Description
Aim Indicators V2 is a complete rebuild of Aim Indicators for Unity 6 and URP. It shows players where an attack, throw, dash, shot or movement skill will go.
Six ready-made indicator types, plus your own custom splines, react to the world around them: they stop at walls, follow curved paths, bounce off colliders and project over uneven terrain as decals. All of it works in both 2D and 3D.
Set indicators up in the Inspector without writing code, or create them at runtime with a single factory call. No prefab is required.
Features
- Six indicator types, plus custom splines:
- Cone: 1° to 360°, every section stops at its own obstacle, and the FOV animates without a mesh rebuild
- Line: adjustable width and range with collision checks across the full width
- Line bounce: reflects off 2D and 3D colliders as one clean strip
- Parabolic: adaptive arc height for throwables, with a landing target
- Curved: left or right, any arc length up to a full ring, stopping exactly at obstacles
- Target: radial marker for landing spots and area effects
- Custom spline indicators: author your own path shape with the same collision and decal support.
- Collision-aware shapes that stop at obstacles, follow sampled curved paths or reflect off colliders, with 2D and 3D physics support.
- URP decal mode for every type, including custom splines, so indicators drape over ramps, steps and uneven floors. Rendering-layer filtering controls which surfaces receive them.
- Code or no-code workflows. Create one indicator from a factory call, or spawn reusable indicator combinations from assets, JSON/TXT files or code.
- IndicatorController for managing groups of indicators: add, duplicate, replace and toggle them with full Undo/Redo support.
- Per-setting performance badges in the Inspector, with a live CPU, physics and rendering estimate, ranked optimization suggestions and the biggest cost drivers.
- C# Job System mesh generation, batched RaycastCommand obstacle checks and reused buffers keep garbage collection low.
- Colors, artwork, widths, ranges, path shapes and fill amounts can all be changed independently at runtime.
- Included demo scene with joystick controls, uneven terrain, obstacles and examples of every indicator type.
- Beginner-friendly HTML and PDF documentation: click-by-click setup, every setting explained in plain language, runtime C# tutorials and troubleshooting.
Requirements
- Unity 6 (6000.0) or newer with the Universal Render Pipeline 17.
- Built-in Render Pipeline and HDRP are not supported by the included shaders.
- URP decals are not supported by the URP 2D Renderer. 2D projects use mesh indicators.