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: $12. The latest store price is $12, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $12 | Latest store price | |
| $12 | Unity First Price 2026-10-02 2026-10-02 |
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 VFX Projectile Attack Effect Vol2
- Theme > Realistic
- Art & Visuals > 3D
Basketball here is 24 cm across and weighs 620 g. Dropped from 1.80 m it comes back to 1.30 m, because that is what FIBA requires of a ball before it may be used in a game. A tennis ball comes back to 1.41 m from 2.54 m, because the ITF says so. A bowling ball barely comes back at all.
None of these numbers were chosen because they looked about right.
REAL SIZES, SIDE BY SIDE
Drop all eight into a scene and the first thing you notice is that they are finally in proportion to each other. A basketball really is bigger than a bowling ball. A golf ball really is that small next to a football. Every prefab arrives at scale 1 with its pivot in the middle, so the number in the transform is the number you expect.
SHAPE THAT IS MODELLED, NOT PAINTED
The things that make a ball recognisable are shape, and they are built as shape:
- the football is thirty-two separate panels — twelve pentagons and twenty hexagons — with a real seam between them;
- the golf ball has three hundred and thirty-six dimples;
- the bowling ball has three finger holes drilled through its surface, with walls and a floor;
- the basketball's eight panels are divided by channels sunk into the rubber, as a real one's are, and the tennis ball carries its seam as a raised ridge.
These do not.
BOUNCE THAT WAS MEASURED
Unity's bounciness is not a coefficient of restitution: the solver loses energy, air resistance takes more on the way up, and how much depends on the ball. So every figure in this pack was searched for rather than assumed. Each ball was dropped in Unity's own physics, at the fixed step a game runs at, until it came back to the height its rule book asks for.
Air resistance is matched too, through the speed each ball stops accelerating at: a beach ball reaches 5 m/s, a ping pong ball 9, a basketball 20, a bowling ball 81. A beach ball drifts. A bowling ball does not.
BUILT-IN, URP AND HDRP
The package references neither URP nor HDRP, so it imports cleanly into a project that has neither.
WHAT COMES WITH EACH BALL
A prefab with three levels of detail under a LOD group, a sphere collider at the true radius, a body with the real mass, and a physics material with the measured bounce. Three meshes, from 1,400 to 5,200 triangles at the first level. Three maps — colour, normal, and a mask carrying metallic, occlusion and smoothness — at 2048 for the four large balls and 1024 for the four small ones.
WHAT IT DOES NOT DO
It needs no other package — no post-processing, no volume, no skybox material, the demo scene included. The only runtime code in the pack belongs to the demo, in its own assembly; delete the Demo folder and there is none at all. The one editor script it ships touches the pack's own materials and nothing else.