Wrap static meshes and animated characters in a fitted energy shield or a perfect bubble, with seamless cells, reactive impacts and directional dissolve effects.⚡ Energy Shield Forge — Shields That Follow Your MeshGive characters and props an energy shield that follows their actual silhouette. The shell uses the source mesh, and animated characters keep their rig and motion.🧩 A Surface-Fitted PatternBake cells directly over your mesh for an even pattern without UV seams. Adjust the fit with clearance and Fold Rounding, from a close protective layer to a more pronounced shell.🫧 A Perfect BubbleSwitch a shield to Sphere form for a bubble around the whole object, sized to reach its furthest point. No bake needed: the cells come out even and seamless, and impacts and dissolve work the same.🎨 Shape the Look11 ready-made materials: Blue, Amber, Crimson, Verdant, Void, Ghost, Plates, Scales, Ripple, Nodes and Lattice.6 cell shapes: Outline, Plate, Scale, Ring, Dot and Frame. Tune outlines, fill, opacity, moving line brightness and pulse without re-baking the pattern.💥 Make Every Hit VisibleEvery shield lights the cells around a strike, spreads the response and lets it fade. Dim the rest of the shield during a hit, or reveal the effect only when struck.✨ Activate and DismissThe shield sweeps itself away and brings itself back with a glowing front. Choose the direction and control the duration.🛠️ Integrate With Your ObjectsAdd one component, Energy Shield, assign a shield material and bake the mesh — or switch it to Sphere form. Hits and transitions are built in: call Strike, Dissolve or Materialize from gameplay, and control visibility, appearance and dissolve progress at runtime.🎮 Explore the Interactive DemoCompare different object sizes, switch materials and cell shapes, and adjust the live controls. English and Spanish documentation covers setup, scripting, visual controls, performance costs and troubleshooting.A shield built around your world.Optional physics can generate the Sphere collider and trigger impacts from 3D contacts. Layer filters and ignored colliders let the bubble intersect the floor without affecting the character’s ground collisions.⚙️ This Package Includes1 component to add, Energy Shield, with built-in impacts, dissolve and optional physics11 ready-made shield materials6 procedural cell shapes: Outline, Plate, Scale, Ring, Dot and Frame2 shaders: energy shield and demo floor gridSurface baking for an even cell pattern without UV seamsMesh-fitted or sphere form, switchable per shield; the sphere needs no bakeStatic MeshRenderer and animated SkinnedMeshRenderer supportClearance in metres or relative to object sizeFold Rounding with thickness-aware clearance limitsRuntime opacity, outline, line flow and pulse controlsOptional sphere collider and automatic 3D contact impacts, with layer filtering and ignored collidersUp to 4 simultaneous impact positions per shieldDirectional dissolve and materialize transitionsInteractive demo scene and camera controlsEnglish and Spanish documentationSeparate runtime and editor assembliesBuilt-in, URP 17.5 and HDRP 17.5; URP installed by default, conversion packages includedAI coding assistants were used to assist with C# runtime and editor scripts, HLSL shaders, procedural particle and trail-generation code, and documentation. The generated content was reviewed, tested and iterated on in Unity under the publisher's direction. The visual targets, implementation decisions, testing and release decisions were made by the publisher. No AI-generated images, audio or imported 3D models are included; particle shapes are generated procedurally in shaders.


