Advanced Bullet Decals Unity asset

Screenshot_4

Advanced Bullet Decals is a system that can be used in your project to create nice looking bullet holes on complex surfaces. It comes with polling system and custom shaders for advanced bullet holes overlapping.

The main concept of the system that it takes target mesh of an object on which bullet hole should be drawn and creates another small mesh (with assigned bullet hole material on it) that mimics shape of original object in point of the bullet impact. It’s important that object on which bullet hole will be drawn should contain Collider component. If it also has Rigidbody then additional force can be applied to it.

It offers:

  • Bullet decals creation on complex surfaces including Terrain
  • Different types of bullet holes depending on surface
  • Pooling system for bullet holes
  • Advanced bullet holes overlapping by using custom shaders
  • Ability to show impact effects depending on surface

Asset store link

WebGL Demo

Unity Player Demo

Video preview

 

16 thoughts on “Advanced Bullet Decals Unity asset

  1. Ivan

    Hi, nice look of decals. But what about standard PBR shader on it (I like a specular or metallic workflows)?

    Reply
    1. Ervin Post author

      Hi Ivan,

      Decals can be created with standard shaders, but without advanced decals blending.

      Reply
  2. Dominique

    Is there any way to make it work with static batching? It seems that the combined mesh created from static batching is not readable and output errors in the console instead of creating a decal.

    Reply
    1. Ervin Post author

      Decals for static objects will work only when static batching is turned off. We are thinking on workaround for this limitation.

      Reply
      1. Dominique

        Alright, thank you. Also, I’d be nice to have a support for tags for different surface types. The number of layer is pretty limited in Unity. I was able to add it myself easily to your script but I’m just saying. Anyway, the only thing stopping us from using the Advanced bullet decals addon is the static batching issue. We simply cannot turn it off for performance reason. Other than that, it is a well made asset.

        Reply
        1. Ruslan

          Thank you for your comment. We have added support for static batching, it will be available once the asset store team will approve the package. Also now we use Tags instead of the Layers.
          You can get updated version earlier if you email us with yours purchase invoice number to support@muscipula.com

          Reply
          1. Dominique

            Thanks for the update. We though of a similar work around as well but unfortunately, this won’t do for our game. It is an open world game and we load additive scenes all the time. Having a full scan of every gameobjects each time creates a huge freeze and doesn’t seem to work anyway. It works well if there is only one scene loaded though. I guess we’ll just turn off static batching in the end and see how it goes performance wise.

            Support for tags instead of layers is a nice touch.

          2. Dominique

            Another question. Do you think it would be possible to make it work on terrain trees? The only solution that I found was to check the height of the hit on the terrain with terrain.SampleHeight(). If it is 0.1f higher than the ground, I count it as a tree. It works ok to spawn impact particles but not the decal since you don’t have access to the tree object/mesh itself.

          3. Ervin Post author

            Hi,

            Yes, I think it’s possible to make it work with terrain trees. You can add manually colliders (in edit mode, for example with a script) to terrain trees. Examples can be found here:
            http://forum.unity3d.com/threads/how-to-indentify-a-tree-type-or-prefab-with-raycasting.89106/
            http://rene.klacan.sk/unity3d/games/2014/10/28/destroyable-terrain-trees-in-unity/

            And then you need to have a link to tree prefab on each tree. So when you Raycast, you can access tree prefab to get it’s mesh data.
            We will think about supporting of terrain trees for the future updates. Thanks.

          4. Ervin Post author

            Yes, we will try to provide this update in the next month or earlier.

  3. Derek Lane

    How does licensing work for these assets. Say I wanted to use this in an OpenSource project for a KSP (Kerbal Space Program) mod?

    Reply
    1. Ervin Post author

      License can be found here:
      https://unity3d.com/legal/as_terms
      From section 2.2 of END-USER’s Rights and Obligations
      It is emphasized that the END-USERS shall not be entitled to distribute or transfer in any way (including, without, limitation by way of sublicense) the Assets in any other way than as integrated components of electronic games and interactive media.

      Reply
      1. Derek Lane

        So if it is an asset bundle integrated into the Mod that would be acceptable in your interpretation? I am new to licensing in regards to unity and forum searches have many discussions on the topic without any authoritative response.
        Let me know if you just think I should contact Unity directly. Just want to follow the rules 🙂

        Reply
        1. Ervin Post author

          No, it means you can’t use it in open source projects. Because anyone will be able to get the source code for free.

          Reply
          1. Derek Lane

            Makes sense. I thought there would be a way to compile the asset as to not have access to source code. Thanks for clarifying.

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