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Package details
- Latest version
- 1.0.0
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 467 KB
- Files
- 69
- Favorites
- 4
- Views in the past week
- 7
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $16.79 on
Keywords
Advanced Reactive Shield VFX
Hey! Here’s a nice-looking procedural shield you can drop into your game. It reacts to every hit and have an auto rebuild—and it’s easy to tweak to match your project.
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Price history
Last 6 months
USDAsset preview
1 / 8
Advanced Reactive Shield VFX screenshot 1
About this asset
Advanced Hex Shield VFX is a procedural reactive shield system for Unity.
Generate a complete geodesic shield automatically, with responsive impact effects, localized damage, animated energy, physical fragment movement, and optimized collision support.
No custom sphere mesh, fracture setup, or hand-authored impact animation is required.
Key Features
- Fully procedural shield generation
- Reactive localized impacts
- Dynamic damage and energy effects
- Physical fragment displacement and recovery
- Optimized collision handling
- Customizable visual and gameplay settings
Ideal for sci-fi characters, vehicles, structures, bosses, and environmental effects.
Key features:
- Procedural geodesic glass shield
- Adjustable subdivisions, radius, thickness, and cell spacing
- Four thick triangular fragments per hexagon; cuts hidden until impact
- Localized explosion falloff and fast magnetic reconstruction
- Irregular whole-cell red damage ripple with smooth recovery
- Sparse asynchronous ambient packets with one packet per active cell
- Impact packets on damaged and visibly red vibration cells
- Fragment-follow energy and optional stretch tethers
- Accurate chunked mesh collision with real gaps and impact holes
- Simple sphere and no-collider fallbacks
- Procedural ground-contact halo and whole-cell contact glow
- Up to eight simultaneous shader impacts
- Pooled single-direction auto shooter with adjustable cone spread
- Swept projectile collision to reduce tunnelling
- Ready-to-use shield and projectile prefabs
- Demo scene, one-click demo builder, validation command, and documentation
Included content:
- 2 prefabs
- 1 demo scene
- 6 materials
- 4 custom URP shaders
- 6 runtime scripts and 2 editor scripts
- Runtime and editor assembly definitions
- PDF and Markdown documentation
- No imported models, textures, fonts, or audio
Requirements and limitations:
- Unity 6000.4.0f1
- Universal Render Pipeline 17.4.0
- URP Opaque Texture must be enabled for glass refraction
- URP only; Built-in Render Pipeline and HDRP versions are not included
- Advanced collision uses non-convex, non-trigger MeshColliders
- Mobile, console, and XR support is not claimed in version 1.0.0; profile the
target platform and reduce subdivisions as needed
No third-party content or dependent third-party licenses are included. See
`Third-Party Notices.txt` in the package for details.
From the publisher's Asset Store listing.
Technical details
Technical details
Unity version:
6000.4.0f1
Render pipeline:
Universal Render Pipeline 17.4.0
Pipeline compatibility:
- URP: Supported
- Built-in Render Pipeline: Not supported
- HDRP: Not supported
Required project setting:
Opaque Texture enabled on the active URP Asset for refraction.
Procedural geometry:
- 0 to 4 geodesic subdivision levels
- 12 pentagons at every level
- Subdivision 2: 162 cells, 636 fragments, up to 6 collider chunks
- Subdivision 4: 2,562 cells, 10,236 fragments, up to 81 collider chunks
- 4 triangular prisms per hexagon
- 3 triangular prisms per pentagon
- Adjustable normalized cell spacing: 0 to 0.48
- Adjustable glass thickness and shield radius
- No imported mesh assets
Rendering:
- 4 custom URP shaders: Hex Glass, Energy Seams, Ground Contact, and
Projectile Energy
- Transparent glass and additive energy effects
- Vertex-shader fragment displacement and reconstruction
- Up to 8 simultaneous registered impacts
- 96-segment procedural ground-contact mesh
- No texture assets required
Collision:
- Advanced spatially chunked MeshCollider mode
- Maximum 32 cells per collider chunk
- Dynamic local opening for displaced cells
- Simple Sphere fallback
- None mode
- Projectile swept SphereCast
Code:
- Namespace: `AdvancedShieldVFX`
- Separate runtime and editor assembly definitions
- Public impact API and event
- Public spacing, seam-stretch, ground-contact, and collider-mode controls
- Pooled directional spread shooter with `Fire()` and `FireBurst(int)`
- No unsafe code
- No external API, account, subscription, analytics, or network requirement
Tested environment:
Unity Editor and Windows standalone using Direct3D 11. Other platforms should be
profiled by the customer.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.4.0f1 | Not listed | Compatible | Not listed |
| 2022.3.62f3 | Not listed | Compatible | Not listed |
As listed on the Asset Store.