Eight sports balls at their real size and mass, with a bounce measured against each one's own rule book. Modelled panels, dimples and drilled holes. Built-in, URP and HDRP. LODs, colliders, demo sceneEight sports balls, each one the size and weight the real thing is, and each one bouncing the way its own rule book says it should.A basketball here is 24 cm across and weighs 620 g. Dropped from 1.80 m it comes back to 1.30 m, because that is what FIBA requires of a ball before it may be used in a game. A tennis ball comes back to 1.41 m from 2.54 m, because the ITF says so. A bowling ball barely comes back at all. None of these numbers were chosen because they looked about right.REAL SIZES, SIDE BY SIDEDrop all eight into a scene and the first thing you notice is that they are finally in proportion to each other. A basketball really is bigger than a bowling ball. A golf ball really is that small next to a football. Every prefab arrives at scale 1 with its pivot in the middle, so the number in the transform is the number you expect.SHAPE THAT IS MODELLED, NOT PAINTEDThe things that make a ball recognisable are shape, and they are built as shape:- the football is thirty-two separate panels - twelve pentagons and twenty hexagons - with a real seam between them;- the golf ball has three hundred and thirty-six dimples;- the bowling ball has three finger holes drilled through its surface, with walls and a floor;- the basketball's eight panels are divided by channels sunk into the rubber, as a real one's are, and the tennis ball carries its seam as a raised ridge.A painted finger hole gives itself away the moment a light moves. These do not.BOUNCE THAT WAS MEASUREDUnity's bounciness is not a coefficient of restitution: the solver loses energy, air resistance takes more on the way up, and how much depends on the ball. So every figure in this pack was searched for rather than assumed. Each ball was dropped in Unity's own physics, at the fixed step a game runs at, until it came back to the height its rule book asks for. The four balls that have an official drop test would pass it.Air resistance is matched too, through the speed each ball stops accelerating at: a beach ball reaches 5 m/s, a ping pong ball 9, a basketball 20, a bowling ball 81. A beach ball drifts. A bowling ball does not.BUILT-IN, URP AND HDRPOne set of materials, pointed at the right shader for your project the first time the pack is imported. One menu item if you ever change pipeline. The package references neither URP nor HDRP, so it imports cleanly into a project that has neither.WHAT COMES WITH EACH BALLA prefab with three levels of detail under a LOD group, a sphere collider at the true radius, a body with the real mass, and a physics material with the measured bounce. Three meshes, from 1,400 to 5,200 triangles at the first level. Three maps - colour, normal, and a mask carrying metallic, occlusion and smoothness - at 2048 for the four large balls and 1024 for the four small ones.A DEMO WORTH OPENINGAll eight in a row at true relative size, a turntable, and a corner where a bowling ball, a basketball and a ping pong ball are let go from the same height over and over. One thuds. One bounces to waist height. One hangs in the air.WHAT IT DOES NOT DOIt needs no other package - no post-processing, no volume, no skybox material, the demo scene included. The only runtime code in the pack belongs to the demo, in its own assembly; delete the Demo folder and there is none at all. The one editor script it ships touches the pack's own materials and nothing else.Number of meshes: 24 (eight balls, three levels of detail each) Triangle counts at LOD0: 1,416 to 5,176. LOD1 is about a third; LOD2 about a tenth. Number of prefabs: 8. Number of materials: 9. Number of physics materials: 8. Textures: 24 (colour, normal and mask per ball). Sizes: 2048x2048 for the four large balls, 1024x1024 for the four small ones; mask maps at half that. UV mapping: yes, one set, no overlapping islands. LODs: yes, three per ball, under a LOD group. Colliders: sphere, at the true radius of each ball. Unity 6.3 (6000.3) or newer. Built-in, URP and HDRP - the pack points its materials at your project's shader when it is imported, and references neither pipeline package. Runtime code: two small scripts belonging to the demo scene, in their own assembly under Demo/Scripts. Delete the Demo folder and the package contains no runtime code. One editor script sets the materials up for the project's render pipeline. Documentation: a README, a Getting Started guide and a changelog inside the package.




