ASGS Riot Shield & RS Flashlight
A Square Games and Simulation, LLC
$9.99
(no ratings)
Date |
Price |
---|---|
Date |
Price($) |
10/24(2024) |
9.99 |
11/12(2024) |
9.99 |
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The ASGS Riot Shield includes setup prefabs for both a standard Riot Shield and a Flashlight variant. The flashlight includes a blinding effect, via scripts and a custom volume.-Please ensure you download the Post Processing Package from the Unity Registry.-Inside of the base package are Built-In HDRP and URP Asset packages. Install accordingly.-Textures have been included for additional material pipelines for extra flexibility.-If in Unity 6 HDRP, in the PostProcess script are sections of code marked that can be uncommented for the lens flare to be affected.The ASGS Riot Shield was designed with the intent to be used as mobile cover, later on a flashlight was added for additional functionality. The riot shield models and its textures are original assets which includes custom collision, scripting for flashlight blinding functionality. Additional non-Unity standard pipeline textures have been included for custom pipelines including ORM, individual PBR textures (AO, Roughness, Metallic), Specular, etc.Packages are inside of the initial package which contain the prefab and script related assets for each corresponding pipeline. Install the proper package based on your pipeline to avoid errors.Prefabs have been included for Built-In, URP, and HDRP for both the basic Riot Shield and the Flashlight versions. Riot shields and the flashlight gear have 3 levels of LODs so they are more performant at a distance. Scripts include modifiers for customization that affect the viewing angle range for the effect, max distance, max bloom, etc.The flashlight effect has custom scripts and volume systems created for blinding a player that is within range, the strength of the effect is affected by distance from the shield as well as the viewing angle, and obstructions when setup properly. Each scene includes the asset as well a camera with the "Player" tag so that you can see the effect for yourself, as well as see how the scene objects are set-up. A basic player control script/example object is in the scene that simply adds the ability to toggle the light on/off via the F key.If using Unity 6 HDRP there are a few sections of code inside of the "PostProcessVolumeControl_HDRP" script that have been commented out. This is due to the fact that the reference to "ScreenSpaceLensFlare" did not exist in prior versions of Unity. Uncomment the lines marked with "//Uncomment if in Unity 6 HDRP" if you would like to have the Lens Flare have strength modifiers similar to the other Post Processing Effects.The blinding effect varies in each pipeline based on how post processing works. HDRP has the most advanced effect, Built-In has less post processing control for script and the effects is more jarring. Please view the included video to see a showcase for HDRP, URP, and Built-in. The equations in their respective pipelines scripts can be modified should you want to change the transition of the effect.Box colliders have been setup on the flashlight buttons if you would like to add the ability to press the button in say VR, they are safe to remove if you don't intend to have to have this functionality.**DEPENDENCIES**Make sure you have the "Post Processing" Unity package installed so the flashlight scripts/effects do no cause errors.Number of textures:Texture dimensions: 4096x4096 - primary; 1024x1024 - transparenciesMinimum polygon count(Base Shield LOD2): 822 tri'sMaximum polygon count(Base Shield LOD0 w Flashlight Gear): 6757 tri'sNumber of meshes/prefabs: 2 Meshes, 6 Prefabs, 6 collision meshesRigging: NoAnimation count: 0Animation type list: N/AUV mapping: YesLOD information (count, number of levels) Shield and Light Gear - 3 LODs, Buttons 2 LODsTypes of materials and texture maps - PBR, Met Standard, Specular