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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.

RequirementMinimumRecommended
Unity Version2021.3 LTSUnity 2022.3 LTS or Unity 6
Render PipelineURP 12.xURP 14.x / 17.x
Shader ModelSM 3.5SM 4.5+
VFX Graph (VFX packs)Visual Effect Graph 12.xVisual Effect Graph 14.x+
PlatformPC / ConsoleAll platforms supported
The Built-In Render Pipeline is not supported. Our assets use Shader Graph and URP-specific render features that are incompatible with legacy shaders.

Installation

Installing an AssetForge package takes under two minutes. Follow the steps below.

1

Purchase & Download

Go to the Asset Store, purchase your desired pack, and download the .zip file from your order confirmation email. Extract it to a temporary folder.
2

Open Your Unity Project

Open Unity Hub and ensure your project is configured for Universal Render Pipeline. If you haven't set up URP yet, see the URP Setup section.
3

Import the Package

In the Unity menu bar, navigate to Assets → Import Package → Custom Package, then browse to and select the .unitypackage file from the extracted zip.
4

Confirm Import Dialog

Unity will show an import dialog. Click Import All to import every file. Deselecting items may cause missing reference errors.
5

Done

Navigate to Assets/AssetForge/[PackName]/Prefabs in the Project Window. Drag any prefab into your scene and press Play.
All materials and textures are automatically assigned. There is no manual material setup required after import.

Quick Start

Get a VFX effect playing in your scene in under 60 seconds.

text
// 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:

csharp
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

Category

VFX 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).

Sci-Fi Arsenal VFXPopular

Plasma blasts, energy shields, holographic displays

Stylized Nature FXNew

Leaves, fireflies, water ripples, magic dust

Combat Impact Pack

Blood, sparks, explosions, hit flashes

Portal & Warp FX

Dimensional portals, warp distortions, black holes

VFX Graph assets require the Visual Effect Graph package. Install it via Window → Package Manager → Visual Effect Graph.

Shader Library

Category

Every shader is built with Shader Graph for URP and is compatible with GPU instancing and the SRP Batcher for maximum performance.

AF_Hologram

Scanline holographic projection shader with rim light and chromatic aberration.

AF_Dissolve

Noise-based dissolve with customizable edge glow color and spread speed.

AF_ForceField

Intersection-based force field with pulse ripple and hit point effects.

AF_PBR_Enhanced

Extended PBR with wetness, iridescence, and subsurface scattering layers.

AF_Stylized_Water

Responsive stylized water with shore foam, caustics, and depth fade.

csharp
// 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

Category

Enterprise-grade Unity UI Toolkit and uGUI components designed for modern game interfaces. All kits use scalable vector-based assets and support dynamic theming.

HUD Framework
Inventory System
Dialogue System
Map & Minimap
Quest Tracker
Settings Panel

Scripts

Category

Utility 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.

1

Install the URP Package

Open Window → Package Manager, switch to Unity Registry, search for Universal RP, and click Install.
2

Create a URP Asset

In the Project Window, right-click and select Create → Rendering → URP Asset (with Universal Renderer). This generates two files.
3

Assign to Project Settings

Go to Edit → Project Settings → Graphics and drag your new URP Asset into the Scriptable Render Pipeline Settings field.
4

Upgrade Existing Materials (if needed)

If your project has existing Built-In materials, run 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.

text
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 scripts
Never edit files inside the AssetForge folder directly. Instead, duplicate the prefab or material into your own project folder before making changes. This ensures future package updates don't overwrite your customizations.

Runtime API

The AssetForge namespace exposes a clean C# API for controlling effects at runtime.

AssetForgeEffect

The base component on every VFX prefab.

Method / PropertyTypeDescription
Play()voidPlays the effect from the beginning.
Stop(bool immediate)voidStops the effect. Pass true to stop instantly.
Pause()voidPauses the effect in its current state.
SetColor(Color c)voidOverrides the primary color parameter.
SetIntensity(float v)voidSets the overall intensity (0–1).
IsPlayingboolReturns true if the effect is actively playing.
OnCompleteActionCallback invoked when a one-shot effect finishes.
csharp
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.

csharp
// 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);
Avoid calling 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.

Particle count: Reduce max particles by 50% via the VFX Graph's Capacity field.
Texture resolution: Use 512×512 variants (included) instead of 2048×2048 on low-end targets.
Render scale: Set URP Render Scale to 0.75–0.85 in the URP Asset for mobile.
Post-processing: Disable Bloom and SSAO on mobile. Use the included "Mobile" URP profile.
Shadow casting: Turn off shadow casting on VFX prefabs — they rarely need it.

Batching & Pooling

For scenes with many simultaneous effects, use the built-in AF_EffectPool component.

csharp
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

v2.1.0LatestMay 2026
  • 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)
v2.0.0March 2026
  • 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
v1.5.0January 2026
  • 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
Need a Studio / Multi-seat license? Email us at assetforge@outlook.in with your team size for a custom quote.

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