Unity tool / Physics
Gatling
Thousands of live projectiles, hitscan and travel time.
- Version
- 1.0.4
- Released
- August 2026

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A projectile and ballistics system for 2D and 3D.
Weapons, projectiles, impact rules and surface materials are authored as ScriptableObjects and run on one fixed-step, anti-tunnelling simulation. Gatling reports every hit with its physical context and never applies damage, so it drops into any combat system.
Shooters, action games and physics sandboxes all need the same stack: spawn, simulate and pool projectiles, resolve hits, and play muzzle, impact and explosion effects. Gatling ships that stack as content. Author assets, drop one rig in the scene and fire from a component, from three lines of code or from your own netcode.
Everything runs on a central fixed-step simulation with swept collision, so a round never passes through a wall because a frame was long. An impact is an event carrying speed, energy, angle, surface and damage multiplier; your game decides what a hit means.
The package carries no networking dependency. Server-authoritative multiplayer is the separate Gatling for FishNet add-on, which drives the same assets.
What you get
Ballistic zeroing
Set a hit distance, never an angle. Four zeroing modes plus a high-arc solver for mortars and catapults, with a cached solution.
Hitscan and travel time
The same weapon can resolve instantly up close and simulate beyond, and tracers draw the arc the shot actually flew.
Composable impact rules
Stop, Stick, Bounce, Ricochet, Explode and Penetrate, ordered and gated by surface layer, speed, energy and grazing angle.
Penetration that reads the wall
Per-material entry threshold, speed loss, maximum thickness and exit floor, measured on the collider's own shape.
Wind
Presets, scene components, Unity WindZones or volumes. Reproducible, and Burst-compiled when Burst is installed.
2D and 3D
One SimulationSpace toggle switches gravity and collision backend, and every feature works in both.
Built to scale
About 10,800 live simulated projectiles at 60 fps on the shipped stress bench, pooled end to end with no steady-state allocation.
Headless-ready
Mute audio, visuals and effects so a dedicated server fires and lands the same shots without instantiating a visual.
Technical details
- Unity version
- 6000.0.41f1 (Unity 6.0 LTS) and newer
- Render pipelines
- Pipeline-independent runtime; sample art converts to URP and HDRP
- Scripting backend
- Mono / IL2CPP
- Platforms
- All platforms supported by Unity
- Dependencies
- AnkleBreaker Core and Utils Inspector (free); optional Managers Loader, Burst, VFX Graph
- Simulation rate
- 10 to 240 Hz
- Samples
- 13 sample scenes, a Test Range, 5 player rigs
- Tests
- 166 test files
- Source
- Full C# source, no DLLs
- File count
- 1,287
Need it in your game?
The team that built Gatling can integrate it, extend it or build what your project needs next.



