Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $18.50. The latest store price is $45.
View 6 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $45 | Latest store price | |
| $45 | Unity Permanent Increase 2026-09-03 2026-09-10 | |
| $18.50 | Unity New Release Discount 2026-08-27 2026-09-10 | |
| $18.50 | Unity New Release Discount 2026-08-27 2026-09-10 | |
| $22.50 | Unity New Release Discount 2026-08-27 2026-09-10 | |
| $37 | Unity First Price 2026-08-27 2026-08-27 |
Sale and bundle history
The 5 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Explosion Crater - TerraForge
- Art & Visuals > VFX
Revolutionize combat and action games with this complete real-time terrain crater and explosion system for Unity URP. Unlike standard solutions that project flat images, this expansion deforms actual terrain geometry in real time while instantly synchronizing CPU TerrainCollider physics. Explosives sculpt deep central depressions surrounded by elevated rims of displaced soil. Deformation operates independently of standard filters, allowing grenades and missiles to crack asphalt, rock, concrete, sand, dirt, and snow. Player characters and physics vehicles will physically descend into holes and climb real crater rims. A flexible procedural 3D overlay conforms to terrain with organic perimeter distortion, underground sealing skirts, and embedded colliders, ensuring zero decals project onto dynamic players. Switch seamlessly between procedural mesh, decal projector, combined, or pure height deformation modes. Physical soil and stone debris chunks eject in realistic launch arcs with configurable force and automatic cleanup. A spatial trigger system prevents duplicate mesh overlap and infinite bottomless pits while preserving particle and audio feedback. Height modifications occur strictly in RAM during edit mode, leaving original assets completely untouched upon exit. Integration requires attaching a single component to explosive prefabs, functioning seamlessly with native Unity events, custom scripts, Invector frameworks, and third-party weapon controllers.