Your ship's wholevisual identity.
Thrusters, trails and reactor fire - plus every nav light, beacon, LED ribbon and hull glow - authored in a live no-code Configurator, stored in one config, and rebuilt identically in your build. No VFX specialist required.
Built for - and running in - our own real-time mobile 4X strategy game (in active development).
Propulsion, lighting and hull - from a single source of truth.
ShipVFX treats a ship's entire visual identity as data. Plumes, trails, reactor fire, sparks, smoke and heat distortion share the same live config as every nav light, beacon, LED ribbon, window glow and hull emission - author it once in the Configurator, and it rebuilds identically in your build.
- No specialist required - designers author live, no code, no prefab wiring
- State-driven - idle, selected, moving, returning, mining each get their own look
- Built for fleets - RTS, 4X and space sims, from a 2017 phone to desktop
- One preset reads right on a 1-unit fighter or a 50-unit capital - sizes auto-fit
- Presets are only the starting line - every parameter is exposed, so you author unlimited looks of your own
- Procedural by default (~0 textures) - bring your own when you want
Heat refraction bends the scene behind the ship - nothing to capture on a black plate.
Capture resolution, no crop - sparks and smoke read here exactly as in the source video.
Your ship reacts to the game.
Most FX packs are cosmetic - a canned effect that plays on repeat. ShipVFX reads your live gameplay values. Throttle up and the exhaust grows; charge a warp and it spools; take hull damage and the engines sputter and misfire. Five gameplay states map straight onto strategy verbs, and it all works identically in your shipped build.
SetThrottle(0..1) SetBoost(bool) SetWarp(0..1) SetDamage(0..1) SetThrustVector(x,y) The real showcase, running in your browser.
This is the actual Unity build - the same renderer, bloom and shaders you get in the pack. Orbit the frigate, cycle the 12 preset looks, push the throttle. It's the live engine, not a recording.
The demo only starts when you hit play, so the page stays fast · the showcase ship is a demo asset, not part of the pack.
One framework. Your ship, fully lit.
Built for - and running in - our own real-time mobile 4X strategy game (in active development).
- All 12 visual systems - propulsion, lighting, hull
- No-code Configurator with live fly-around preview
- 12 presets + 8 colour themes, and unlimited custom designs
- 5 gameplay states + runtime API (throttle, boost, warp, damage)
- 11 procedural URP shaders - ~0 textures, tiny footprint
- Full C# source, 77 automated tests, lifetime updates
Studios buy one seat per dev. An HDRP "Pro" edition for PC and console is planned. Advanced reference ships inside the pack - the basics live in the online docs. The ship models shown on this site and in the demo are our own demo assets and are not included - ShipVFX drives the effects on your models. The pack does bundle one AI-generated test hull so the Configurator has something to demonstrate on; it carries no art pass and is raw generator output, so it is a poor choice for anything you ship (details).