Battle Bot Arena Engine: Design. Destroy.
PyroSoft Productions
$32.99
$109.99
70%OFF
(no ratings)
Jump AssetStore
Build robot-combat games with detailed modular parts, three industrial arenas, physical weapons, AI, deformable armor and full C# source.Version 2.0.0 is validated on Unity 6000.4.0f1 with URP 17.4.0. Import the included settings assets and follow the included setup guide. Built-in and HDRP adaptation paths are included in source but are not qualified for this release. Requires the new Input System backend.New in version 2.0.0A full visual and functional refresh: detailed editable robot components, redesigned bot layouts, three industrial arenas, a clearer Workshop and Garage interface, and richer combat effects.11 editable player presets and 7 opponents rebuilt for driving, turning and full weapon travel.Circuit Lab, The Forge and Velocity, with solid machinery, working ramps, flame contact and pit descent.Animated flame jets, vented smoke/fire, directional steel sparks, lit metal fragments and layered knockout effects.Surface-following scuffs, gouges, scorch marks and craters that track chassis deformation.Unity 6000.4.0f1 / URP, full C# source, editor tools, documentation and automated tests.Existing saved bot layouts keep their placements. Load a fresh preset to use the redesigned roster.Battle Bot Arena Engine: Design. Destroy. is a Unity template for creating robot combat, arena brawler, and physics-based destruction games.DocumentationBrowser Demo (2.0.0)Windows Demo (previous release)Support (Discord)The package is a customizable foundation for building modular combat robots from the inside out: design a polygon chassis, set armor and weight class, pack the interior with batteries, motors, wheels, weapon motors, extenders and weapons, paint and decal it, then drive and fight it in a physics-driven garage. Developers can use the included systems as a starting point for their own battlebot-style game, prototype, minigame, or AI-driven arena project.Combat is more than a health bar. Armor visibly dents and gashes where it's struck, localized part damage lets wheels lose grip and tear off and spinners go unbalanced and shake the bot, batteries and motors smoke and catch fire as they fail, and a two-axis piercing/concussion model plays armor hardness against weapon type. Hand a bot to the AI and watch two evenly-matched machines fight in a broadcast camera, or build your own opponents from reusable AI profiles.The content is designed to be extended with your own models, materials, sound effects, UI, arenas, and gameplay rules. Bot parts, damage values, power behavior, weight classes, AI profiles, and arena rules are structured to be data-driven so teams can tune or replace them without rewriting the core framework."Please release the RA3 source code and let the community fix this game.""Does anyone know of any good spiritual successors to Robot Arena 2?""I will never understand why there aren't more robot combat games."If you’ve spent any time in the robot combat gaming community over the last 20 years, you’ve seen these exact comments. We've relied on incredible total-conversion mods to keep the classic 2003 era alive, suffered through the disappointment of recent genre attempts, and watched the old source codes remain locked away forever. We’ve all wanted the tools to finally build a modern spiritual successor.So, I built them.Instead of waiting for a studio to save the genre, I created a Complete Robot Combat Unity Template from the ground up. This isn't just a basic physics demo; it’s a full bot-building framework designed to capture the magic of the golden era of robot combat games, but built in a modern engine.The community kept this genre alive for two decades through sheer willpower and modding. This template is designed for devs and fans who want to finally build the modern successor we never got.Whether you want to prototype your own BattleBots-style game or create the ultimate custom physics sandbox, the foundation is finally here.Made something with Battle Bot Arena Engine? Share it with us on Discord — we'd love to feature your game on this page.Requirements and qualificationUnity 6000.4.0f1 with Universal Render Pipeline 17.4.0. The URP configuration is the validated configuration for this update.Requires Input System 1.19.0, uGUI 2.0.0 and Test Framework 1.6.0 for the included test assemblies.Windows 64-bit development preview verified; the package includes editable C# source rather than a standalone game.Included content40 component definitions with editable procedural models, materials and baked prefabs.11 editable player presets and 7 opponent archetypes.Three arenas: Circuit Lab, The Forge and Velocity.Workshop, Garage, Tournament and local versus scenes. Optional online integration source and example scenes require separately installed Netcode for GameObjects/Transport and generation of the online sync prefab; online play is experimental and is not qualified for this release.Step-by-step chassis builder, attachment snapping, paint and decals, power and mass budgets, robot JSON saving and programmatic loading.Geared outboard drive layouts, actuated weapons with stroke/return control, AI driving and combat profiles.Localized component damage, detached debris, armor deformation and surface-following wear.Solid arena machinery, physical ramps, flame-surface contact and recessed pit geometry.Shared runtime/baked particle recipes, animated fire and smoke, lit metal fragments and layered knockout effects.Procedural audio and editor bakers for prefabs, meshes, materials, sounds and effects.Editor Hub, authoring tools, documentation, automated tests and reproducible capture helpers.Existing saved robot layouts preserve their part positions. Load fresh presets to use the revised layouts. Built-in/HDRP adaptation paths remain in the source; their rendering is not part of the URP qualification.Fresh-project validation for this release passed compilation, 584/584 EditMode tests and 60/60 graphics PlayMode tests, with no failures or skips. The robot, arena and effects suites include all 18 roster layouts, 21 production arena cases and 10 production effects cases. These are development checks, not a performance guarantee for every project or platform.OpenAI ImageGen generated six surface albedos, two flame/smoke flipbooks and four combat-wear textures. These were imported with alpha, atlas, UV, material and surface-map processing and integrated into editable particle/decal systems. OpenAI Codex assisted with C# implementation, shader work, documentation and tests. Content was reviewed in Unity 6000.4.0f1 with URP. The package contains source and editable assets and has no runtime AI-service dependency.


