Weapon Juice 2D View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.4.7 or later
Package size
123 KB
Files
93
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2
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Weapon Juice 2D

by TheCoderGuy (opens in new tab)

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Make any weapon feel incredible in minutes. Attach one component, call two methods, and get layered, perfectly-timed feedback.

Price $24.99

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Price history

Last 6 months

USD
Price history for Weapon Juice 2D, 6 months Current $24.99; lowest $17.49; highest $24.99 in this period. $0 $12.5 $25 Aug Sep Oct Nov

Asset preview

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Weapon Juice 2D screenshot 1

Weapon Juice 2D screenshot 1

About this asset

Weapon Juice is a drop-in game-feel layer for your weapons. Your game decides what happens — damage, ammo, hit detection, movement — and Weapon Juice makes the moment land. Call Fire() when your weapon shoots and RegisterHit() when it connects; the feedback you composed plays automatically.

Composition is 100% data-driven and inspector-first. A Weapon Feel Profile is a list of feedback modules per event (Fire, Impact, Critical, Melee Hit…). Stack them, toggle them, label them, and reorder them — no code, no graphs, no state machines. Add your own feedback by deriving one class; it appears in the menu automatically.

It looks great with no art: flashes, impact sparks, shockwave rings, tracers, and the subtle muzzle glow are all procedural and render correctly in the URP 2D renderer (where 3D lights don't affect sprites) as well as in 3D.

Built for real projects: the firing path is pooled and allocation-free, it's Fast-Enter-Play-Mode safe, the core has no UGUI or URP package dependency, and it ships with EditMode tests and full, documented C# source.

What's in the box

  • The WeaponFeel component + a tiny two-call API.
  • 17 ready-made presets across Guns, Sci-Fi, Fantasy, and Melee.
  • Feedback modules: Flash, Light Pop, Recoil, Camera Shake, Hit-Stop, Layered Audio (with mixer routing), Muzzle Flash, Casing Ejection, Tracer, Surface Impact, Impact Burst, Shockwave Ring, Decal, Melee Swing, and an optional Hitmarker.
  • Surface system (metal sparks, flesh, wood…) resolved automatically from the hit collider, 2D and 3D.
  • Projectile helper for real moving projectiles.
  • Two generated demo scenes: an auto-firing range and a playable 2D platformer (move, jump, shoot, melee with combo escalation).
  • In-package Quick Start, upgrade/serialization guide, and changelog.

Great for: indie and solo devs, 2D action platformers and run-and-guns, FPS/third-person/RPG, and mobile.

From the publisher's Asset Store listing.

Technical details

  • Unity: 2022.3 LTS and Unity 6 (6000.x).
  • Render pipeline: Universal Render Pipeline (URP) — 2D renderers. Pipeline-agnostic runtime (renders via SpriteRenderer/LineRenderer/Light + the universal Sprites/Default shader; no URP package dependency, no shipped .shader/.mat assets). Also runs under Built-in where present (deprecated by Unity from 6.6).
  • Dimensions: 2D , with Physics and Physics2D impact helpers (FeedbackContext.FromRaycast / FromRaycast2D).
  • Platforms: Desktop, Mobile (iOS/Android), Console.
  • Input: input-agnostic; works with any controller. (The platformer sample uses the Input System, with a legacy fallback.)
  • Performance: pooled effects, audio, particles, tracers, and rings; allocation-free firing path after warm-up. Mobile-friendly.
  • Reliability: Fast Enter Play Mode safe — all static services and registries reset on SubsystemRegistration; no static events.
  • Architecture: assembly-separated — WeaponJuice.Runtime (core, no UGUI/URP dependency), WeaponJuice.Editor, WeaponJuice.UI (optional UGUI hitmarker), WeaponJuice.Demo (+ Editor), WeaponJuice.Tests. SOLID; feedback modules are [SerializeReference]-based and open/closed.
  • Extensibility: derive from WeaponFeedback; it's auto-discovered by the inspector (no registration). Documented serialization & upgrade-safety policy.
  • Dependencies: none required. Optional hitmarker uses UGUI; optional audio routing uses AudioMixerGroup.
  • Source & tests: full, unobfuscated, XML-documented C#; EditMode test suite (core logic + feedback serialization contract).
  • Public API surface: WeaponFeel, FeedbackContext, FeedbackEvent, WeaponFeelProfile, WeaponFeedback, SurfaceLibrary/SurfaceMarker, WeaponJuiceProjectile.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.4.7f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.