor plane that follows the effect, VFXGroundPlane)
- NEW: Distinct lobbed spit: Venom Spit fires three small droplets on a low arc, Acid Glob one big slow glob that bursts into a bubbling puddle
- NEW: A melee style of its own for every creature, not only a different color: mandible crush with shell cracks, side nip with venom puff, tail forceps over the back, shield bash wave, horn ram, triple chew, piercing bite, neck lunge, double claw swings and rakes, radial trap jaws, body charge, scythe slashes, needle thrusts, snout stabs, whip lash, scissor bites and the classic mandible bite with an X flare
- NEW: Skillshot projectiles: every shot flies straight ahead of the caster and can be dodged; lobbed spit lands where the target stood
- NEW: Mouse aim in the Playground: press a skill key and its indicator follows the mouse (circle for leaps and ground areas, cone or line for melee and shots), left-click casts, every skill keeps a max range; WASD / right-click run, Shift spring, Ctrl walk; the enemy AI chases and turns to you
- NEW: No foot sliding: walk, run and spring speeds are measured from the clips, creatures turn in place with their turn clips, and locomotion playback follows the actual speed
- NEW: Spring gait: creatures sprint with their bounding spring clip to close long distances, then run the last steps; hold Shift to sprint in the Playground
- NEW: 72 VFX prefabs (scythe slash, claw sweep, whip lash, needle pierce, stab, pinch, mandible bite, scissor bite, mandible crush, nip, tail forceps, shield bash, horn ram, chew, piercing bite, neck lunge, heavy claw swing, claw rake, trap jaw, body charge, venom spit, acid glob, liquid stains, slam, explosion, spikes, acid spit, acid burst death, drain beam, heal, shield, buff aura, stealth, stun swirl, ground area border, wind, spores, projectiles, spawn, dissolve death)
- NEW: Alien bio-toon VFX texture atlas (4096 px): cel-shaded smoke, flame and explosion flipbooks with rim light and bubbling holes, slash strips, sigils, bursts, rings, crystal shards; cellular dissolve; every effect dissolves in and out with a glowing edge, plus particle grains and heat haze on impacts
- NEW: All-in-one VFX shader (atlas + 16 color ramps + particle custom data for erosion, slash sweep, color and brightness), heat distortion shader, soft particles, fresnel shield
- NEW: Pooled VFX runtime (VFXPool, PooledVFX, VFXProjectile, VFXBeam) and VFXBulletField (up to 4096 bullets, one draw call)
- NEW: VFX Playground scene: skill bar with cooldowns, HP bars, damage numbers, mortal / immortal target, stand / wander / fight back, auto cast, demo mode, spam test
- NEW: Skills for all 20 creatures, editable in one data asset without code
- Works with both Input Manager and Input System
- PDF documentation included