Stylized Functional Siege Weapons: Ready, Aim, Fire!
DPTGames
$27.49
$54.99
50%OFF
(no ratings)
Jump AssetStore
Fully interactive stylized siege weapons with modular upgrades, complete physics destruction, and endless color options. Drag-and-drop ready with full animations, VFX, SFX, and ultimate optimization.Built in Unity 6000.5.4f1.SRP Batcher Compatible.Minimum Version: Requires Unity 6000.3.8f1+.Architecture: Textureless workflow. Reads Base Color from Vertices, PBR from packed UV channels.Bring Ultimate Destruction to Your WorldStylized Functional Siege Weapons: Ready, Aim, Fire! is a complete, production-ready combat and destruction system. Build cinematic medieval battles in minutes using fully functional ballistas, cannons, catapults and trebuchets. Watch projectiles smash through castles, splinter wooden structures, and send debris flying with satisfying physics-driven destruction, all fully customizable and production ready.Featuring four iconic engines of war: the Ballista, Cannon, Catapult, and TrebuchetThis pack provides everything you need to build interactive, physics-driven combat or dynamic battlefield sandboxes right out of the box, literally every prop is breakable, even the demo props!Every weapon is handmade, fully animated and mechanically functional, giving your players a satisfying, tactile experience from loading to firing.Key Features⚔️ Fully Interactive Combat LoopThis is a comprehensive combat framework, not just an art pack.Full Operational Cycle: Dedicated animations and logic for Unloaded, Reloading, Loaded, and Firing states.Event-Driven Integration: Seamlessly connect aim, load, and fire mechanics into your gameplay using pre-configured event systems.Make Every Shot Matter: The included projectile system ensures that ammunition doesn't just hit a target and disappear. From boulders carving rolling trenches through the dirt, to ballista bolts embedding deep into castle walls with velocity-scaled audio, every fired shot reacts intelligently to the speed of the impact and the hardness of the surface.💥 Complete Physics-Based DestructionBring your battlefields to life with satisfying, high-impact physics.Breakable Prefabs: Every engine,accessory and piece of ammunition is entirely destructible. Watch wheels fly off, wood splinter, and stone shatter.Instant Sandbox Setup: Includes pre-configured moving targets, destructible target dummies, and a castle you can demolish for immediate testing.🔧 Modular Upgrades & CustomizationTailor your artillery to fit your progression systems or faction designs.Interchangeable Sub-Parts: Includes multiple wheels, reinforcement armor plates, aiming sights, levers, timber rests, and front-mounted dozer blades.Endless Combinations: Mix and match parts to create upgraded versions or entirely unique custom variants.🎨Performance Optimization & Visual Variety (VCCore Powered)Match the assets perfectly to your game's unique art direction with zero draw-call overhead.Universal Master Shader: A single, hyper-optimized VCCore material drives this entire pack and is fully cross-compatible with the rest of the VCCore asset ecosystem. Unify your art direction—from mechanical siege engines to harvestable environments—under one shared rendering pipeline to drastically reduce draw calls.Advanced Stylized Lighting: Built-in lighting overrides let you easily break away from standard PBR. Fine-tune light and shadow terminators, inject custom shadow tints, and boost stylized highlights using intuitive sliders to perfectly match your project's aesthetic.Procedural Detail Sliders: Every surface is fully parameterized. Dial in the exact strength and scale of wood grain, hammered metal imperfections, rope wear, and stone chipping in real-time using simple material sliders.Ultra-Low Memory Footprint: Built on a highly optimized, texture-free workflow. PBR data is packed directly into mesh vertex colors and UV channels, utilizing just a single 512x512 array to generate high-fidelity procedural surfaces.Zero Material Cloning: Change team colors, randomize surface damage, or trigger a glowing, cooling cannon barrel entirely through Per-Instance Randomization (RSUV). This guarantees 100% compatibility with the SRP Batcher and GPU Resident Drawer, even during mass firing events.Complete LOD Chains: Features hand-optimized LOD0 to LOD2 setups for all primary engines to guarantee high performance in large-scale scenes. Large accessories come with 1-2 LOD levels depending on tri count.Legacy Support: Also includes a packed MRAO texture and Base Color map for traditional material workflows.🔊 Complete Audio & Visual FXEvery action has an immediate, visceral reaction.Immersive Audio: Over 30 high-quality WAV files capturing the creak of high-tension ropes, burning fuses, whistling projectiles, and heavy impacts.Dynamic Particles: Custom VFX systems for wood/metal splinters, rock shards, fire, smoke, sparks, impact craters, cracks and rolling debris.Pack Components4 Functional Engines: Ballista, Cannon, Catapult, and Trebuchet (Includes both Functional and Dressing variants) with LODs.Modular Customization: Axles, wheels, armor plating, sights, levers, timber rests, and blades.Destructible Props: Boulders, cannonballs, bolts, ammo crates, cannon rammer, powder keg and 2 types of mantlets.VFX & SFX Libraries: Complete suite of surface-specific impact effects and mechanical audio tracks.Interactive Demo Scene: Arena featuring player inputs, camera shake receivers, a fully demolishable castle, moving targets, and destructible dummies.📖 Click Here to Read the Full DocumentationTechnical DetailsA high-performance, production-ready combat and tactical destruction framework built from the ground up for modern scriptable render pipelines and massive-scale engine optimization.Modern Engine Optimization (Unity 6 & SRP Ready)Lightweight Environment Colliders: Rigidbody components are entirely omitted from Dressing variants. They function as static environment obstacles that physics projectiles and debris can bounce off of, keeping runtime physics calculations highly efficient.Zero Draw-Call Material Tinting: Visual randomization is driven by an optimized workflow. The shader variation script executes its assignment logic exclusively during Edit Mode. It leverages Unity 6's native Renderer.SetShaderUserValue API to inject packed data directly into the instantiation pipeline. By keeping this calculation out of runtime execution, it eliminates Play Mode frame-rate spikes during mass firing and destruction events, ensuring 100% compatibility with the GPU Resident Drawer and SRP Batcher with zero material cloning.Memory & Data Packing (VCCore Architecture)Minimal VRAM Footprint: The primary workflow leverages an atlas-free, highly optimized vertex color and index system. Foundational PBR data and surface detail IDs (e.g., wood vs. metal) are baked directly into the mesh vertex data, routing procedural surface details dynamically via the shader to drastically lower texture memory overhead.UV3 (V Channel): Detail Index baking for high-fidelity procedural surface detail (wood grain, hammered iron, etc.).Advanced UV Channel Mapping: Discrete data arrays are mapped directly to individual hardware channels to preserve rendering performance:UV1: Metallic / Smoothness (MR) maps.UV2: Fully preserved and dedicated for clean, production-ready Lightmap baking.UV3 (U Channel): Ambient Occlusion (AO).RSUV Randomization: Implements Per-Instance Randomization (RSUV) that dynamically carries over across mesh transitions and fractured LOD states on destroyed parts.Universal Pipeline Compatibility & Legacy Fallback: Formatted for URP out of the box and fully compatible with HDRP. For developers who prefer a traditional texture-based workflow, a fallback texture set is included. Standard 4K PBR source files for the siege weapons are downscaled to 2048x2048 by default in Unity to balance fidelity and memory, while the accessory textures are 2K natively.Physics & Code ArchitectureStable Shatter Hierarchies: Every pre-fractured component and ammunition prefab is rigorously structured with accurate local axes to ensure stable, jitter-free physics simulations upon impact or collapse.Event-Driven Combat Loop: The framework features a comprehensive event-driven architecture. The custom inspector exposes native Unity Events for breaking, loading, reloading, and firing states, allowing developers to seamlessly link external gameplay logic, UI systems, or custom audio/VFX triggers without modifying the core codebase.Clean Namespaces: All codebase architecture is strictly encapsulated within custom namespaces (DPT.SiegeWeapons and DPT.SiegeWeapons.Editor) to guarantee zero naming conflicts with existing project scripts.Compilation Pipeline Footprint: Code compilation is modularized across isolated, platform-restricted Assembly Definitions (.asmdef). This decouples package scripts from the global project compilation pass, shortening iteration times and providing absolute build security by automatically stripping editor dependencies from final application builds.Asset Specifications & Geometric DensityThis framework features a semi-modular construction. Polycounts are broken down into base stationary variants, allowing you to deploy them as static defensive emplacements or combine them with the included axle and wheel sets for mobile field configurations.Heavy Artillery (Base Stationary Assemblies): 2,900 to 5,100 triangles at LOD0. Aggressive LOD chains reduce these down to under 600 triangles at a distance.Modular Mobility Components: Wheels and axles range from 100 to 580 triangles at LOD0, scaling down to just 32 triangles for distant rendering.Battlefield Cover & Ammunition Props: Scatter props, mantlets, and ammunition range from 30 to 670 triangles at LOD0, ensuring you can clutter your battlefields without performance hits.Particle Mesh Elements: Ultra-optimized visual meshes (4 to 48 triangles) utilized by the dynamic VFX systems to maintain high framerates during intense, physics-heavy destruction simulations.Optimization Note: Micro-assets under 20 triangles, such as high-tension ropes and alignment strings, intentionally bypass further LOD steps. Keeping these static avoids unnecessary runtime component switching overhead where vertex savings would be net-zero.Audio Framework & Technical SpecificationsMaterial-Mapped Audio Toolkit: Includes 37 uncompressed 16-bit PCM .wav source files (preventing double-compression artifacts and maintaining sample-accurate audio boundaries) pre-mapped to structural mechanics and impact profiles.Specialty Audio Actions: Tailored operational sound assets covering mechanical movement, high-tension rope creaks, burning fuses, whistling projectiles, and heavy surface-specific impacts (wood splinters, metal breaks, rock shatters).VFX System Integration: Accompanied by 8 custom particle prefabs (covering wood splinters, metal splinters, rock shards, fire, smoke, sparks, and rolling debris) that synchronize dynamically with script-driven impact execution. Also includes an impact crater, impact trench and impact cracks mesh that spawn procedurally on impact.Requirements & CompatibilityUnity Version Compatibility: Formatted, tested, and verified for Unity Engine version 6000.3.8f1+ and higher. Built in 6000.5.4f1.Included Assembly Definitions: DPT.Core (Shared Framework Core), DPT.SiegeWeapons (Package Runtime Core), DPT.SiegeWeapons.Editor (Platform-Restricted Editor Inspectors), and DPT.SiegeWeapons.Demo (Sandbox Scene Code).Input System Dependency: Interactive test scene components rely on UnityEngine.InputSystem. Core system prefabs, animation graphs, shaders, and utilities contain zero external dependencies and function natively across legacy input platforms.Included Documentation: 5x Comprehensive Technical Guides covering core framework integration, custom shader setup, prefab configuration, assembly modifications, and modular sandbox implementation.


