Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera View on Asset Store (opens in new tab)

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Latest version
1.0.0
Last updated
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Unity version
6000.3.10 or later
Package size
47.8 MB
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454
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Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera

by Syunpp Studio (opens in new tab)

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24 tower families with 72 stage variants, procedural attack motion, 24 attack VFX presets, 97 FBX models, a pixel camera, and an interactive URP showcase.

Price $11.99

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Last 6 months

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Price history for Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera, 6 months Current $11.99; lowest $11.99; highest $11.99 in this period. $0 $10 $20 12 Oct 19 Oct 26 Oct 2 Nov

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Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera screenshot 1

Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera screenshot 1

About this asset

Build a stylized tower roster with 72 ready-configured Prefabs:

Watchtower, Cannon, Sniper, Frost, Lightning, Flame, Poison, Piercing,

Sunder, Mortar, Support, Gravity, Gatling, Catapult, Missile, Laser, Sonic,

Seismic, Tornado, Summoner, Repair, Shield, Harpoon, and Solar.

Each family includes three stages: basic, upgraded, and final.

These are 24 tower designs with stage variants, not 72 unrelated tower designs.

The stepped appearance is built into the geometry. Object materials provide

banded shading and outlines, plus an included point-filtered pixel camera.

Stage variants share parts, with structural changes such as additional barrels,

launcher cells, counterweights, mirror arrays, shield panels, and support gantries.

Included motion covers turret rotation, weapon recoil, hammer swings,

magic-core bobbing, staggered secondary weapons, and a short attack flash.

New families add rotating Gatling barrels, a catapult swing, seismic ram motion,

rotating wind/portal assemblies, repair arms, expanding shields, and solar-mirror tilt.

Motion is driven by C# scripts; Animator controllers and AnimationClips

are not included.

The interactive demo includes a forest-green and brass control panel, a clean presentation view, and large controls for automatic firing, rotation,

pause, one-shot attacks, playback speed, and close-up family comparisons.

A defense-style route tour places all 72 towers along a serpentine road. One moving

armoured training target slides past them in order, demonstrating aiming, projectiles and visual hits.

A forest clearing, woodland patches, gravel paths and stone boundaries

provide context at a wider, gameplay-style camera distance.

Switch between a following camera, the full route map and the original catalog.

One reusable armoured training target Prefab is included. The route is a visual sample, not combat AI.

English and Japanese offline TXT guides cover setup, controls, API calls,

orientation, Inspector references, and a complete usage example.

QUICK USAGE FOR THE PRODUCT PAGE

1. Use a URP project and import the full TowerShowcase folder.

2. Drag a Prefab from Prefabs/<Family> into your scene.

3. Keep its TowerMotion component enabled.

4. Call AimAt(target.position) to aim and FireAt(target.position) once per attack.

Example:

using TowerShowcase;

TowerMotion motion = towerObject.GetComponent<TowerMotion>();

motion.AimAt(target.position);

motion.FireAt(target.position);

To set a local direction:

motion.AimYaw(0f); // +Z forward

motion.AimYaw(90f); // +X right

AimAt accepts world-space positions. Aiming is horizontal, at 150 degrees/second.

Fire() emits along the current direction; FireAt(position) uses a fixed visual endpoint.

Neither waits for alignment or applies damage. Visual projectiles do not detect collisions.

Rotate the root Transform to turn the whole tower, including its base.

Use the included Usage_EN.txt or Usage_JA.txt for the complete sample and controls.

MATCHING ATTACK VFX

24 reusable family presets include block projectiles, arcing shells/rocks, missiles,

ice/poison/fire, lightning, lasers, sonic rings, shockwaves, gravity, tornadoes,

portals, healing crosses and shield rings. Stage variants adjust size, impact

motes/rings and projectile salvo bodies. Presets share styles and geometry.

Effects are connected to every tower and demonstrated through flight and impact.

Adjust effect size, forward distance, projectile speed and per-instance color.

Includes three reusable effect slots per tower; excess overlapping shots replace

the oldest slot. Optional visual target tracking is demonstrated on the route. Physics, damage

and a combat framework are not included.

From the publisher's Asset Store listing.

Technical details

TECHNICAL DETAILS

97 model assets: 72 towers (24 families x 3 stages), 24 projectile bodies, and 1 armoured training target. Stage variants and projectile designs share geometry; the 72 towers are not 72 unrelated designs. 97 FBX source files with 97 matching geometry Prefabs, plus 72 configured tower Prefabs, 24 scripted attack VFX Prefabs and 1 scripted target Prefab (194 Prefabs total).

Tower FBX triangles (including attack-flash geometry): total 1539968; average 21388.44; range 7968-41684. Counts include all body MeshFilters at rest and exclude outline copies. Outline rendering draws the same mesh again and adds rendering cost. Per-model counts and texture maps are listed below.

LODs: No. Rigging: No skeletal rigs. AnimationClips and Animator controllers: Not included. C# procedural motion includes horizontal turret aiming, recoil, hammer/catapult swings, core bobbing, Gatling rotation, wind/portal rotation, repair-arm motion, shield expansion, solar-mirror tilt, projectile flight and impact feedback. FBX/geometry Prefabs contain static geometry and pivots only.

Orientation: +Z forward, +Y up, +X right. Unity 6000.3.10f1; Universal Render Pipeline 17.3.0 required. C# MonoBehaviour architecture with TowerMotion, TowerAttackEffect and a demonstration controller. APIs: AimAt(worldPosition), AimYaw(degrees), Fire(), FireAt(worldPosition). Aiming is horizontal at 150 degrees/second; firing does not wait for alignment. Three reusable visual effect slots per tower; further overlapping shots replace the oldest slot.

Dependencies: Unity URP package and UnityEngine/Unity rendering APIs. FBX Exporter and Asset Store Tools are authoring tools, not purchaser dependencies. Includes custom URP object shading/outline shaders and a pixel camera/composite shader; demo pixel width defaults to 640. Pixel presentation supports one screen-output URP Base camera with the default renderer; camera stacks, targetTexture output and Screen Space Overlay Canvas compositing are unsupported. Built-in and HDRP are unsupported/unverified. Editor validation on macOS; device performance and other platforms unverified. No combat AI, damage, range logic, projectile collision/physics, networking or audio.

Textures: CannonSurfaces.png is a base-color surface atlas; ForestMap.png is a demo environment background. No normal, metallic, roughness, height or ambient-occlusion texture maps are included. Most model surfaces use material colors. Source PNG properties:

CannonSurfaces.png: 1774x887, 8 bits/channel, 24 bits/pixel, RGB (no alpha channel).

ForestMap.png: 1870x841, 8 bits/channel, 24 bits/pixel, RGB (no alpha channel).

TOWER INVENTORY: Family | BASE / AA (upgraded) / FINAL triangles | Texture maps. All entries: LODs: No; AnimationClips: None.

Cannon | 14524 / 26352 / 40280 | CannonSurfaces.png base color, 1774x887

Catapult | 12692 / 19768 / 28196 | None (material colors)

Flame | 11724 / 23388 / 36084 | CannonSurfaces.png base color, 1774x887

Frost | 9704 / 17788 / 29876 | CannonSurfaces.png base color, 1774x887

Gatling | 12480 / 18736 / 26848 | None (material colors)

Gravity | 9552 / 18832 / 32020 | CannonSurfaces.png base color, 1774x887

Harpoon | 15044 / 20604 / 27520 | None (material colors)

Laser | 13348 / 19616 / 27080 | None (material colors)

Lightning | 7968 / 20152 / 34152 | CannonSurfaces.png base color, 1774x887

Missile | 9408 / 22040 / 41684 | None (material colors)

Mortar | 14368 / 23392 / 37320 | CannonSurfaces.png base color, 1774x887

Piercing | 13052 / 19252 / 29148 | CannonSurfaces.png base color, 1774x887

Poison | 11020 / 21132 / 32892 | CannonSurfaces.png base color, 1774x887

Repair | 12012 / 17636 / 23080 | None (material colors)

Seismic | 15320 / 21424 / 29184 | None (material colors)

Shield | 11612 / 20348 / 31308 | None (material colors)

Sniper | 9780 / 16524 / 25876 | CannonSurfaces.png base color, 1774x887

Solar | 12684 / 19580 / 27388 | None (material colors)

Sonic | 12320 / 18408 / 29320 | None (material colors)

Summoner | 16164 / 21780 / 28924 | None (material colors)

Sunder | 9972 / 16716 / 28944 | CannonSurfaces.png base color, 1774x887

Support | 9960 / 20640 / 32968 | CannonSurfaces.png base color, 1774x887

Tornado | 18688 / 27024 / 35304 | None (material colors)

Watchtower | 12204 / 23128 / 34712 | CannonSurfaces.png base color, 1774x887

PROJECTILE INVENTORY: All 24 projectile bodies below use material colors with no texture maps, no LODs and no AnimationClips.

Cannon_Attack: 144 triangles

Catapult_Attack: 306 triangles

Flame_Attack: 210 triangles

Frost_Attack: 150 triangles

Gatling_Attack: 174 triangles

Gravity_Attack: 216 triangles

Harpoon_Attack: 168 triangles

Laser_Attack: 108 triangles

Lightning_Attack: 60 triangles

Missile_Attack: 198 triangles

Mortar_Attack: 168 triangles

Piercing_Attack: 264 triangles

Poison_Attack: 210 triangles

Repair_Attack: 120 triangles

Seismic_Attack: 192 triangles

Shield_Attack: 120 triangles

Sniper_Attack: 120 triangles

Solar_Attack: 180 triangles

Sonic_Attack: 288 triangles

Summoner_Attack: 210 triangles

Sunder_Attack: 144 triangles

Support_Attack: 120 triangles

Tornado_Attack: 288 triangles

Watchtower_Attack: 120 triangles

Scarecrow: 912 triangles; no texture maps; material colors; LODs: No; AnimationClips: None.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.10f1 Not listed Compatible Not listed

Tested with Unity 6000.3.10f1 and Universal RP 17.3.0. Requires a URP project. Built-in and HDRP are not supported/tested. Pixel presentation supports one screen-output URP Base camera with the default renderer; camera stacks, targetTexture output, and Screen Space Overlay Canvas compositing are not supported. No third-party Asset Store packages or FBX Exporter are required.

As listed on the Asset Store.