Proxima Centauri
| Rigging: Yes/No | No | ... | Collision | One radius-1 SphereCollider; normalized diameter 2 m | ... FBX/OBJ source exports contain a static texture; the Unity prefab contains the moving ...
by David Agababyan
Price History +
| Field | Value |
|---|---|
| Number of textures | 1 in Unity package |
| Texture dimensions | 4096 × 2048 |
| Polygon count of Proxima Centauri | 6912 triangles after triangulation |
| Minimum polygon count | 6912 triangles; one model |
| Maximum polygon count | 6912 triangles; one model |
| Number of meshes/prefabs | 1 mesh / 1 prefab |
| Vertices | 3750 imported, including UV seam splits |
| Rigging: Yes/No | No |
| Animation count | 0 mesh/skeletal clips; one continuous material effect |
| Animation type list | Shader-driven plasma flow, 40-second loop at Speed=1 |
| UV mapping: Yes/No | Yes; one nonoverlapping channel |
| LOD information | One base mesh, no extra LOD levels or LODGroup |
| Types of materials and texture maps | Custom URP unlit emissive shader; sRGB colour/emission latlong map |
| Collision | One radius-1 SphereCollider; normalized diameter 2 m |
| Scripts | No runtime C# scripts |
| Scenes | One Overview scene |
A standalone red dwarf star inspired by the supplied Proxima Centauri reference. Dark red plasma regions have gently evolving edges and fine detail on a smooth spherical silhouette. The material loops over 40 seconds at default speed. The asset is an artistic game visual, not a scientific simulation or a full space environment.
A ready-to-place Unity URP prefab with an animated unlit plasma shader and a normalized spherical mesh. Adjust flow, speed and emission in the material. Includes a simple spherical collider, overview scene, optional demo URP pipeline and written setup instructions. The shader animates without runtime scripts or an Animator. Engine material animation is an adaptation of the Blender procedural effect.
Requires Unity 6000.6.1f1 with URP 17.6.0; tested on Windows. Built-in/HDRP and other platforms/versions have not been tested. This is one celestial asset, not a complete space environment. FBX/OBJ source exports contain a static texture; the Unity prefab contains the moving effect.