Weapons of Dayak tribe by Nusantara Art World
Number of textures 8
Texture dimensions 1024x1024
Polygon count of
Dohong 136
Sarung Dohong 116
Lunju 144
Sipet 244
Kelembit Bok 100
Kliau 100
Mandau 192
Sarung Mandau 328
Number of meshes/prefabs 8
Rigging: no
UV mapping: Yes
Types of materials and texture maps PBR
The Primal Force of the Kalimantan Interior.
The Dayak Arsenal captures the unique martial heritage of the indigenous tribes of Borneo. These assets reflect a culture where weaponry is both a tool for survival in the dense jungle and a sacred heirloom passed through generations. From the masterfully forged steel of the Mandau to the silent lethality of the Sumpit, each model is designed with historical and artistic fidelity.
Historical Lore: Nan Sarunai and the Majapahit Era
The history of Kalimantan during the Majapahit era is one of resilience and diverse kingdoms. While the Majapahit Empire expanded its maritime influence, the interior of Borneo saw the rise and fall of the Nan Sarunai kingdom, a legendary Ma'anyan Dayak polity known for its prosperous culture before its eventual decline. Alongside Nan Sarunai, other contemporary powers like the Kingdom of Tanjungpura and the Kingdom of Kutai Kartanegara maintained complex relationships with the Majapahit Empire, alternating between trade partners and tributary states. These weapons represent the warriors who defended these realms, ensuring their traditions endured even as the geopolitical tides of Nusantara shifted.
Included in this Pack:
- Mandau (The Traditional Sword): Features a distinct curved blade and an intricately carved hilt, complete with its Kumbang (sheath) adorned with traditional spiritual motifs.
- Sumpit (Hybrid Blowpipe Spear): A versatile long-range weapon that doubles as a thrusting spear, traditionally used with poison-tipped darts for silent hunting and defense.
- Kliau & Kelembit Bok (Tribal Shields): High-fidelity shields featuring authentic, hand-painted patterns designed to intimidate enemies and provide spiritual protection.
- Historical Accuracy: These weapons represent the defenders of the great Longhouses, whose skills were noted even during the era of the Majapahit maritime expansion.
Price $16.00
DeepLips: Lip Sync AI by AiKodex
Does your character not have jaw bones, blendshapes, or visemes?
DeepLips can still make it talk.
DeepLips is an AI lip sync tool that works with almost any character, even ones that were never built for facial animation.
Just load your character + audio clip and click Generate. DeepLips creates the lip sync automatically.
No facial rigs.
No phoneme setup.
No hand animating mouths.
DeepLips is a texture based lip sync AI that works by playing a lip sync "video" on the face.
⏱ Skip Hours of Setup
Traditional lip sync workflows require:
- Creating phoneme blendshapes
- Mapping visemes
- Animating mouth poses
- Adjusting timing
... DeepLips skips all of that.
You simply:
- Load your character
- Select the face area
- Add an audio clip
- Click Generate
That’s it.
🎭 Works With Almost Any Character
You can use it with:
- Stylized characters
- Realistic characters
- NPC crowds
- Characters without facial rigs
- Characters from the Mixamo, Fuse, CC3/4
- Custom avatars
Basically, if the character has a texture, DeepLips can drive the speech animation.
FEATURES
🖼 Frame Speech Animation: DeepLips creates a frame sequence that can be played back in sync with audio. This gives you a simple, visual result that is easy to preview, easy to tweak, and easy to integrate into your scene.
🎨 LipMask Shader Support: Includes support for a LipMask shader workflow with controls for X Offset, Y Offset, X Size, and Y Size. This makes it easy to position and fit the mouth area onto your character.
🦴 No Facial Rig Required: Most lip sync systems require jaw bones, viseme rigs, or blendshapes. DeepLips does not. If your character has a face texture and a mesh, you can make it speak.
🧠 AI Runs Locally: Lip sync frames are generated locally inside Unity. No cloud processing required for the core workflow.
⚡ Very Easy Runtime Setup: After generating frames, just attach the LipSyncFrameSequence component, audio and frame data generated by DeepLips.
🎯 More Natural Than Basic Viseme Systems: Many viseme systems rely on simple mouth shape switching, which can look robotic, inaccurate or slightly off. DeepLips generates mouth animation directly from the audio and plays a lip sync video on the face.
API:
Is as easy as:
----------------------------------
Play(Audio Clip, "Frames Folder");
----------------------------------
Dependencies:
Requires Inference Engine from Unity 6+
Limitations
- DeepLips uses image based animation rather than mesh deformation. Because the mesh itself does not move, the face can sometimes feel slightly stiffer than full facial rigs.
- The illusion may break under harsh lighting as the mesh does not deform.
- With long sequences, storing frames can take up storage space.
- Real-time generation and playback: With fast GPUs, generating the entire frame sequence can take a few seconds. With CPU, it may take a minute or two to generate the frames for lip sync. The playback is smooth and in real-time. Pre-generate and load the frames in cache for an instant playback.
- May break or generate incorrectly if the face is too far from a human face. The AI model works with cartoon faces, but if it deviates too much, the generation may be incorrect.
These tradeoff allows DeepLips to work on characters that were never built for facial animation and reduces setup time.
Price $40.00
MONSTER: TETRUNCIVERMIS by PROTOFACTOR, INC
All included materials are Standard Built-In. This means they can easily be upgraded to either URP or HDRP using the Upgrader Tool of the selected pipeline.
Here is tetruncivermis. This ugly larva can use its sharp claws to inflict poisonous wounds or its antenna to throw electro bolts.
Geometry is 6.31 Ktris. Rig is 36 bones. Model uses 1 material with a 4096*4096 PBR texture set. An egg is also included with its split into pieces variation.
The package includes a set of 38 animations (5 being root motion variations).
Price $24.99
MAR-Low Poly Dump Truck by MAR_0237
- Number of textures: 2
- Texture dimensions: 512 × 512
- Polygon count: Dump_Truck - 3,444
- Number of meshes/prefabs: 4 Prefabs
- UV mapping: Yes
- Texture maps: Base Color, Emission
Compatible with most Unity versions and suitable for games, simulations, and visualization projects.
This stylized low-poly dump truck asset is designed for construction, industrial, and city environment scenes. It is suitable for games, simulations, and real-time applications.
The cargo bed (loading container) is separated and can be moved up and down, allowing developers to easily implement dumping actions. The wheels are also separated from the main body, making it easy to create rolling or driving animations through your own animation or scripting setup.
Please note that this asset does not include built-in animations.
The model features clean topology and an optimized mesh, making it lightweight and efficient for real-time projects. It works well for environment building, background props, and construction-themed scenes.
This asset may also be included in a larger 5 construction vehicle bundle package, so some assets may appear in multiple packages.
Price $4.99
Crosshair Pro - MFPS Addon by Lovatto Studio
This is an addon package, this requires MFPS 2.0 or MFPS Mobile to work.
Crosshair Pro offers an advance crosshair system compared to the default one in MFPS, allowing players to customize their crosshair directly in-game. With options to choose from pre-defined designs or fully personalize their own, players have the flexibility to create a crosshair that suits their needs. As a developer, you can easily create an unlimited number of crosshair presets.
Allowing players to customize their crosshair provides several key advantages:
- Personalization: Players can adjust the crosshair to match their preferences, boosting comfort and immersion. Whether it’s a larger crosshair for more visibility or a minimalist design for precision, customization supports diverse player needs.
- Improved Performance: Custom crosshairs can be tailored to fit different playstyles or game modes. For example, a precise, small crosshair may benefit snipers, while a larger one could be better for fast-paced combat.
- Accessibility: Customization options can be adjusted to accommodate visual impairments, such as colorblind modes, ensuring a broader audience can fully enjoy the game.
- Enhanced Visibility: Players can modify the crosshair’s color, shape, and size to maintain visibility against various backgrounds, minimizing the risk of losing sight of it during intense moments.
- Increased Player Satisfaction: By giving players control over their crosshair, they feel more connected to the game, leading to a more satisfying experience.
These benefits not only improve the player experience but also make the game more appealing to a wider audience by catering to different playstyles and preferences.
the package also includes a variety of hitmarkers and makes it easy to create and implement custom designs.
Price $19.99
Realistic Triple-A Sci-fi effects 2 by Hovl Studio
Textures sizes vary from 2048x2048 to 64x64.
Some effects include mesh with blend shapes animation.
The asset includes 32 prefabs (28 effects). All effects are on the screenshots and on the video.
Supports URP/HDRP by default. Supports BiRP using Shader Graph. Shader Graph is required which is installed together with this asset. All effects work on all platforms. They can be easily re-sized and re-colored. Screen effects are not included!
Promo media (videos, images) uses post process "Bloom" from the Volume component.
Contact me if you have any problems or questions. Contact methods on the profile page.
Price $39.00
3D Navball System by Intuitive Gaming Solutions
*Supports all render pipelines.*
*Supports Unity 2019.4 or newer.*
More from this publisher:
- Fish In VR - A complete physics driven VR fishing solution for Unity game engine.
- Drive In VR - A powerful VR driving system that lets you steer using a steering wheel or handle bars using your XR controllers (or hand tracking).
- Adaptive Hands - An easy to use tool for creating adaptive hands that conform to the world using easy-to-use visualizations and tools like hand symmetry.
- Damage System - An advanced damage and weapon system for your game.
- Chess Engine & AI - A complete multiplayer chess game that includes AI opponents. Mobile devices supported.
3D Navball System
The 3D Navball System is a high-performance, flexible orientation tracking solution for Unity. Designed for space simulators, flight engines, and complex physics environments, it provides a high-fidelity 3D reference point that can be anchored to any transform or coordinate basis.
By utilizing a dedicated render target, the system projects a seamless 3D element directly onto your UI, offering the depth of a physical instrument with the convenience of a lightweight interface component.
Features
- 📐 Adjustable basis. The math works for flat worlds or spherical bodies simply by adjusting the basis.
- 🎯 Configurable target. Track the orientation of any Transform relative to the basis.
- 💠 Icon Controller. Manages icons for things like 'Prograde', 'Retrograde', 'Target', etc.
- 🛰️ Rigidbody Velocity Icon Driver. Drives an Icon Controller to manage a 'Prograde' icon showing the direction of travel of a tracked Rigidbody on the Navball.
- 🎨 Many materials to choose from. Includes a variety of pre-configured styles to fit your project's aesthetic right out of the box.
- 🌐 Pipeline agnostic. Uses a shaderless approach ensuring seamless compatibility across Built-in, URP, and HDRP using the automated upgrade tools in Unity.
- ⚡ Ultra-lightweight. Optimized for performance with minimal overhead, making it suitable for both mobile and high-end PC titles.
- 👨🏫 Great for beginners and professionals.
- 📝 Hand written documentation and auto-generated API reference included.
- 📧 Fast support anytime by contacting us at intuitivegamingsolutions@gmail.com
Looking for a different color scheme/layout of the Navball materials? Don't hesitate to reach out, using math-driven texture generation techniques we may be able to help quickly make a custom texture that fits your projects needs.
Documentation:
*Do not hesitate to email questions, concerns, suggestions, or comments to intuitivegamingsolutions@gmail.com*
Price $25.00
Furry! Feline Girl by Ida Faber
⁺₊✧ ⋆ Polycount ┆ The Character does not have LOD system
Furry Feline Punk
Faces 67898・ Tris 134010・ Verts 84687
Furry Feline Kawaii
Faces 56684・ Tris 113039・ Verts 73892
Furry Feline Nude
Faces 48802・ Tris 97428・ Verts 63113
⁺₊✧ ⋆ Rig is based on the Humanoid Skeleton with additional bones
It was made in Maya without plugins and does not have controls
You can apply physics to different parts
The full list of Additional bones can be found here >
Furry has fully rigged animal paws! Each individual toe has its own bone — fully poseable and animation-ready.
⁺₊✧ ⋆ Tested with various animations
Advanced Locomotion System v4
Standard 3rd person animations
Female Interactions Animations
Mocap Library
ARLS + Horse Animset
Succubus AnimSet
Valley of the Ancient
Close Combat: Swordsman
Lyra Starter Game
⁺₊✧ ⋆ Blendshapes
Perfectly calibrated 52 Apple Blendshapes.
Tested with Live Link Face in Unreal Engine 5 and Face Capture in Unity.
Can be used for Live Stream facial animations
LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.
⁺₊✧ ⋆ Different Outfits and Modularity
The model is completely modular — mix, match, remove or add any part freely.
Want to undress her completely? You can!
Body texture is censored. Note that adult parts are not modeled.
To avoid clipping, the body is split into separate parts. Simply hide the pieces that sit beneath clothing. Keep in mind that clothes are not designed to fit over the full body mesh, so always hide the relevant body parts underneath.
✔ Full-Body mesh included
✔ Underwear included
✔ Bonus Idle animation included
✖ Any other animations are not included
⊹ ࣪ ˖⋆。゚*゚ ゚ˋ。⋆。 . -˖。ˋ .。*゚+.*.˖。+.ˋ.。*゚+˖˖ ゚☾ ゚。⋆--ˋ
⭐ Discord ┆ YouTube ┆ Instagram ┆ Unity
꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒦꒷꒦꒷꒷꒷꒷
Easy to work with · Compatible with most assets in my store
Actively maintained since 2021 · Changelog: docs.idafaber3d.com/reference/improvements
📖 Docs & Troubleshooting → docs.idafaber3d.com
📧 Support: idafaber3d@gmail.com · Discord
꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒦꒷꒦꒷꒷꒷꒷
⁺₊✧ ⋆ Before You Start
Hair, cloth, and accessories are static by default. The movement shown in the preview video requires a free physics plugin. Setup takes about 5 minutes.
The animations in the preview video are not included.
If body parts appear missing after download, that’s FAB’s content policy — verify your purchase at docs.idafaber3d.com for the complete archive.
UE → KawaiiPhysics (free): docs.idafaber3d.com/unreal-engine/physics
Unity → Magica Cloth 2 ($25) or SPCR Joint Dynamics (free): docs.idafaber3d.com/features/physics
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
✩ ₊˚.⁺₊✧ ⋆☾⋆⁺₊✧
✦ Key Features
2 Sets of Modular Outfits (Kawaii & Punk)
5 Unique Hairstyles
7 Unique Fur Coats
Completely Modular
Fully Rigged with UE5 / Humanoid Rig
Apple ARKit Blendshapes
Breast, Hips & Thigh Sliders
Easy Color Change
Advanced Materials
Facial Tattoos & Scars System
Compatible with Store Clothing
Full body & Underwear
⁺₊✧ ⋆ Polycount ┆ The Character does not have LOD system
Furry Feline Punk
Faces 67898・ Tris 134010・ Verts 84687
Furry Feline Kawaii
Faces 56684・ Tris 113039・ Verts 73892
Furry Feline Nude
Faces 48802・ Tris 97428・ Verts 63113
⁺₊✧ ⋆ Rig is based on the Humanoid Skeleton with additional bones
It was made in Maya without plugins and does not have controls
You can apply physics to different parts
The full list of Additional bones can be found here >
Furry has fully rigged animal paws! Each individual toe has its own bone — fully poseable and animation-ready.
⁺₊✧ ⋆ Tested with various animations
Advanced Locomotion System v4
Standard 3rd person animations
Female Interactions Animations
Mocap Library
ARLS + Horse Animset
Succubus AnimSet
Valley of the Ancient
Close Combat: Swordsman
Lyra Starter Game
⁺₊✧ ⋆ Blendshapes
Perfectly calibrated 52 Apple Blendshapes.
Tested with Live Link Face in Unreal Engine 5 and Face Capture in Unity.
Can be used for Live Stream facial animations
LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.
⁺₊✧ ⋆ Different Outfits and Modularity
The model is completely modular — mix, match, remove or add any part freely.
Want to undress her completely? You can!
Body texture is censored. Note that adult parts are not modeled.
To avoid clipping, the body is split into separate parts. Simply hide the pieces that sit beneath clothing. Keep in mind that clothes are not designed to fit over the full body mesh, so always hide the relevant body parts underneath.
✔ Full-Body mesh included
✔ Underwear included
✔ Bonus Idle animation included
✖ Any other animations are not included
⁺₊✧ ⋆ Compatible with Store Clothing
Furry shares the exact same body and rig as the human characters in my store! This means she can wear any clothing made for my female human models — tops, bottoms, accessories, armor, and more.
✔ Fully compatible — Body, torso, arms, hands, legs
✔ Any outfit from the store fits without modification
✔ Tested examples: Business Lady · Death Knight · Atlantis · Operator Girl · Desert Assassin
⚠ Feet are the exception!
Furry has animal paws — they are shaped differently from human feet. Human shoes from the store will not fit the furry feet. Furry comes with her own footwear designed for animal paws. Also, furry uses pre-updated hand mesh, some gloves may not perfectly fit from newer models visually, but they will work with the rig.
The body is split into separate parts for clean results! Hide the body parts that sit beneath clothing to avoid clipping. This also reduces polycount, great for performance!
⚠ Clothes are not designed to fit over the full body mesh. Always hide the relevant body parts underneath
⁺₊✧ ⋆ Unity project ┆ 2021.3.451f1+
Render pipelines: Built-in, URP, HDRP
Both Advanced and Default Shaders
Humanoid rig with eye and jaw bone
For facial animations use Blendshapes
Physics are not included
Wind Simulation for Hair!
Easily add Tattoos and Scars!
AllPartsTogether.fbx file is included for customization
Any Humanoid Animations from the store can be applied to this character
Please note, this is a character asset. No controls, scripts, or gameplay logic are included.
⁺₊✧ ⋆ Advanced materials
Blood and dirt mask maps
Tiled patterns for any body part
Facial tattoos and scars overlay system
Detailed eye shader with custom pupils, parallax, gloss and emissive
Gradient hair color system
Wind simulation for hair
⁺₊✧ ⋆ MatID Maps ┆ Skin, Eyes, and Outfit Parts
A MatID map is used for changing colors of a BaseColor Map by sections
You can use the Advanced Shader to change the colors easily
⁺₊✧ ⋆ 4K Textures
8 Texture sets: Body, Head, Eyes, Lashes, Cornea, Clothes, Hair, Accessories
Textures are packed for better optimization
Each set contains:
BaseColor, Normal, Roughness, Metallic, MetallicSmoothness, MaskMap,
and may include an Ambient Occlusion, MatID, Opacity and Emissive maps
≽^·⩊·^≼
Thank you!
Price $119.99
16K Space Nebula Skyboxes Vol.2 – 4 Seamless HDRI (HDR + EXR) by Matei Ioan Alexandru
• Resolution: 16384 × 8192
• Format: HDR (RGBE), EXR (32-bit)
• Projection: Equirectangular (2:1)
• Seamless: Yes
• Texture Type: Skybox / HDRI
This package is the second volume in the 16K nebula skybox series, designed to provide more depth, contrast, and definition.
Each skybox is rendered at full 16384 × 8192 resolution, ensuring excellent clarity in both wide shots and close-up environments.
All textures are fully seamless and optimized for HDRI lighting workflows, making them suitable for both real-time and cinematic use inside Unity.
No AI generation and no upscaling — all assets are rendered natively for maximum quality and consistency.
✨ FEATURES
• 4 new nebula skyboxes (Vol.2)
• Ultra high resolution: 16K (16384 × 8192)
• Seamless equirectangular projection (2:1)
• HDRI lighting ready
• Enhanced depth and contrast vs Volume 1
• Clean gradients (no banding / artifacts)
• Native render (not AI, not upscaled)
📁 INCLUDED FILES
• 4 × HDR skyboxes (.hdr)
• 4 × EXR versions (.exr)
🎯 COMPATIBILITY
Compatible with:
• Unity Built-in Render Pipeline
• Universal Render Pipeline (URP)
• High Definition Render Pipeline (HDRP)
🎬 IDEAL USE CASES
• Space environments
• Sci-fi games
• Cinematics and cutscenes
• Backgrounds for space scenes
• HDRI lighting setups
⚠️ IMPORTANT NOTES
• These are equirectangular HDRI textures, not cubemaps
• Can be converted to cubemap
• 16K resolution requires sufficient GPU memory
Price $15.99
werewolf_01 by ninj4ext
Number of textures 8
Texture dimensions 4096x4096
Polygon count 19664
Number of meshes/prefabs 1
Rigging: Yes
Animation count 34
UV mapping: Yes
Types of materials and texture maps: PBR metallic/roughnes
PBR metallic/roughness
Rigged and Animated
The model contains 34 animations:
atack; walking; running; straif; idle; death; gethit
Faces: 19664
Tris: 35348
Edges: 17914
4k textures: (Albedo, Normal, MetallicSmoothness, AO)x2
Price $55.00
Principal Office by Red Blue Pixel Studio
Features:
Number of Unique Meshes: 79
Collision: (Yes, custom)
Vertex Count: 4 to 50000
LODs: (Yes, Nanite), Only the glass have no nanite enabled.
This Product Supports Nanite and Lumen for V5.0+, Please see This link for how to enable them
Number of Materials and Material Instances: 23
Number of Textures: 114
Texture Resolutions: (4k)
Supported Development Platforms:
Windows: (Yes)
Mac: (Yes)
Principal Office
Create a professional administrative environment with the Principal Office asset for Unity. Designed to represent a modern school leadership workspace, this pack includes carefully modeled office furniture, interior elements, and functional props to build a believable academic administration setting.
The environment is crafted with real-world proportions and optimized geometry, making it suitable for games, simulations, VR/AR experiences, and cinematic scenes. Clean topology and high-quality PBR materials ensure consistent visual fidelity across different lighting conditions while maintaining smooth real-time performance.
Fully compatible with Unity’s Built-in, URP, and HDRP render pipelines, the Principal Office is easy to integrate and customize for various storytelling or simulation needs.
Key Features
- – Professional layout with believable scale and structure Realistic Administrative Office Environment
– Designed to reflect a modern school principal’s workspace - – Consistent material quality across all assets High-Quality PBR Materials
– Albedo, Normal, Metallic, Roughness, and AO maps - – Efficient UV layout for stable performance Optimized for Real-Time Applications
– Game-ready polycount - – Clean and organized project structure Modular & Easy to Customize
– Arrange furniture and props freely
– Drag-and-drop ready prefabs - – HDRP Render Pipeline Compatibility
– Built-in Render Pipeline
– URP - Ideal For
- Modern interior environment packs Educational games and simulations
School or campus environments
VR/AR training applications
Cinematics and story telling scenes
A clean, realistic, and production-ready Principal Office asset to bring academic administrative spaces to life in Unity.
Price $29.99
Top Down Helicopter Controller by RageRun Games
- Easy setup
- Fully functional Topdown helicopter controller
- 35k tris
- 1 Textures (1024 x 1024)
- Demo Scene Included
A fully-featured, modular helicopter controller designed for top-down action games. This package provides responsive arcade-style controls with realistic physics-based movement, making it perfect for shooters, combat games, and flight-based gameplay.
Highly Customizable:
- ScriptableObject-based tuning system for easy flight characteristic adjustments
- No code changes needed to create different helicopter types (heavy gunships, agile scouts, etc.)
- Modular weapon system supports multiple fire modes and projectile types
- All parameters exposed in Inspector for real-time tweaking
Perfect For:
- Top-down shooters (twin-stick style)
- Action games with vehicle combat
- Arcade flight games
- Tower defense with controllable units
- Mission-based combat games
What's Included:
- Complete helicopter controller with WASD + mouse controls
- Physics-based movement with lift, thrust, and damping systems
- Visual banking/tilting system for realistic appearance
- Smooth camera following with velocity-based look-ahead
- Multi-weapon system with independent turret aiming
- Aim-lock mode for strafing without body rotation
- Animated rotor system
- Comprehensive documentation with tuning guide
Contact:
Email: ragerungames@gmail.com
Discord: @ragerungames
Checkout my other assets:
https://assetstore.unity.com/publishers/68658
Check out my channel:
https://www.youtube.com/@ragerungames
Price $15.00
Enemy Masses Professional | Massive Crowds, 1-Click Enemy AI, RTS Formations by Arawn
- Supports Unity 2022.3 LTS & newer
- Multiplayer included
- Local Multiplayer with Splitscreen included
- Burst & Jobs implementation
- Choose between Unity Navmesh, Flow Field, or A* Pathfinding as Navigation System
- RTS Controller (incl. Fog Of War)
- Crowd Formations
- Civil & Pedestrian AI
- Waypoints & Free Roaming
- Melee & Projectile System incl. Audio and VFX optimized for massive battle scenes
- Spawn thousands of Enemies
- 1 Click Enemy AI
- Create Hack & Slay, Battle Simulations or Vampire Survivor Clones
===| 💬 DISCORD | 📖 DOCUMENTATION |===
- Requires
- GPU Instancer Pro & Crowd Animation Addon
- Optional - The included Game Creator 2 Integration requires
- GC2 Core, Melee and Shooter
- Optional - The included Crystal Save Integration requires
- Enemy Masses Professional is a high-performance mass-agent controller for Unity: spawn and command large groups of units with formation movement, battle-style engagements, and crowd combat behaviors.
- It is not a classic RTS base-building framework. Think battle simulation and unit control (more 'Total War battles' than 'Age of Empires economy').
- What it solves
- If you want hundreds or thousands of agents on screen, the usual 'one brain per GameObject' approach becomes expensive and messy. Enemy Masses centralizes control so you can build large-scale battles and swarms without rewriting your whole game architecture.
- Create Enemy AI with 1 Click
- Melee & Projectiles incl. VFX and Audio optimized for massive battle scenes
- Makes GPU Instancer Pro easy usuable in your project
- Multiplayer-Ready - Netcode for GameObjects integrated
- Local Multiplayer included
- Splitscreen included
- Burst & Jobs implementation
- What you can build
- Enemy Masses is ideal for games where controlling and simulating groups is the core loop:
- Battle simulation like 'Total War' style engagements (formations, factions, commands)
- Horde / survival gameplay (zombie swarms, arena waves, vampire-survivors-like pressure)
- Tactical squad control (select units, reposition, focus targets, retreat)
- Large-scale PvE encounters (boss + minion armies, raid waves, battlefield scenarios)
- Living world crowds (civilians roaming, guards, ambient populations)
- Designed for competitve Multiplayer
- Key features
- Mass spawning: place units at start or spawn via trigger zones (waves, ambushes, encounters)
- Selection and commands: click and drag box select, move and attack orders, multi-unit control
- Formations: formation previews and structured group movement
- Factions and battle simulation: faction-vs-faction fighting with configurable unit types
- Combat positioning styles: swarm, queued attackers, formation-based spacing
- Melee, Projectile, Status Effects and Heal system incl. Audio & VFX
- Optional distance-based Hitboxes
- Status effects: buffs, debuffs, crowd control (stun, slow, DOT, etc.) designed for scale
- Projectiles: ranged combat support without heavy physics overhead
- RTS camera and minimap tools: optional camera controller, efficient minimap, and Fog of War (Compute Shader)
- Game Creator 2 support + Public API: use it visually or drive it by code
- A* Pathfinding by Aron Granberg supported
- Optional Flow Field Navigation
- Optional 3D Volumetric Space Navigation
- RTS AI - Play against the computer
- Wall Climbing
- Skill & Faction System
- Dynamic Wall & Cover System
Price $89.00
16K Nebula Skyboxes Pack – 4 Seamless HDRI (HDR + EXR) by Matei Ioan Alexandru
⚙️ TECHNICAL DETAILS
• Resolution: 16384 × 8192
• Format: HDR (RGBE), EXR (32-bit)
• Projection: Equirectangular (2:1)
• Seamless: Yes
• Texture Type: Skybox / HDRI
Enhance your space environments with this premium pack of 16K nebula skyboxes, designed for high-end rendering, cinematics, and real-time applications.
All skyboxes are true 16K resolution (16384 × 8192) and fully seamless, ensuring maximum visual fidelity even in close-up shots.
These assets are rendered natively, without AI generation or upscaling, providing clean detail, natural gradients, and physically believable lighting.
✨ FEATURES
• 4 unique nebula skyboxes
• Ultra high resolution: 16K (16384 × 8192)
• Seamless equirectangular projection (2:1)
• True HDRI lighting support
• Clean, artifact-free rendering
• Native resolution (not AI, not upscaled)
📁 INCLUDED FILES
• 4 × HDR skyboxes (.hdr)
• 4 × EXR versions (.exr)
🎯 COMPATIBILITY
Compatible with:
• Unity Built-in Render Pipeline
• Universal Render Pipeline (URP)
• High Definition Render Pipeline (HDRP)
🎬 IDEAL USE CASES
• Space environments
• Sci-fi games
• Cinematics and cutscenes
• Backgrounds for space scenes
• HDRI lighting setups
⚠️ IMPORTANT NOTES
• These are equirectangular HDRI textures, not cubemaps
• Conversion to cubemap is supported inside Unity if needed
• Due to 16K resolution, use on systems with sufficient VRAM
Price $15.99
Chair Animation Vol 3 by Voxel Vision
Number of Animations: 158
Animation Types (Root Motion/In-place): Root Motion
Important/Additional Notes: Models are not included in project only available Animations.
Animation List :
AS_Sit Down_L_01
AS_Sit_Back_Move
AS_Sit_Open_Menu_Loop_R
AS_Sit_Order_Loop_R
AS_Sit_Order_L
AS_Sit_Idle_R_02
AS_Sit_Fork_Etting_Start_R_01
AS_Sit_Fork_Etting_End_L_01
AS_Sit_Fork_Etting_End_R_03
AS_Sit Idle_R_04
AS_Sit_Drink_End_L
AS_Sit Idle_R_05
AS_Sit_Idle_L_06
AS_Sit_Bread_Eating_End_R
AS_Sit_Bread_Eating_End_Twohand
AS_Sit_Chicken_Eating_Start_L
AS_Sit_Chicken_Eating_R
AS_Sit_Chopstick_Start_L
AS_Sit_Chopstick_R
AS_Sit_Ungrab_Onehand_R
AS_Sit_Eating_Loop_Onehand_L
AS_Sit_Eating_End_Onehand_R_02
AS_Sit_Seasoning_Start_L
AS_Sit_Ungrab_Seasoning_R
AS_Sit_Idle_12
AS_Sit_Mixing_Start Twohand
AS_Sit_Drink_fromplate_Start
AS_Sit_Idle_To_Mouth_Clean_R_01
AS_Sit_Idle_To_Cough_End_L
AS_Sit_Cough_To_Over_Etting_R
AS_Sit_Over Eating_End_L
AS_StandUp_Left_L_02
AS_Sit_Down_R_01
AS_Sit_Idle_01
AS_Sit_End_Menu_L
AS_Standup_R_01
AS_Sit_Idle_To_Open_Menu_L
AS_Sit_End_Menu_R
AS_Sit_Order_Loop_L
AS_Sit_Order_End_R
AS_Sit_Knife_Start_R
AS_Sit_Idle_L_02
AS_Sit_Fork_Etting_Loop_L_01
AS_Sit_Fork_Etting_End_R_01
AS_Sit_Grab_Mug_R
AS_Sit_Idle_L_04
AS_Sit Drink Loop_R
AS_Sit_Idle_L_05
AS_Sit_Bread_Eating_Loop_R
AS_Sit_Bread_Eating_End_L
AS_Sit_Bread_Eating Twohand
AS_Sit_Chicken_Eating_End_R
AS_Sit_Chicken_Eating_L
AS_Sit_Chopstick_End_R
AS_Sit_Chopstick_L
AS_Sit_Ungrab_Onehand_L
AS_Sit_Eating_End_Onehand_R_01
AS_Sit_Eating_End_Onehand_L_02
AS_Sit_Seasoning_Loop_R
AS_Sit_Ungrab_Seasoning_L
AS_Sit_Twofisted_Start
AS_Sit_Mixing_End_Twohand
AS_Sit_Drink_fromplate_Loop
AS_Sit_Idle_To_Mouth_Clean_L_02
AS_Sit_Idle_To_Cough_End_R
AS_Sit_Over Etting_To_Cough_L
AS_Sit_Over_Eating_End_R
AS_Sit Down Left_L_02
AS_Sit_Knife_Start_L
AS_Knife_Loop_R
AS_Sit_Fork_Etting_Loop_R_01
AS_Sit_Fork_Etting_End_L_02
AS_Sit_Grab_Mug L
AS_Sit Drink Start_R
AS_Sit_Drink_Loop_L
AS_Sit_Bread_Eating_Start_R
AS_Sit_Bread_Eating_Loop_L
AS_Sit_Idle_08
AS_Sit_Idle_R_09
AS_Sit_Chicken_Eating_End_L
AS_Sit_Idle_R_10
AS_Sit_Chopstick_End_L
AS_Sit_Idle_11
AS_Sit Eating_Start Onehand_R
AS_Sit_Eating_End_Onehand_L_01
AS_Sit_Grab_Seasoning_R
AS_Sit_Seasoning_Loop_L
AS_Sit_Seasoning_R
AS_Sit_Twofisted_Loop
AS_Sit_Mixing Loop_Twohand
AS_Sit_Drink_fromplate_End
AS_Sit_Idle_To_Mouth_Clean_R_02
AS_Sit_Cough_Loop_L
AS_Sit Over Etting_To_Cough_R
AS_Sit_Over Eating_Start_L
AS_Sit Down Right_R_02
AS_Standup_L_01
AS_Sit_Idle_To_Open_Menu_R
AS_Sit_Order_Start_R
AS_Sit_Order_End_L
AS_Sit_Knife_End_R
AS_Knife_Loop_L
AS_Sit_Idle_L_03
AS_Sit_Fork_Etting_End_R_02
AS_Sit_Ungrab_Mug_R
AS_Sit_Drink_Start_L
AS_Sit_Drink_R
AS_Sit_Bread_Eating_Start_L
AS_Sit_Idle_R_07
AS_Sit_Bread_Eating_Start Twohand
AS_Sit_Idle_L_09
AS_Sit_Chicken_Eating_Loop_R
AS_Sit_Idle_L_10
AS_Sit_Chopstick_Loop_R
AS_Sit_Grab_Onehand_R
AS_Sit Eating_Start_Onehand_L
AS_Sit Eating Onehand_R
AS_Sit_Grab_Seasoning_L
AS_Sit_Seasoning_End_R
AS_Sit_Seasoning_L
AS_Sit_Twofisted_End
AS_Sit_Mixing_To_Idle_13
AS_Sit Drink_fromplate
AS_Sit_Idle_To_Cough_Start_L
AS_Sit_Cough Loop_R
AS_Sit_Over Eating_Loop_L
AS_Sit_Over_Eating_Start_R
AS_Sit_Front_Move
AS_Sit Open_Menu_Loop_L
AS_Sit_Order Start_L
AS_Sit_Order_R
AS_Sit_Knife_End_L
AS_Sit_Fork_Etting_Start_L_01
AS_Sit_Idle_R_03
AS_Sit_Fork_Etting_End_L_03
AS_Sit_Ungrab_Mug_L
AS_Sit Drink_End_R
AS_Sit Drink L
AS_Sit_Idle_R_06
AS_Sit_Idle_L_07
AS_Sit_Bread_Eating_Loop_Twohand
AS_Sit_Chicken_Eating_Start_R
AS_Sit_Chicken_Eating_Loop_L
AS_Sit_Chopstick_Start_R
AS_Sit_Chopstick_Loop_L
AS_Sit_Grab_Onehand_L
AS_Sit_Eating_Loop_Onehand_R
AS_Sit_Eating_Onehand_L
AS_Sit_Seasoning_Start_R
AS_Sit_Seasoning_End_L
AS_Sit_Grab_Twofisted
AS_Sit_Ungrab_Twofisted
AS_Sit_Idle_13
AS_Sit_Idle_To_Mouth_Clean_L_01
AS_Sit_Idle_To_Cough_Start_R
AS_Sit_Cough_To_Over_Etting_L
AS_Sit_Over Eating_Loop_R
AS_StandUp_Right_R_0
Price $15.00
TMP Link Manager Pro by Manuel Graça
Technical Details
• Requires TextMeshPro
• Compatible with Unity 2021 LTS and newer
• Compatible with Built-in, URP, and HDRP
• Supports all Unity platforms
Runtime Architecture
• HyperlinkManager (auto-bootstrap)
• HyperlinkRegistry (ScriptableObject-based global URL registry)
• SceneHyperlinkRegistry (scene-level event bindings)
• TMPHyperlinkBehaviour (click + hover handling)
Performance
• O(1) ID lookup
• No LINQ in runtime
• No runtime string parsing
• Mesh-level hover modification (no material duplication)
Requires TextMeshPro
TMP Link Manager Pro provides a centralized, scalable hyperlink routing system for TextMeshPro.
Instead of hardcoding URLs or scattering click handlers across multiple scripts, define link IDs directly inside TMP <link> tags and route them through a single manager.
Designed for production environments where maintainability and clean architecture matter.
Supports:
- Web URL navigation
- Scene-level UnityEvents
- Custom logic execution
Key Features:
• ID-based hyperlink routing
• Centralized ScriptableObject URL registry
• Scene-specific UnityEvent routing
• Optional combined execution (URL + UnityEvent)
• Hover color effects (mesh-level modification)
• Custom inspectors
• Validation utilities
• Demo scenes included
Example Usage
Use standard TextMeshPro link tags:
<link="tos">Terms of Service</link>
Route "tos" to:
- A web URL
- A UnityEvent
- Or both
Price $15.00
Near Miss Detector for Game Creator 2 by KingEdwardI
- Near Miss Detector component
- Offline Documentation
Near Miss Detector enhances the dodge experience in Game Creator 2’s Melee 2 module by detecting nearby incoming attacks, not just direct hit strikes.
By default, dodge reactions typically rely on the Striker physically passing through the character. This system expands that logic by detecting enemies attacking within a configurable radius, allowing dodge responses to trigger even when the strike narrowly misses.
The result is more responsive, cinematic, and forgiving combat, ideal for action-heavy and Soulslike-inspired gameplay.
🔧 What it does
- Detects attacking enemies within a configurable radius
- Triggers dodge logic on near-miss situations
- Works alongside Melee 2’s existing dodge system
- Lightweight and event-driven
- Fully compatible with Game Creator 2
🎯 Perfect for
- Soulslike combat systems
- Action RPGs
- Games that reward well-timed evasive maneuvers
- Developers seeking more dynamic and reactive melee combat
Near Miss Detector doesn’t replace Melee 2’s dodge system,
it extends it, making combat feel more alive and reactive.
Price $0.00
Ultimate 2D Character Controller by TLD
REQUIREMENTS
- Unity 2021.3 LTS or higher
- Works with Built-in Render Pipeline, URP, and HDRP (no renderer-specific shaders used)
- Physics2D must be enabled (enabled by default in all Unity projects)
- No third-party packages or dependencies required
INCLUDED FILES
- TLD_CharacterController2D.cs - main controller (requires Rigidbody2D and CapsuleCollider2D)
- TLD_InputBridge.cs - Legacy Input and New Input System adapter
- TLD_CapsuleVisualRenderer.cs - procedural capsule mesh with state color feedback
- TLD_StateMachineBridge.cs - CharacterState enum and Animator parameter driver
- TLD_CameraFollow.cs - smooth follow camera with look-ahead, dead zones, and screen shake
- TLD_SetupWizard.cs - Editor only, one-click setup wizard and custom Inspector
PHYSICS
- Collision detection mode: Continuous
- Rigidbody2D interpolation: Enabled
- Gravity managed manually per frame (Rigidbody2D.gravityScale set to 0 by the controller)
- Ground and wall detection: configurable Overlap Circle or Raycast modes
- Slope movement via surface normal projection
TLD Ultimate 2D Character Controller gives you a production-ready, fully procedural 2D character controller built entirely on a capsule shape. No sprites, no animator, no art required, every animation is written in code.
Open Window > TLD > Setup Wizard, pick your ground layer, click Create Character, and hit Play. Done.
MOVEMENT & PHYSICS
- Smooth acceleration and deceleration with separate ground and air values
- Variable jump height with fall multiplier and low-jump multiplier for tight, responsive arcs
- Multi-jump support (1 to 5 jumps, fully configurable)
- Coyote time, grace window after walking off a ledge
- Jump buffering, queue a jump slightly before landing
- Full slope detection and slope-normal movement
- Configurable gravity scale, max fall speed, and ground snapping
WALL MECHANICS
- Wall slide, slow fall while pressed against a wall
- Wall grab with optional stamina system (hold to cling indefinitely or drain over time)
- Wall jump with configurable force, lock-out timer, and directional control (Basic or Advanced mode)
DASH
- Directional dash (follows input direction) or Lateral dash (always horizontal)
- Configurable speed, duration, and cooldown
- Air dash with limited-use count per jump
- Optional gravity disable during dash
- Invincibility flag for use with your own health system
CROUCH & SLIDE
- Crouch shrinks the capsule collider from the top, feet stay planted on the ground
- Head clearance check prevents standing up inside geometry
- Slide with minimum speed requirement, duration, and separate cooldown
- Crouch speed multiplier
LEDGE MECHANICS
- Automatic ledge detection using raycasts, no trigger volumes needed
- Ledge grab, character catches the corner of a platform while falling
- Ledge climb, smooth two-phase animation climbs up and over the ledge
- Ledge jump, kick off the ledge into a full jump
- Drop from ledge by holding Crouch
PROCEDURAL ANIMATIONS
All animations are code-driven squish and stretch on the Visual child transform. No Animator or sprites required.
- Land squish, impacts compress the capsule, scaled to landing velocity
- Jump stretch, capsule elongates on takeoff
- Run lean, gentle rotation tilt during movement
- Crouch squish, visually compresses to match the collider shrink
- Slide squish, wide, flat shape during slides
- Wall-slide squeeze, narrow stretch while pressing against walls
- Dash warp, horizontal stretch during dash
- Air stretch and fall squash
All squish uses a bottom-anchored pivot so the feet never leave the ground visually. All values are fully tunable in the Inspector.
The capsule visual displays state-based color feedback (idle, run, airborne, crouch, dash, wall-slide, ledge grab) so you can prototype and test without any art at all.
EASY SETUP
- One-click Setup Wizard at Window > TLD > Setup Wizard creates a complete character with camera
- Custom sectioned Inspector with live runtime debug readout
- Works with Legacy Input or Unity's New Input System out of the box
- Swap in your own input by calling controller.SetInput() from any script
INTEGRATION & EXTENSIBILITY
- State Machine Bridge exposes a clean CharacterState enum and drives any Animator
- 8 UnityEvents: onJump, onLand, onDash, onWallJump, onLedgeGrab, onLedgeClimb, onCrouchChange, onGroundedChange
- Public API: Teleport, AddImpulse, ForceJump, StopMovement, GetStateSnapshot
- Screen shake API on the Camera Follow component
- Fully compatible with PlatformEffector2D one-way platforms
- Works with moving platforms via Rigidbody2D
- No third-party dependencies
Price $25.00
Common Gameplay Kit - Inventory System by Taiqi-Dev
- Built a data-driven inventory system.
- Built authoritative server logic, client request bridge, editor tools.
- Built simple Equipment / Shop / Attribute system for inventory demo.
- View the Code: https://github.com/taiqi-dev/CommonGamePlayKit.git
1. Split Server / Client logic, clear namespaces, Reusable Core Logic
- Split Runtime assemblies into Common / Server / Client namespace, with dependency boundaries.
- Event-driven model enables UI decoupling, swappable UI prefabs, reuse across modules: Shop / Crafting / Equipment.
2. Designer-friendly editor tooling, data-driven content pipeline
- Editor windows cover Authoring, Validation, GUID management, and Batch Export
- Validation rules (duplicate/missing GUIDs, empty shapes, invalid tags, etc.).
- ShapeGrid editing: generate toggle grids, auto-center placement, visualize origin/pivot for precise layouts.
3. Robust failure modes (graceful degradation + Clear ResultCode / UI Message)
- Logging is centralized via LogSettings.
- Key operations return a ResultCode and UI Messages.
About This System
This is a content customizable and suitable for common gameplay.
Price $4.99
