Bat Swarm VFX is a collection of realistic animated bat particle effects, perfect for horror, fantasy, cave, dungeon, and Halloween-themed games.Built using the standard Unity and comptable with URP as well. Particle System with a 2D flipbook sprite sheet, so it's lightweight, easy to customize, and simple to drop into any scene.Whether you need bats scattering from a disturbed cave, circling a haunted tower, streaming across a night sky, or bursting out from a jump-scare trigger, this pack covers it.Features4 ready-made swarm styles: Random Scatter, Circular Motion, Forward Flight, and Burst/DisperseUses the standard Unity Particle System — fully inspectable and easy to tweakAnimated 2D flipbook sprite sheet (no complex shaders required)Drag-and-drop prefabs — ready to use in secondsLightweight and mobile-friendlyGreat for horror, fantasy, cave, dungeon, forest, and Halloween/spooky game scenesDemo scene included to preview all 4 swarm stylesIt contains:Bat Swarm – Random ScatterBat Swarm – Circular MotionBat Swarm – Forward FlightBat Swarm – Burst / DisperseCompatibilityCompatible with Built-in RP and URP, from Unity 2021.3 LTS up to the newest versions of Unity, including Unity 6.SupportSupport available for assistance if any problems should occur.Number of unique effects: 4 (Random Scatter, Circular Motion, Forward Flight, Burst/Disperse)Number of prefabs: [4]Type of particle system: Built-in Unity Particle System (Shuriken)Sprite sheet: [16] frames, [resolution, e.g. 1024×1024] per frameNumber of textures: [2]Texture resolution: [e.g. 1024×1024 sprite sheet]Scripts included: None Number of demo scenes: 1Platform tested: PC, MobileThis package was created with assistance from AI tools in the following ways:Textures: The bat particle textures/sprite sheet were generated using AI image-generation tools but later on improved and further designed in photoshop.Documentation & description: The package description and documentation text were written with the assistance of an AI language model.Ideation: AI tools were used to help brainstorm and refine effect concepts during development.The particle systems, effect setup, and configuration were built manually by the developer using Unity's standard Particle System.




