AssetForge Docs
Everything you need to integrate premium Unity assets into your projects. From installation to advanced customization.
Introduction
AssetForge is a curated library of production-ready Unity assets built exclusively for the Universal Render Pipeline (URP). Every asset is engineered to drop directly into your project with zero configuration — no shader conversions, no manual material assignments, no guesswork.
Drop-in Prefabs
Drag, drop, done. Every asset ships as a configured prefab.
URP Native
Built from scratch for URP — no legacy shader junk.
Performance First
GPU instanced, draw-call batched, mobile profiled.
Fully Customizable
Every parameter exposed in the Inspector or via C# API.
Modular Design
Mix and match components across packs freely.
Tested on All Targets
PC, console, iOS, Android — we test everything.
Requirements
Before you purchase or import, verify your project meets the minimum requirements.
| Requirement | Minimum | Recommended |
|---|---|---|
| Unity Version | 2021.3 LTS | Unity 2022.3 LTS or Unity 6 |
| Render Pipeline | URP 12.x | URP 14.x / 17.x |
| Shader Model | SM 3.5 | SM 4.5+ |
| VFX Graph (VFX packs) | Visual Effect Graph 12.x | Visual Effect Graph 14.x+ |
| Platform | PC / Console | All platforms supported |
Installation
Installing an AssetForge package takes under two minutes. Follow the steps below.
Purchase & Download
.zip file from your order confirmation email. Extract it to a temporary folder.Open Your Unity Project
Import the Package
Assets → Import Package → Custom Package, then browse to and select the .unitypackage file from the extracted zip.Confirm Import Dialog
Done
Assets/AssetForge/[PackName]/Prefabs in the Project Window. Drag any prefab into your scene and press Play.Quick Start
Get a VFX effect playing in your scene in under 60 seconds.
// 1. In the Project Window, navigate to:
Assets → AssetForge → [PackName] → Prefabs
// 2. Drag any prefab into the Hierarchy.
// 3. Press Play — the effect runs immediately.
// No extra configuration needed.To control an effect via C#, use the AssetForgeEffect component:
using AssetForge;
using UnityEngine;
public class ExampleController : MonoBehaviour
{
[SerializeField] private AssetForgeEffect effect;
void Start()
{
// Play on start
effect.Play();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
effect.Stop();
}
}
}VFX Packs
CategoryVFX Packs contain Unity Visual Effect Graph assets (.vfx) paired with pre-configured prefabs, materials, and textures. Each pack is designed around a visual theme (Sci-Fi, Fantasy, Stylized, etc).
Plasma blasts, energy shields, holographic displays
Leaves, fireflies, water ripples, magic dust
Blood, sparks, explosions, hit flashes
Dimensional portals, warp distortions, black holes
Window → Package Manager → Visual Effect Graph.Shader Library
CategoryEvery shader is built with Shader Graph for URP and is compatible with GPU instancing and the SRP Batcher for maximum performance.
AF_HologramScanline holographic projection shader with rim light and chromatic aberration.
AF_DissolveNoise-based dissolve with customizable edge glow color and spread speed.
AF_ForceFieldIntersection-based force field with pulse ripple and hit point effects.
AF_PBR_EnhancedExtended PBR with wetness, iridescence, and subsurface scattering layers.
AF_Stylized_WaterResponsive stylized water with shore foam, caustics, and depth fade.
// Set shader properties at runtime
Material mat = GetComponent<Renderer>().material;
// Dissolve progress (0 = full, 1 = dissolved)
mat.SetFloat("_DissolveAmount", 0.5f);
// Edge glow color
mat.SetColor("_EdgeColor", Color.cyan);UI Kits
CategoryEnterprise-grade Unity UI Toolkit and uGUI components designed for modern game interfaces. All kits use scalable vector-based assets and support dynamic theming.
Scripts
CategoryUtility scripts that accelerate common gameplay systems. Zero dependencies — drop in and extend.
ObjectPoolerC#Generic high-performance object pool with configurable capacity, warm-up, and auto-expand.
StateMachineBase<T>C#Lightweight, generic finite state machine with enter/exit callbacks and transition guards.
EventBus<T>C#Decoupled publish-subscribe event system using C# generics. Zero GC allocations.
SaveSystemC#JSON + PlayerPrefs hybrid save/load system with encryption option.
URP Setup
If your project doesn't have URP configured yet, follow these steps before importing any asset.
Install the URP Package
Window → Package Manager, switch to Unity Registry, search for Universal RP, and click Install.Create a URP Asset
Create → Rendering → URP Asset (with Universal Renderer). This generates two files.Assign to Project Settings
Edit → Project Settings → Graphics and drag your new URP Asset into the Scriptable Render Pipeline Settings field.Upgrade Existing Materials (if needed)
Edit → Rendering → Materials → Convert All Built-in Materials to URP.Prefab Workflow
All AssetForge assets are delivered as fully configured prefabs. Here's the recommended workflow for integrating them into your game.
Assets/
└── AssetForge/
└── [PackName]/
├── Prefabs/ ← Drag into scene from here
├── Materials/ ← Do not edit directly
├── Shaders/ ← Shader Graph .shadergraph files
├── Textures/ ← Source textures
├── VFX/ ← .vfx graph files (VFX packs only)
└── Scripts/ ← Optional runtime scriptsRuntime API
The AssetForge namespace exposes a clean C# API for controlling effects at runtime.
AssetForgeEffect
The base component on every VFX prefab.
| Method / Property | Type | Description |
|---|---|---|
| Play() | void | Plays the effect from the beginning. |
| Stop(bool immediate) | void | Stops the effect. Pass true to stop instantly. |
| Pause() | void | Pauses the effect in its current state. |
| SetColor(Color c) | void | Overrides the primary color parameter. |
| SetIntensity(float v) | void | Sets the overall intensity (0–1). |
| IsPlaying | bool | Returns true if the effect is actively playing. |
| OnComplete | Action | Callback invoked when a one-shot effect finishes. |
using AssetForge;
using UnityEngine;
public class HitEffectController : MonoBehaviour
{
[SerializeField] private AssetForgeEffect hitEffect;
public void OnEnemyHit(Vector3 position, Color damageColor)
{
hitEffect.transform.position = position;
hitEffect.SetColor(damageColor);
hitEffect.SetIntensity(1.0f);
hitEffect.Play();
// Optional: callback when effect finishes
hitEffect.OnComplete = () => Debug.Log("Hit effect done.");
}
}Customizing Assets
Every material property can be overridden in the Inspector or via script. For prefabs, we recommend using Material Property Blocks to avoid creating new material instances.
// Efficient: uses MaterialPropertyBlock (no new material instance)
MaterialPropertyBlock mpb = new MaterialPropertyBlock();
Renderer rend = GetComponent<Renderer>();
rend.GetPropertyBlock(mpb);
mpb.SetColor("_BaseColor", Color.red);
mpb.SetFloat("_Smoothness", 0.9f);
rend.SetPropertyBlock(mpb);renderer.material (without "shared") in a loop — it creates a unique material instance per call and causes draw call spikes. Always use MaterialPropertyBlock or renderer.sharedMaterial.Performance Guide
AssetForge assets are pre-optimized, but here are best practices to get the most out of them in your project.
SRP Batcher
All shader materials are SRP Batcher compatible out of the box. Verify via Frame Debugger → SRP Batch.
GPU Instancing
Enable GPU Instancing on any material that renders many identical meshes for a significant draw call reduction.
Object Pooling
Never Instantiate/Destroy VFX at runtime. Use our included ObjectPooler script or Unity's built-in pool.
LOD Groups
Complex mesh assets ship with LOD Groups pre-configured. Do not remove them on mobile targets.
Mobile Targets
All assets have been profiled on mid-range Android and iOS devices. Use the following settings for mobile builds.
Batching & Pooling
For scenes with many simultaneous effects, use the built-in AF_EffectPool component.
using AssetForge;
using UnityEngine;
public class EffectManager : MonoBehaviour
{
[SerializeField] private AF_EffectPool pool;
[SerializeField] private AssetForgeEffect effectPrefab;
void Awake()
{
// Pre-warm pool with 20 instances
pool.Initialize(effectPrefab, capacity: 20);
}
public void SpawnEffect(Vector3 pos)
{
var effect = pool.Get();
effect.transform.position = pos;
effect.Play();
// Return to pool when done
effect.OnComplete = () => pool.Return(effect);
}
}Changelog
- Added AF_ForceField shader with hit-point ripple detection
- Sci-Fi Arsenal VFX pack expanded with 12 new effects
- Mobile URP profile asset added to all packs
- Fixed: Dissolve shader edge artifacts on Metal (iOS)
- Full Unity 6 / URP 17 support
- Introduced AF_EffectPool pooling system
- All VFX packs migrated to VFX Graph 14
- New Runtime API with OnComplete callbacks
- UI Kits: Added Dialogue System and Quest Tracker
- Improved SRP Batcher compatibility across all shaders
- ObjectPooler script added to Scripts pack
License
All AssetForge assets are licensed under the AssetForge Commercial License v1.0.
✅ Permitted
- Use in unlimited personal projects
- Use in commercial products & shipped games
- Modify shaders and prefabs for your needs
- Use across all platforms (PC, mobile, console)
❌ Not Permitted
- Resell or redistribute raw asset files
- Include in an asset pack for resale
- Claim authorship of the original assets
- Share download credentials with others
FAQ
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