Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera
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: $11.99. The latest store price is $11.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $11.99 | Latest store price | |
| $11.99 | Unity First Price 2026-10-08 2026-10-08 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Pixel Tower Collection - 72 Models, Attack VFX & Pixel Camera
- Theme > Stylized
- Theme > Retro & Arcade
- Theme > Military & Combat
- Theme > Nature & Countryside
- Art & Visuals > 3D
- Art & Visuals > VFX
Watchtower, Cannon, Sniper, Frost, Lightning, Flame, Poison, Piercing,
Sunder, Mortar, Support, Gravity, Gatling, Catapult, Missile, Laser, Sonic,
Seismic, Tornado, Summoner, Repair, Shield, Harpoon, and Solar.
Each family includes three stages: basic, upgraded, and final.
These are 24 tower designs with stage variants, not 72 unrelated tower designs.
The stepped appearance is built into the geometry. Object materials provide
banded shading and outlines, plus an included point-filtered pixel camera.
Stage variants share parts, with structural changes such as additional barrels,
launcher cells, counterweights, mirror arrays, shield panels, and support gantries.
Included motion covers turret rotation, weapon recoil, hammer swings,
magic-core bobbing, staggered secondary weapons, and a short attack flash.
New families add rotating Gatling barrels, a catapult swing, seismic ram motion,
rotating wind/portal assemblies, repair arms, expanding shields, and solar-mirror tilt.
Motion is driven by C# scripts; Animator controllers and AnimationClips
are not included.
The interactive demo includes a forest-green and brass control panel, a clean presentation view, and large controls for automatic firing, rotation,
pause, one-shot attacks, playback speed, and close-up family comparisons.
A defense-style route tour places all 72 towers along a serpentine road. One moving
armoured training target slides past them in order, demonstrating aiming, projectiles and visual hits.
A forest clearing, woodland patches, gravel paths and stone boundaries
provide context at a wider, gameplay-style camera distance.
Switch between a following camera, the full route map and the original catalog.
One reusable armoured training target Prefab is included. The route is a visual sample, not combat AI.
English and Japanese offline TXT guides cover setup, controls, API calls,
orientation, Inspector references, and a complete usage example.
QUICK USAGE FOR THE PRODUCT PAGE
1. Use a URP project and import the full TowerShowcase folder.
2. Drag a Prefab from Prefabs/ into your scene.
3. Keep its TowerMotion component enabled.
4. Call AimAt(target.position) to aim and FireAt(target.position) once per attack.
Example:
using TowerShowcase;
TowerMotion motion = towerObject.GetComponent();
motion.AimAt(target.position);
motion.FireAt(target.position);
To set a local direction:
motion.AimYaw(0f); // +Z forward
motion.AimYaw(90f); // +X right
AimAt accepts world-space positions. Aiming is horizontal, at 150 degrees/second.
Fire() emits along the current direction; FireAt(position) uses a fixed visual endpoint.
Neither waits for alignment or applies damage. Visual projectiles do not detect collisions.
Rotate the root Transform to turn the whole tower, including its base.
Use the included Usage_EN.txt or Usage_JA.txt for the complete sample and controls.
MATCHING ATTACK VFX
24 reusable family presets include block projectiles, arcing shells/rocks, missiles,
ice/poison/fire, lightning, lasers, sonic rings, shockwaves, gravity, tornadoes,
portals, healing crosses and shield rings. Stage variants adjust size, impact
motes/rings and projectile salvo bodies. Presets share styles and geometry.
Effects are connected to every tower and demonstrated through flight and impact.
Adjust effect size, forward distance, projectile speed and per-instance color.
Includes three reusable effect slots per tower; excess overlapping shots replace
the oldest slot. Optional visual target tracking is demonstrated on the route. Physics, damage
and a combat framework are not included.