The Reactive Combat Engine gives your game production-ready HUD reticles, reactive combat states, animated transitions, and tracer effects — all rendered with SDF math in a single GPU pass.
From simple dot sights to complex animated reticles with boolean groups, RCE handles it all at the GPU level with zero texture dependencies.
All shapes are rendered with signed distance fields — infinitely scalable, resolution-independent, and anti-aliased with uniform feathering.
Every shape, glow, outline, and gap in your reticle renders in a single GPU pass. No batching workarounds, no overdraw — just one call.
HUD, Situational Awareness, Hip Fire, and Aim Down Sight. Each state has independent shape layouts with smooth animated transitions between them.
Seven animation modes — Spin, Oscillate, Pulse, PingPong, Sawtooth, Noise, and Tween — with sequencing, cumulative stacking, and ramp envelopes.
Morph, CrossFade, ScaleOutIn, Pop, Slide, RadialWipe, StaggerFade, Spiral, Explode, and ColorFlash — each configurable per state pair.
Union and subtraction operations let you combine shapes into complex cutout designs. Glow follows true SDF boundaries, not alpha masks.
Wire your input system to RCE's state API. The engine handles transitions, animations, and rendering automatically.
SetActiveState(LoadoutState) from your input system — gamepad, keyboard, or custom controller.
IGlobalFXService API.
using RCE.Runtime.Data; using RCE.Runtime.Bootstrap; using RCE.Runtime.Rendering; public class PlayerController : MonoBehaviour { private ILoadoutManager _loadout; private IGlobalFXService _globalFX; void Start() { _loadout = RCEServices.Get<ILoadoutManager>(); _globalFX = RCEServices.GlobalFX; } void Update() { if (Input.GetButton("ADS")) _loadout.SetActiveState(LoadoutState.AimDownSight); else if (Input.GetButton("Fire")) _loadout.SetActiveState(LoadoutState.HipFire); else _loadout.SetActiveState(LoadoutState.SituationalAwareness); } public void OnEnemyHit() { _globalFX?.PlayLayerByName( "HitMarker", LayerPlayMode.FireAndForget ); } }
Full support for both Unity render pipelines from a single package. Pipeline-specific code is isolated in optional assemblies.
Scriptable Renderer Feature integration. Add it to your URP Renderer asset and you're done.
Custom Pass integration. Add RCE to a Custom Pass Volume with After Transparent injection.