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Coming soon to the Unity Asset Store

Low Poly Enemy Melee Weapons

50 low-poly weapons and shields for everything your players fight. URP-ready prefabs with grip-centered pivots, real-world scale, PBR textures and simple colliders.

Store link coming soon See the gallery

At a glance

  • 50Prefabs
  • 7Categories
  • 148–1,088Triangles per weapon
  • 1024²PNG textures

The pack covers the whole enemy roster of a low-poly action game: chipped raider swords, butcher axes, clubs and maces, polearms for guards, tools turned into weapons, and bone-and-horn gear for monsters, plus two shields. All 50 pieces share the same scale, axes and pivot rule, so one attachment setup works for every weapon.

It contains static props only. Characters, animations and gameplay code are not part of it.

  • Pivot at the center of the grip (rear grip for the shields)
  • Long axis +Y, front +Z, prefab root at identity rotation and scale 1
  • 1 unit = 1 meter, sized for a 1.8 m humanoid, from 0.52 m to 2.52 m
  • A box collider on every prefab
  • A demo scene with a browsable gallery, and a one-page README

Contents

50 prefabs in 7 categories

Swords 8

From chipped raider blades to a two-handed executioner's sword. Rusty Sword, Broken Sword, Jagged Sword, Short Sword, Cleaver, Machete, Executioner Blade, Scimitar.

Axes 8

Hatchets, battle axes and heavy two-handers. Hand Axe, Rusty Axe, Battle Axe, Double Axe, Heavy Axe, Executioner Axe, Jagged Axe, Butcher Axe.

Blunt 8

Clubs, maces, a morning star and hammers. Wooden Club, Spiked Club, Stone Club, Iron Mace, Spiked Mace, Morning Star, Heavy Hammer, War Hammer.

Polearms 8

Reach weapons for guards, pikemen and farm mobs. Spear, Rusty Spear, Halberd, Glaive, Pike, Pitchfork, Trident, Scythe.

Improvised 8

Tools and scrap turned into weapons. Wooden Plank, Metal Pipe, Shovel, Pickaxe, Crowbar, Spiked Bat, Butcher Knife, Bone Club.

Monster 8

Bone, horn and skull weapons for creatures and cultists. Bone Sword, Bone Axe, Skull Mace, Bone Club, Demon Cleaver, Horn Axe, Jaw Blade, Giant Bone.

Shields 2

A wooden plank shield and a rusted metal one. Wooden Shield, Rusty Shield.

Technical details

Specs

Prefabs50, one per weapon, sorted by category
Meshes50 FBX files
Triangles148 to 1,088 per weapon, 331 on average, 16,570 in total
Materials134, URP Lit, metallic workflow
Textures670 PNG files, 1024 × 1024
Texture mapsBase Color and a packed mask (Metallic R, Ambient Occlusion G, Smoothness A), plus separate Roughness, Metallic and AO source maps
CollidersOne box collider per prefab
LODs, rig, animationNone
Made withUnity 6 (6000.4) and URP 17

Compatibility

Render pipelines

Universal Render Pipeline: supported out of the box. All materials use URP Lit.

Built-in and HDRP: not set up out of the box. The packed mask already uses the channel layout those pipelines read (metallic in red, occlusion in green, smoothness in alpha), so converting a material means switching its shader and reassigning two maps. The README walks through it.

Not included: characters, animations, attack or damage logic, and effects.

FAQ

Before you ask

How do I put a weapon in a character's hand?

Parent the PF_ prefab to the hand bone or to an attachment transform and reset its local position and rotation. The pivot is at the center of the grip, the weapon points along local +Y and its front faces local +Z, so one attachment transform per character is usually enough for all 50 weapons. Rotate that attachment transform to match your animation set.

Why does the prefab have a rotated child object?

The prefab root is at identity rotation and scale 1, which is what you attach and animate. The SM_ child carries a fixed axis conversion from the source files. Leave that child as it is and work with the root.

Does it work with the Built-in pipeline or HDRP?

The materials ship as URP Lit. In other pipelines they will appear pink until you switch the shader. The textures themselves are pipeline-neutral: assign the Base Color map and the packed mask to the matching slots of the Standard or HDRP Lit shader. The separate roughness, metallic and AO maps are included if you prefer to repack them.

Are characters or animations included?

No. The mannequin in the screenshots is a third-party asset used to show scale and grip placement. The pack contains the weapons and shields only.

Can I use the pack in a commercial game?

Yes. The pack is sold under the standard Unity Asset Store EULA, which allows use in commercial games. It does not allow reselling or redistributing the assets themselves.

Was AI used to make this pack?

Yes, and the store listing says so too. The models were built through scripted Blender workflows driven by AI agents, and the base color textures started from AI-generated images that were then baked and packed for Unity. Every asset was checked in the engine for triangle count, scale, orientation and texture size before release.

Support

Something not working?

Tell us your Unity version, your render pipeline and what you see. We will help you sort it out.