20 pooled, recolorable combat VFX for Unity 6 URP and Godot 4: slashes, impacts, shockwaves, dust and hit flashes. One-line Play() call.Unity at least: 6000.3Make every hit feel like a hitCombat feels flat without feedback. Hit flashes, slash trails, shockwaves and dust are what sell a swing, a bullet or a ground slam, and building them from scratch takes days. Many existing packs are Unity-only, ship no spawning code, and give no idea of what each effect costs.Impact FX is a set of 20 stylized one-shot combat effects with the same look and the same API in Unity 6 (URP) and Godot 4. Call one line when something is hit, pick a colour theme, and the pooled effect plays and recycles itself.- 20 effects with distinct silhouettes: 6 slashes (arc, cross, thrust, heavy cleave, claw, whirlwind), 5 projectile impacts (bullet, energy burst, arrow, explosive, arcane sigil), 2 shockwaves (ground slam, air blast), 2 dust effects (dust burst, landing dust) and 5 hit effects (quick hit, spark shower, critical hit, shield block, comic pow).- One-line, pooled trigger API in C# and GDScript. Instances are reused and the pool is capped (12 per effect by default, configurable). `Prewarm`, `StopAll`, `ClearPools` and counters for debugging are included. The test suite plays 1000 calls and checks for leaks.- Colour themes: Neutral (white/silver), Fire, Ice, Arcane, Toxic, or any custom colour. Recolouring costs nothing at runtime (property blocks in Unity, per-instance materials in Godot).- Lite mode: one switch halves the particles of every layer that has four or more. Intended for low-end hardware; see the compatibility note below, because mobile devices were not tested.- Published cost table: particle count (full / lite), layer count, duration and an overdraw estimate for every effect, in the README. Counts range from 12 to 54 particles per effect.- Soft particles: dust, smoke and flashes fade where they meet the floor or walls instead of showing a hard cut line (in Unity this needs the URP depth texture; the setup is documented, and the effects still render without it).- Single shared shader and 15 small channel-packed textures (512 px maximum). All textures are procedural.- Demo scenes in both engines: an interactive target dummy where you click to hit, and a showcase of all effects.- Tools for upgrades: a menu command renders preview frames of every effect and fails on any magenta "missing shader" frame, which makes it a quick check after updating Unity or URP.- Editable: every layer is a normal Shuriken ParticleSystem (Unity) or GPUParticles3D (Godot) child, so sizes, speeds and counts can be tweaked in the inspector.The code, shaders, build scripts, procedural textures and documentation were created by an AI coding agent (Claude, by Anthropic) under human direction, and checked with automated tests in both engines and by reviewing rendered frames. The textures are the output of that procedural code. No generative AI image, audio or 3D tools were used, and no third-party assets are included.


