Creating Custom Shields

This section explains how to integrate your own 3D models, materials, and behavior configurations into the shield system.

Breathe Behavior

Set this to Rely On Phase to ensure that the ShieldController, hit VFX, and collider resizing all stay synchronized. Use Rely On Time only if you are showcasing shields without the ShieldController (for example, in previews or static demonstrations).

Final Hit State – Hit Radius

Always set this to a value greater than 0. A value of 0 disables the hit effect entirely.

Custom 3D Models

When exporting your own shield meshes, separating each face before import into Unity produces a smoother breathing animation and enables the shader’s face-rotation features.

Sphere Meshes

If you plan to use a sphere, use the included Normalized Sphere mesh. Unity’s built-in sphere uses a radius of 0.5 instead of 1.0, which can lead to inaccurate hit effect scaling.

Materials for Hit VFX

When authoring materials for hit effects, make sure that Use Sphere Mask is enabled to ensure proper masking and visual accuracy.

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