Cannon System Pro | 6 Animated & Destructible Cannons – Vol. 1
Danilec
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Six animated and destructible cannons plus a flexible cannon system with aiming and firing animations, LODs, pooled SFX/VFX support, and customization tools.Designed for Unity 2020 through Unity 6. The included materials and demo scenes use URP. Models, animations, scripts, and tools can also be used with Built-in and HDRP after adapting materials and standard scene elements such as cameras and lighting. If you encounter compatibility issues, please contact me by email.Cannon Pack Vol. 1 is an animated cannon presentation and integration system - not a combat, ballistics, damage, or projectile system.It provides six different game-ready cannons, supporting props, animations, and tools for aiming, firing, organizing, destroying, restoring, and integrating cannons into your own gameplay.Included cannons:CannonHeavy CannonCulverineSwivel CannonFree Swivel CannonMortarIncluded props:BarrelCannonballs sized for every cannonCleaning sponges sized for every cannonShot racks for every cannonball sizeMain features:Animated aiming and firingHorizontal traverse and vertical elevationClassic and Gunport operating modesCannon batteries and configurable firing volleysLeft and right destruction animationsCannon restoration and resetMultiple LOD levelsIncluded cannon SFXPooled SFX and VFX systemReusable effect configurationEvents and public API for gameplay integrationMaterial customization across LODs and debrisRigidbody destruction-animation recording toolOptional animated barrel-deformation systemEight demonstration scenesDetailed documentationThe system handles cannon animation, presentation, state management, effects, and integration hooks. Your game remains responsible for projectiles, ammunition, reloads, ballistics, damage, penetration, targeting, AI, player input, and networking.Use the ShotFired event and Muzzle Point to connect your own projectile, damage, or combat solution.The included materials and demo scenes are configured for URP. The models, animations, scripts, and tools can also be used with the Built-in Render Pipeline and HDRP after adapting materials and standard scene elements such as lighting and cameras.The optional Fun barrel-deformation module requires Burst, Collections, and Mathematics. Classic and Gunport cannons do not require this module.Important: The included SFX are ready to use with the pooling system. VFX shown in promotional videos and screenshots are for demonstration purposes only and are not included. The package provides VFX pooling and integration for your own effects.Number of textures: 40 source textures (39 PNG and 1 PSD)Texture dimensions:17 textures at 1024 × 10244 textures at 2048 × 204819 textures at 4096 × 4096Polygon count of main barrel models (LOD0):Cannon: 1,830 trianglesCulverine: 2,438 trianglesHeavy Cannon: 2,446 trianglesMortar: 2,180 trianglesSwivel: 1,564 trianglesComplete cannon prefabs consist of multiple meshes, including the barrel, carriage, wheels, details, and optional destruction debris.Minimum polygon count: 8 trianglesMaximum polygon count: 2,731 trianglesCounts are measured per individual FBX mesh. The minimum is a lowest-detail rack mesh; the maximum is a highest-detail rack mesh.Number of meshes/prefabs:140 FBX mesh files including debris35 prefabsRigging: No skeletal rigging. Cannons use Transform-based Animator animations.Animation count: 67 AnimationClipsAnimation type list:IdleFiring and recoilElevation and depression aimingGunport relaxation and operational transitionsLeft and right destructionRelaxed Gunport destructionFun aiming, idle, firing, and barrel-deformation animationsUV mapping: YesLOD information: Up to 4 LOD levels. Main cannons and most props use LOD0–LOD3. Ammunition racks and some destruction assets use LOD0–LOD2. Cannon prefabs contain separate LOD Groups for their barrel, carriage, wheels, details, and debris where applicable.Types of materials and texture maps: 11 URP materials using a metallic PBR workflow. Included texture types are Albedo/Base Color, Normal, Metallic, Ambient Occlusion, and Height maps. Some materials use only the maps required for that surface.Code refactoring





