Energy Shield Forge OFFICIAL SALE

⚡ Energy Shield Forge — Shields That Follow Your Mesh


Give characters and props an energy shield that follows their actual silhouette. The shell uses the source mesh, and animated characters keep their rig and motion.


🧩 A Surface-Fitted Pattern


Bake cells directly over your mesh for an even pattern without UV seams. Adjust the fit with clearance and Fold Rounding, from a close protective layer to a more pronounced shell.


🫧 A Perfect Bubble


Switch a shield to Sphere form for a bubble around the whole object, sized to reach its furthest point. No bake needed: the cells come out even and seamless, and impacts and dissolve work the same.


🎨 Shape the Look


11 ready-made materials: Blue, Amber, Crimson, Verdant, Void, Ghost, Plates, Scales, Ripple, Nodes and Lattice.


6 cell shapes: Outline, Plate, Scale, Ring, Dot and Frame. Tune outlines, fill, opacity, moving line brightness and pulse without re-baking the pattern.


💥 Make Every Hit Visible


Every shield lights the cells around a strike, spreads the response and lets it fade. Dim the rest of the shield during a hit, or reveal the effect only when struck.


✨ Activate and Dismiss


The shield sweeps itself away and brings itself back with a glowing front. Choose the direction and control the duration.


🛠️ Integrate With Your Objects


Add one component, Energy Shield, assign a shield material and bake the mesh — or switch it to Sphere form. Hits and transitions are built in: call Strike, Dissolve or Materialize from gameplay, and control visibility, appearance and dissolve progress at runtime.


🎮 Explore the Interactive Demo


Compare different object sizes, switch materials and cell shapes, and adjust the live controls. English and Spanish documentation covers setup, scripting, visual controls, performance costs and troubleshooting.


A shield built around your world.


Optional physics can generate the Sphere collider and trigger impacts from 3D contacts. Layer filters and ignored colliders let the bubble intersect the floor without affecting the character’s ground collisions.