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Force Field

Make the invisible unforgettable.

Force Field — product artwork
7Example scenes
15Sound effects
MeshCollision response

INSIDE THE PACKAGE

Built for your
next creation.

A shield and impact shader for meshes and collisions. Create reactive energy barriers around your game objects.

A shield that responds

  • Multiple simultaneous contacts with Rigidbody and MeshCollider support.
  • Adjust impact points and shield appearance for your own meshes.
  • Particle hit effects and sounds accompany shield impacts.

Art-direct the energy

  • Control colors, masks, static fields, edge fading and vertex animation.
  • UV1 shader support with built-in unwrapping.
  • Desktop and mobile prefabs, with both Linear and Gamma color spaces.

BEFORE YOU BEGIN

A good fit
for your project.

Compatibility & setup

  • Supports Built-in (Standard) and Universal Render Pipeline (URP).

Package reference: v2.41, Asset Store information captured September 20, 2026. Check the current listing for updates, pricing and supported versions. External demos may reflect an earlier package version.

Get Force Field ↗

QUESTIONS, ANSWERED

A little clarity.
Before you create.

Setup, package contents and the details that help you get started.

Which rendering pipelines are supported?

Force Field supports Built-in (Standard) and URP.

How do I connect my own projectiles to the shield?

Use the collision or raycast result to locate the Forcefield component on the shield and pass the world-space surface impact point to its OnHit method. Follow the example scripts for the method signature in your installed version.

Why does a hit produce no shield response?

Check the chain from collision detection to the shield component to OnHit. Log the object or collider hit, confirm the component was found, and inspect the world-space impact position. Incorrect layers, a missing component or the wrong hit position can prevent the effect from appearing.

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