Character following orbs system

Character following orbs system

Launched May 2026 13d

Updated May 2026 13d Active

Hovl Studio

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$19 Regular $38 50% off tools

Price history

Tracked store price

May 30 – Jun 11, 2026

Price history from $19 to $19 between May 30 – Jun 11, 2026. Latest price $19 (store sale). Marked events: May 30 full price, May 31 store sale.

Latest $19
Low $19
High $19
Points 13
Store sale Full price
$21.28 $20.14 $19 $17.86 $16.72 May 30 Jun 5 Jun 11

Hover or focus a point for sale details

Price change log 2
  • May 30, 2026 Full price $19
  • May 31, 2026 Store sale $19

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Momentum (24h) +118 views
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Package size 33.61 MB

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Current price
$38.00 $19.00
$17.99
$5.00
$5.50
Momentum (daily pageviews) 118 0 599 0
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5.0 / 5
Awaiting Ratings
Days since update < 30 days < 30 days 3.8 months ago < 30 days
Pipelines
None
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URP HDRP
None

Render pipelines

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Description

Character following orbs system is a flexible Unity system for creating magical orbs that follow your character, switch between different orb types, activate matching aura effects, and launch one orb at a time toward the target point from the center of the screen.

The system is designed for magic skills, elemental abilities, companion orbs, RPG attacks, character buffs, spell systems, and third-person or first-person VFX setups.

Orbs are spawned behind the character with randomized side, height, and back offsets, creating a natural floating formation instead of a perfectly even line. When the character moves, the orbs smoothly follow their assigned positions. Each left mouse click launches one orb toward the aim target, and when all orbs are used, the next click creates a new group.


17 VFX prefabs inside.


You can switch between different orb types using Q and E (customizable). Each orb type can have its own prefab, aura Particle System, hit Particle System, movement settings, rotation behavior, and impact behavior. Only one orb type can be active on the character at the same time.

The system includes object pooling, so inactive orbs are reused when possible, and new ones are created only if the pool does not have enough available objects. Hit effects are placed inside each orb prefab and played on impact instead of being instantiated separately.


Main features:

  • Character-following magical orbs
  • Multiple orb types
  • Orb switching with Q and E (customizable)
  • One active orb type at a time
  • One orb launched per click
  • First-last launch order for balanced visuals
  • Matching aura Particle Systems
  • Internal hit Particle Systems
  • Trigger-based hit detection
  • Player collider ignoring without layers
  • Object pooling
  • Optional pool prewarming
  • Optional DontDestroyOnLoad pool support
  • Smooth follow movement
  • Idle floating motion
  • Surface normal or impact angle hit rotation

Fly animations are not included!

Key features

Scripts included:

  • HS_OrbCaster
  • HS_OrbAroundCharacter

Main setup:

  • Add HS_OrbCaster to the character or controller object.
  • Create an OrbCenter child object on the character.
  • Assign Aim Camera, Orb Center, Orb Prefabs, and optional Orb Auras.
  • Add HS_OrbAroundCharacter to each orb prefab.
  • Each orb prefab should include a Rigidbody, Trigger Collider, main orb Particle System, and internal hit Particle System.

Controls:

  • Left Mouse Button: spawn or launch orbs
  • Q: next orb type
  • E: previous orb type

Required components on each orb prefab:

  • Rigidbody
  • Collider, usually Sphere Collider
  • HS_OrbAroundCharacter
  • Main orb Particle System
  • Internal hit Particle System

Recommended Rigidbody settings:

  • Use Gravity: Off
  • Is Kinematic: On
  • Interpolate: Interpolate
  • Collision Detection: Continuous Speculative

Recommended Collider settings:

  • Is Trigger: On

Object pooling:

  • Reuses inactive orb objects when available
  • Creates new objects only when the pool does not have enough available orbs
  • Optional prewarm count per orb type
  • Optional DontDestroyOnLoad pool object
  • Recommended pool object placement: root scene object, not child of the character

Hit effect logic:

  • Hit effect is a ParticleSystem inside the orb prefab
  • On hit, the main orb Particle System stops
  • The internal hit Particle System moves to the hit point and plays
  • The orb object is disabled or returned to the pool after hit Particle System duration

Collision logic:

  • Uses Trigger collision
  • Uses raycast checking during flight for more reliable fast projectile hits
  • Ignores character colliders without requiring layers
  • Ignores other active orbs

Compatibility:

  • Unity 6+
  • Uses Rigidbody.linearVelocity
  • Works with standard Unity Particle System
  • Suitable for URP, HDRP, and Built-in Render Pipeline depending on the materials/shaders used in your effects

Performance notes:

  • Designed to avoid repeated Instantiate/Destroy during gameplay through object pooling
  • Hit effects are played from internal Particle Systems instead of spawning separate prefabs
  • Main performance cost depends mostly on particle count, transparent overdraw, shaders, bloom, and texture resolution