Low-Poly Security Cameras
- Standard: classic outdoor housing on a wall arm - C-Mount: box camera with a varifocal lens ... - Fisheye: 360° ceiling camera ... - Manual control API for player-driven cameras
by Michaël Blanchard
Price History +
- Render pipeline: Universal Render Pipeline (URP) only
- Unity version: 6.3 or later
- 5 camera prefabs
- Triangle counts: Standard 1,178 · C-Mount 2,656 · IP 1,360 (1,470 incl. broken parts) · Dome 884 (1,340 incl. broken parts) · Fisheye 886
- Light cones add 32–128 triangles per camera (not included above)
- Textures: 4 × 1024×1024 base colour textures (one per pan/tilt camera) + 1 × 128×128 grille texture (Fisheye); no normal or PBR maps
- 18 URP Lit materials, plus a custom light-cone shader
- 1 servo audio loop (WAV)
- 9 C# scripts, all in the MichaelBlanchard.SecurityCameras namespace
- Demo scene with on-screen controls
- Documentation: PDF and README
- Built-in Render Pipeline and HDRP are not supported
Bring your stealth, heist and spy levels to life with five low-poly security cameras that look the part and actually behave like cameras.
CAMERAS
- Standard: classic outdoor housing on a wall arm
- C-Mount: box camera with a varifocal lens
- IP: wireless pan-tilt camera with antenna
- Dome: ceiling dome with a smoked shell (players can't tell where it's looking)
- Fisheye: 360° ceiling camera
FEATURES
- Four camera states: Active (red LED), Disabled (green LED, e.g. hacked or looped), Off and Broken
- Broken state swaps in damaged meshes: the Dome shows a shattered shell, the IP camera a snapped antenna
- Status LEDs and faint light cones that fade with the camera's state
- Pan/tilt patrol between points you set, with per-camera limits and built-in mechanical hard caps
- Manual control API for player-driven cameras
- Servo sound that follows the camera's movement
- Simple C# API with events and inspector UnityEvents
- Demo scene with an on-screen panel to try every state and patrol
- 17-page PDF documentation with a scripting reference
EASY TO USE
Drag a prefab into your scene, add a few patrol points, and press Play. No layers, tags or project settings required. Everything is in one folder with its own assembly definition and no external dependencies.
Note: screenshots show the optional Soft Edges cone setting, which requires Depth Texture enabled in your URP asset. Cones are fully visible without it, with hard edges where they meet surfaces.