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Packages/Projectile Toolkit Pro/Projectile visuals & effects
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Projectile visuals & effects

Separate presentation from collision and configure visual profiles, trails, markers and effects.

English guideSource: Unity 6000.3.13f1 · URP 17.3.0 · Windows Editor / DX12Web edition · 22 October 2026

Keep presentation on a visual child so animation does not change the collision shape or fight movement. Configure a Projectile Visual Profile on the Projectile Controller and assign the child Transform as its Visual Root.

Configure projectile visuals#

Set the forward axis for the Sprite or model, then choose whether the visual aligns to velocity. Add rotation smoothing, spin, wobble, scale or color-over-lifetime curves as needed. Sprite frames and Animator support are optional.

Add effects#

EffectWhen it runs
Trajectory markerShows a predicted future contact; it does not trigger gameplay impact effects.
Collision / bounce particlesPlay when an actual projectile contact occurs.
Trail or moving effectFollows the active projectile and resets for pooled reuse.
Persistent scorch or decalImplement through your game's contact callback and rendering pipeline.

You can assign authored child TrailRenderers or optional particle prefabs for spawn, movement, collision, bounce and despawn. Test effects when the launcher reuses a projectile.

Check materials in the target pipeline#

Custom trajectory materials should support vertex color and UVs. Scrolling textures need a compatible texture-transform property such as _MainTex_ST. Start with the included path material before replacing its shader.

Basic visuals do not require post-processing or VFX Graph. This release guide does not establish complete Built-in, URP and HDRP compatibility or provide a dedicated VFX Graph adapter. Check the selected materials in the render pipeline used by your scene.

Adapted from the supplied guide · PDF pages 9.View source guide ↗
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