Ground warnings that charge before a boss attack lands: 7 shapes, 32 procedural styles, a timeline editor and a report of every target hit. URP, with a showcase scene and a playable boss fight.💬 Join the AnkleBreaker Community! 💬Got a question, feedback, or a feature you'd love to see? Join our Discord - we actively improve our assets based on your input, and it's where we drop our latest announcements and run giveaways.👥 Discord: 👉 https://discord.gg/2D36VUmsYN🌐 Website: 👉 https://anklebreaker-consulting.com🚨 Warn The Player, Then Hit 🚨A good boss fight is readable: the ground lights up, the warning fills, and whoever is still inside when it lands gets hit.Telegraph draws those warnings on your ground, keeps the timing, and tells your game exactly who was inside at impact. You decide what a hit does: damage, a knockback, a freeze, or nothing at all.🎯 Design An Attack In Minutes 🎯Seven shapes: circle, line, fan, donut, rectangle, polygon and triangle.Place them anywhere: on the caster, as a barrage scattered around it, or dropped under each target.Tune the timing: how long the warning charges, when it strikes, how long the impact lasts.32 ready-made styles, from clean amber rings to runic circles and arrow markers, each one editable: borders, ground patterns, charge animations and colors, all procedural. Patterns can even reveal themselves as the charge fills.Preview in the Scene view as you edit, on your own boss and your own ground.🎬 Chain Them Into A Pattern 🎬The Sequence Editor lays a whole boss move on one timeline: three rings that ripple outward, a jump that ends in a slam, a charge that pushes everyone away. Add the animation, the sound, the boss movement and prefabs to spawn, then drag through the timeline and watch it play in the Scene view. Your own tracks plug in beside them.🏔 Stays On The Ground You Built 🏔Warnings bend over slopes, bumps and Unity Terrain, on the layers you choose, so a circle on a hillside still reads as a circle.🏹 Player Spells Too 🏹The same zones show where a player spell will land while it is being aimed, with arrow and figure styles made for it.🌐 Server Decides, Clients Display 🌐In a networked game the server resolves the hits and the clients only draw the warnings: Telegraph keeps those two roles apart. The transport stays yours: no networking library is included.🎮 See It All, Then Play It 🎮Press Play in the showcase scene for a guided tour of 7 stations: a raid boss in three phases, barrages and target filters, player spells, warnings on terrain and steps, a host and a client side by side, and an alley of all 32 styles. Then open the boss fight: a boss picks its next attack, training dummies burn, freeze and get knocked back, and you steer a player that aims and casts its own spell with the mouse. Every piece of it is a script you can read and copy.The showcase fighters carry weapons and shields from our Stylized Melee Weapons & Shields MEGAPACK, included here as plain meshes.📚 Documented Inside The Editor 📚A 41-page documentation window, searchable, with a Quick Start, a step-by-step Build your own scene page, a guided tour, the full manual and the scripting reference. Scene Setup lists what your scene still needs and fixes each row in one click. A skill for AI coding assistants ships alongside, so yours learns the real API.📦 What You Get 📦The Attack Editor, the Sequence Editor and Scene Setup7 shapes and 32 visual styles2 example scenes: a 7-station showcase and a playable boss fight with 5 attack patterns, 5 status effects, knockback and a mouse-aimed player spellFull C# source, with the unit tests includedA 41-page documentation window, plus the manual as Markdown and PDFEverything Telegraph asks of your project is in the Technical details.🔧 Setup 🔧Import it and the Welcome window checks your project; its big button opens the showcase.🛠️ And also quality & productivity tools for Save Systems, Character Customization, Ballistic Systems, Popups & Notifications, Minimaps, Maps & Compasses, and more.Unity: 6000.0 LTS or newer. Tested on 6000.0.68f1 and 6000.6.0f1.Render pipeline: URP 17.0 or newer only. Built-in and HDRP are not supported.Dependencies: none. The Welcome window offers to install URP when it is missing.Input: the core reads no input. The example scenes read the Input Manager or the Input System package, whichever the project enables.Model: an attack asset describes the shapes, placement, timing and look of a warning; a sequence asset schedules attacks, animation, audio, movement, prefab spawns and custom tracks; a source component plays them and reports every target inside at impact.Attacks: 7 shapes, one zone or a scatter of zones per cast, placed on the caster, at random around it or on targets. Styles: 8 borders, 22 ground patterns, 7 charge animations, 32 presets.Ground: warnings are projected onto colliders on the layers you pick, Unity Terrain included.Hits: category masks select the targets; reusable hit addons apply your effects. The core has no health or damage logic.Networking: Gameplay and Presentation roles let a server resolve hits while clients display. No transport is included.Examples: 2 scenes. A showcase of 7 stations with a guided tour, and a boss fight with a boss AI (5 attack patterns), 5 status effects, knockback, a HUD and a mouse-aimed player spell. Optional: the core never references them.Art: the showcase includes 3 weapon and 2 shield meshes from AnkleBreaker's Stylized Melee Weapons & Shields MEGAPACK, without materials or textures.Documentation: 41 in-editor pages, Manual.md and Manual.pdf, and a skill for AI assistants.Source: full C# source, no DLLs. EditMode tests included, compiled only with the Unity Test Framework.Limits: no health, damage or networking in the core. Performance on mobile has not been measured.AI-assisted tools were used to prepare marketing visuals based on actual Unity Editor captures. We also used our Unity MCP integration to perform operations within Unity.




