Cyber Effects - Beacon
Inspiration
Inspired by the art of Transistor and Remember me, then, evolved while part of the team behind Pixel Ripped 1989 development.
Music produced by Leonardo Borges and listen on Spotify
Content
- Beacon made entirely out of particles (drag, drop the prefab onto your scene, enter the playmode);
- A version made entirely of baked meshes;
- Few materials;
- Geometry;
- Prefabs of the final composition;
- Prefabs of every part that composes the final result;
Compatibility
- All content compatible ONLY WITH UNITY ENGINE;
- Compatible with Unity 's URP /HDRP / SRP Pipelines (You will just have to switch the shaders to Unity' s builtin particle shaders of each pipeline);
- DO NOT WORK WITH WEBGL BUILDS (the version being showcased in this browser version, is the static / baked version);
Sample
Collection
Status | Released |
Category | Assets |
Author | Ivan Garcia Filho |
Made with | Unity |
Tags | 3D, Atmospheric, Colorful, Cyberpunk, Generator, glitch, Low-poly, Neon, Procedural Generation, Sci-fi |
Asset license | Creative Commons Attribution_NoDerivatives v4.0 International |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse |
Purchase
Buy Now$7.50 USD or more
In order to download this asset pack you must purchase it at or above the minimum price of $7.50 USD. You will get access to the following files:
CyberEffects-Beacon.unitypackage 9.1 MB
Comments
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Ya know.. if you offered these significantly cheaper.. in a pack.. for Unreal.. I'd love to mess around with them. :)
I'm considering putting together some assets to make a / some cyberpunk "matrix" maps for VTT roleplaying. SO yeah.. I'd drop a little cash to mess around with these, and I'd probably use at least two of them.. but I'm not paying like $100 for 12 assets I may or may not use. Ever.
Anyway.. I'm not trying to come across as whiny, I'm just saying that you may be missing pert of your market, or a couple of parts, actually.
Sorry for the huge delay on answering your post and that's something I'm already trying to create on Unreal, however, their Niagara nor cascade particle systems do not allow you to "save" the procedural mesh generated, thus, it's hard to optimize such structure to run on runtime!
No worries on the late reply.
That's stunning! I didn't think that there was anything that unreal couldn't do!