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The newest packages in the Unity Asset Store.
Updated: 40 min 23 sec ago

Low Poly Characters - Fully Rigged Animated 3D Models by Kiss.My.Assets

51 min 33 sec ago
Game-ready pack of low poly 3D characters. Each character is rigged for Animator and includes 6 essential clips: Idle, Run, Sprint, Crouch, Crouch Idle, Fall. ~5k tris per character.

Number of textures:
22

Texture dimensions:
1024x1024

Polygon count of Character Model:
~800 triangles

Minimum polygon count:
700 triangles

Maximum polygon count:
900 triangles

Number of meshes/prefabs:
22 prefabs (all character variations)

Rigging:
Yes (Humanoid rig, Unity compatible)

Animation count:
6

Animation type list:
Standing Idle, Run, Sprint, Crouch Idle, Crouch Walk, Fall

UV mapping:
Yes

LOD information (count, number of levels):
No LODs included

Low Poly Characters is a complete low poly character collection for Unity, built as a lightweight, game-ready asset you can drop into a project. It includes multiple rigged/skinned 3D character models, a focused set of essential animations, a clean material setup, and optimized geometry for mobile-friendly and prototype workflows.


The asset is built around a simple idea: provide a clean, practical character foundation - rig + core movement states - so you can quickly plug it into your gameplay (player or NPC) without spending time on character prep.


Character Variants Included


The asset includes male and female characters presented in multiple visual variants: standard (no clothing), modern, and medieval, plus an additional untextured version for customization and quick iteration.



💬 Low Poly Character - Core Capabilities


🧍 Complete Character Models

Ready-to-use low poly 3D characters with clean silhouettes and lightweight geometry.


🦴 Rigged Character Foundation

Rigged/skinned models prepared for animation-driven gameplay and quick integration into your character setup.


🎞️ Essential Animation Set Included

A focused set of 6 core clips for common gameplay states (per character):

Standing Idle, Run, Sprint, Crouch, Crouch Idle, Fall.


🧩 Clean Material Setup

Simple, practical material setup for fast iteration, easy handling, and lightweight builds.


Optimized for Practical Use

Around ~5k triangles (per character) - suitable for optimized scenes, mobile targets, and fast prototyping.



🎮 Best Fit Genres


✅ Action / adventure and vertical slices;

✅ Endless runners, chase gameplay, and fast-paced movement loops;

✅ Mobile-friendly and optimized lightweight games;

✅ NPC-based projects (crowds, civilians, guards);

✅ Casual and hyper-casual prototypes;

✅ RPG and adventure projects that need simple character bases;

✅ Educational or simulation projects that need simple characters;

✅ Cinematics and cutscenes.



Why Choose Low Poly Character?


Because it gives you a straightforward character base: multiple rigged models + essential animations + clean material setup + optimized geometry - ready to build on.



🧩 Integrates Great With These Asset Types

  • Character Controllers and Locomotion Systems;
  • Animation Tools and IK Add-ons;
  • AI/NPC behavior packs and navigation systems;
  • Interaction, inventory, and equipment systems;
  • UI/HUD and feedback packs.

Possible Integrations:

  • Ultimate Character Controller;
  • Invector Third Person Controller;
  • Animancer Pro;
  • DOTween Pro;
  • Final IK;
  • Behavior Designer;
  • PuppetMaster;
  • Ragdoll Animator 2;
  • UMotion Pro Animation Editor;
  • Very Animation.


Price $4.99

Refrigerator – Modular Kitchen Appliance by Alexander Lipin

1 hour 7 min ago
A realistic refrigerator asset designed for games, simulations, and interior environments.

Number of textures 33

Texture dimensions 2048

Polygon count 22244

Minimum polygon count 140

Maximum polygon count 10512

Number of meshes/prefabs 9/10

Rigging: Yes

Animation count 0

Animation type list 0

UV mapping: Yes

LOD information 0

Types of materials and texture maps PBR

This model features a modular interior setup, allowing shelves to be repositioned and drawers to be removed. Doors are fully openable, making the asset suitable for interactive scenes and gameplay mechanics.

The mesh is optimized for real-time performance, ensuring efficient use in both high-quality and performance-sensitive projects.

All parts are separated and use correctly positioned pivots, allowing smooth rotation and easy setup for animation or interaction.

The package also includes mask textures for tinting individual elements, enabling flexible color customization. Additionally, ORM maps (Occlusion, Roughness, Metallic) are provided for efficient and customizable shading workflows.

Features:

  • Game-ready refrigerator asset
  • Modular interior components (shelves, drawers)
  • Openable doors
  • Separated meshes for flexible use
  • Accurate pivots for animation and interaction
  • Optimized geometry
  • Mask textures for color customization
  • ORM texture maps for shading
  • Clean topology and UV mapping

Perfect for:

  • Interior environments
  • Simulation games
  • VR/AR projects
  • Cinematics
  • Architectural visualization

All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.


Price $4.99

Laundry set by Alexander Lipin

1 hour 7 min ago
A realistic laundry equipment set designed for games, simulations, and interior environments.

Number of textures 43

Texture dimensions 2048

Polygon count 67758

Minimum polygon count 244

Maximum polygon count 14290

Number of meshes/prefabs 5/5

Rigging: No

Animation count 0

Animation type list 0

UV mapping: Yes

LOD information 0

Types of materials and texture maps PBR

This package includes essential utility room appliances and props, such as a washing machine, ironing board, iron, drying racks, and garment steamer.

All assets are created in mid-poly resolution, offering a strong balance between detail and performance for real-time applications and close-up use.

Meshes are not merged, allowing full flexibility in scene setup. Individual elements can be rotated and adjusted using correctly positioned pivots, making the set suitable for interactive environments and animation.

The package also includes mask textures for tinting individual elements, enabling easy color customization. Additionally, ORM maps (Occlusion, Roughness, Metallic) are provided for efficient and flexible custom shading workflows.

Features:

  • Game-ready laundry equipment assets
  • Mid-poly models for enhanced detail
  • Separated meshes for flexible use
  • Accurate pivots for rotation and positioning
  • Mask textures for color customization
  • ORM texture maps for optimized shading
  • Clean topology and UV mapping
  • Optimized for real-time rendering

Perfect for:

  • Interior environments
  • Simulation games
  • VR/AR projects
  • Cinematics
  • Architectural visualization

All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.


Price $10.00

Household Appliances Set by Alexander Lipin

1 hour 7 min ago
A realistic household appliances set designed for games, simulations, and interior environments.

Number of textures 100

Texture dimensions 2048

Polygon count 135 819

Minimum polygon count 244

Maximum polygon count 15 804

Number of meshes/prefabs 9/9

Rigging: No

Animation count 0

Animation type list 0

UV mapping: Yes

LOD information 0

Types of materials and texture maps PBR

This package includes a wide variety of home equipment and utility devices, such as a refrigerator, washing machine, microwave, coffee maker, iron, robot vacuum, drying racks, and more.

All assets are created in mid-poly resolution, offering a strong balance between detail and performance. This makes the set suitable for both background use and closer shots in real-time projects.

Each model features clean topology, proper UV mapping, and accurate pivots for easy placement and interaction.

The package also includes mask textures for tinting individual elements, allowing easy color customization directly in materials. Additionally, ORM maps (Occlusion, Roughness, Metallic) are provided for flexible and efficient custom shading workflows.

Features:

  • Game-ready household appliances
  • Wide variety of home equipment
  • Mid-poly models for enhanced detail
  • Mask textures for color customization
  • ORM texture maps for optimized shading
  • Suitable for interior and environment scenes
  • Clean topology and UV mapping
  • Optimized for real-time performance
  • Accurate pivots for placement

Perfect for:

  • Interior environments
  • Simulation games
  • VR/AR projects
  • Cinematics
  • Architectural visualization

All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.


Price $15.00

Audio Speaker Set – Hi-Fi System by Alexander Lipin

1 hour 7 min ago
A realistic hi-fi speaker system designed for games, simulations, and interior scenes.

Number of textures 69

Texture dimensions 2048

Polygon count 289194

Minimum polygon count 120

Maximum polygon count 50702

Number of meshes/prefabs 46 / 55

Rigging: No

Animation count 0

Animation type list 0

UV mapping: Yes

LOD information 0

Types of materials and texture maps PBR

This package includes a variety of audio speakers, subwoofers, and equipment, suitable for both background and close-up use. All models are created in mid-poly resolution, offering a higher level of detail while remaining optimized for real-time applications.

The set includes separate elements that can be easily arranged in scenes, making it ideal for creating realistic audio setups, studio environments, or living spaces.

Features:

  • Game-ready audio equipment assets
  • Multiple speaker types and configurations
  • Mid-poly models for enhanced detail
  • Clean topology and UV mapping
  • Optimized for real-time rendering
  • Accurate pivots for easy placement

Perfect for:

  • Interior scenes
  • Games
  • VR/AR projects
  • Cinematics
  • Simulations

All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.


Price $19.99

BT-Material/Submesh Painter Pro: Advanced Material & Submesh Painting System by Barkin Tufan

1 hour 18 min ago
Paint materials directly in Unity! Advanced in-editor material painter. Splits geometry into optimized submeshes, supports SkinnedMeshRenderer, and includes smart topology selection tools.

Core Architecture & Algorithms

  • Mesh Spatial Hashing: Custom MeshSpatialHash implementation for localized grid-based raycasting. Guarantees lag-free brush performance on high-poly meshes by strictly limiting triangle distance calculations.
  • Geometry Processor: Physically separates selected triangles and rebuilds subMesh arrays. Not a vertex painter; generates true multi-material meshes.
  • Editor Performance Guard: Scene View Handle drawing is strictly batched and hard-capped at 12,000 triangles per frame (MAX_DRAW_TRIS_PER_FRAME) to prevent Editor FPS drops during massive selections.
  • RAM-Safe Undo System: Dedicated custom Undo Stack (PainterUndoState) isolated from Unity's main history, capped at 30 consecutive steps to prevent memory bloat.

Compatibility & Support

  • Render Pipelines: Fully supports Standard (Built-in), URP, and HDRP. Includes automatic pipeline detection to generate compatible materials instantly.
  • Supported Mesh Types: * Static Meshes (MeshFilter)
    Animated/Rigged Characters (SkinnedMeshRenderer - safely preserves bone weights, root bones, and skinning data).
  • UI Framework: Built entirely with Unity's modern, scalable UI Toolkit (UnityEngine.UIElements).
  • Supported OS: Windows & macOS (Editor Extension).

Input / Output

  • Generated Assets: Saves non-destructive .asset (Mesh) and .mat (Materials) directly to the project folder.
  • Exporters: Built-in legacy exporter for .obj (Geometry) and .mtl (Material Library) files.

Dependencies & Cleanliness

  • No External Plugins: 100% native Unity C# code. No hidden DLLs or third-party dependencies required.
  • Namespace Isolation: All code is safely encapsulated within BT.MaterialPainter and BT.MeshExtractor namespaces to prevent any project script conflicts.
  • Temporary Components: Automatically adds and cleans up non-convex MeshColliders strictly during active painting sessions.

Limitations

  • This is an Editor-Only tool designed to speed up development workflows. It is not intended to be used at runtime in compiled builds.

Streamline Your Editor Workflow with Direct Material & Submesh Assignment


Skip the tedious back-and-forth between Unity and external 3D software (like Blender or Maya) just to assign a new material to a specific part of your model. BT-Material Painter Pro is a practical, performance-friendly editor tool that lets you paint selections on your meshes and automatically split them into proper submeshes right inside Unity.

Perfect for prototyping, hyper-casual development, or making quick material adjustments to existing props and characters without leaving the editor.


🎨 Core Painting & Mesh Systems


Spatial Hash Brush - Smooth Editor Performance

  • Responsive Interaction: Uses a custom spatial grid (MeshSpatialHash) to ensure smooth triangle selection without lagging the Editor, even on higher-poly meshes.
  • Dynamic Brush Control: Quickly resize your brush radius in the Scene View using Shift+Scroll.
  • Precision Mode: Drop the radius to zero for pixel-perfect, single-triangle selections.
  • Paint & Erase: Fluidly toggle between adding and removing triangles with the Shift key.

Smart Topology Selection - Quick Geometry Handling

  • Select Linked [L]: Isolate floating geometry islands (like glasses on a character or leaves on a tree) with a single keystroke.
  • Grow [G] & Shrink [H]: Expand or contract your active selection by edge rings.
  • Invert [I] & Clear [C]: Flip or clear your selections instantly for fast masking.
  • Submesh Isolation: Automatically extract and select triangles from a model's existing material groups.

Dynamic Submesh Builder - Real Geometry Separation

  • Physical Submeshes: This tool doesn't just paint vertex colors; it physically rebuilds your mesh into new submesh groups for true Material assignment.
  • Skinned Mesh Support: Safely processes animated characters (SkinnedMeshRenderer). It separates materials while keeping your bone weights and rigging data completely intact.
  • Draw Call Optimizer: The "Merge Same Materials" option automatically combines identical material slots into single submeshes, keeping your draw calls to a minimum.

Material Slot Manager - Rapid Prototyping

  • Pipeline Auto-Detection: Automatically creates materials perfectly configured for your active pipeline (Standard, URP, or HDRP).
  • 40 Quick Color Presets: Block out levels instantly with a built-in palette of ready-to-use color materials.
  • Slot Management: Lock specific slots to protect complex borders while painting, or hide them to see underneath.
  • Custom Materials: Easily drag and drop any of your existing Unity materials into the slots.

🚀 Editor Features & Workflow

Clean & Efficient UI

  • Modern, scalable UI Toolkit interface with real-time triangle count monitoring.
  • Scene view debugging with visual selection overlays (batches drawing to maintain Editor FPS).
  • Built-in 30-step Undo/Redo stack specifically for the painter to protect your workflow without breaking Unity's main history.
  • Quick Reassign button (↺) to instantly recall your last complex selection.

Safe Asset Management

  • Non-Destructive: Generates completely new .asset files. Your original imported models are never overwritten.
  • Automatic Saving: Routes and saves new materials and generated meshes directly to your designated project folders.
  • OBJ Exporter: Includes a built-in .obj and .mtl exporter if you need to take your newly separated meshes back to Blender/Maya.

📊 Practical Benefits

  • Saves Iteration Time: Fix missing material zones or colorize props in seconds.
  • Optimized Results: Built by developers who care about performance. Unused triangles can be pruned, and identical materials are merged automatically.
  • Scalable: Works reliably on everything from simple mobile props to complex desktop characters.

🛡️ Developer-Friendly & Transparent Built on the robust BT-MeshForge architecture:

  • Clean, non-intrusive namespaces (BT.MaterialPainter & BT.MeshExtractor) to prevent conflicts with your project.
  • Full C# source code included.
  • Detailed, straightforward documentation.

What You Get

  • Complete, well-commented C# source code.
  • PDF/Markdown Documentation.
  • Dedicated UI Toolkit Editor window & Scene View handler.
  • Built-in preset palette & exporter tools.

Price $29.90

Shader Inspector by PetaBytes

1 hour 24 min ago
An easy to use shader performance analysis tool.

Both shader file and shader graph are supported.

Having performance issue of your game scene?


Want to identify shader bottleneck?


This is definitely the tool you want, you can:

  • Precisely choose shader keywords.
  • Get performance metrics provided by vendor.
  • View compiled shader code of specific variant.
  • Multiple target GPUs are supported.

Optimize and re-profile your performance cirtical shader now!


Price $0.00

Green Tween - A Reflection Tween Engine designed for Inspector by MrGreenDotOne

2 hours 53 min ago
Green Tween is an inspector-driven Tween engine that can animate almost any field or property on any Component with zero GC at runtime. Set up Tweens directly from the Inspector—no custom scripts—.

Documentation & Support

---

Green Tween is a Tool focused on workflow, flexibility, and performance. It allows you to tween values on any MonoBehaviour by selecting the target and the member name from the Inspector. The system builds optimized accessors at setup using compiled expressions, so runtime updates are allocation-free and extremely fast.

Unlike traditional tween libraries that require specific APIs or prewritten delegates, Green Tween works generically with:

  • Fields and properties
  • Built-in Unity types and custom scripts
  • No code required from the user

You can animate values without writing a single line of code.


Key Features

  • Inspector-driven tween setup
  • Works with any MonoBehaviour field or property by name
  • Zero GC allocations during tween updates
  • No reflection during runtime (only at setup)
  • Compiled expression getters/setters for maximum performance
  • Supports: bool, int, float, Vector2, Vector3, Vector4, Quaternion, Color, and many specific components for non reflection tweens.
  • Struct-based tween context to avoid allocations
  • Automatic runtime component handling
  • Clean, minimal API

How it works

At setup, Green Tween analyzes the selected member and generates optimized getter/setter delegates using expression trees. After that, tweens run with direct access speed—similar to handwritten code—without reflection or garbage collection.


Workflow

  1. Add Green Tween Player to Game Object
  2. Select Component
  3. Drag the target GameObject for standar tween or a MonoBehaviour/Component and the field or property name
  4. Choose tween parameters
  5. Play

No custom bindings. No special cases.



Price $0.00

Ultra Tools Bundle by Zadkiel Studios©

4 hours 49 min ago
All‑in‑one package to optimize and monitor Unity performance. Includes Ultra Optimizer Tools and Ultra Performance Tools, plus future Ultra Tools added to the bundle at no extra cost.

Compatibility

  • Unity: 2021.3 LTS and newer.
  • Platforms: PC, Mac, Mobile (Android/iOS), VR.
  • Render Pipelines: Built-in, URP, HDRP.

⚠️WARNING⚠️

Compatibility may vary depending on the installed package.


📦 What’s included

  • Ultra Optimizer Tools — Scene Analyzer, Decimator, Auto LOD Generator, Impostor/Billboard Baker, Object Refactor, Lightmap UVs, Mesh Repair.
  • Ultra Performance Tools — Real-time counter, Benchmark Manager with .txt and interactive .html reports, PerformanceProfile ScriptableObjects, extensible API, UnityEvent alerts, ready-to-use prefabs and templates.
  • Bundle extras — Generated assets saved in separate folders; full C# source; comprehensive documentation; future updates added to the bundle for existing buyers.

🆕 How new assets will be added to the bundle

New Ultra Tools will be added to the Ultra Tools Bundle through a transparent, metric‑driven process. The recommended evaluation window is 6–12 weeks after an individual asset launch to balance standalone sales and bundle value.



⚙️ How it works

  • The bundle pairs editor optimization (Ultra Optimizer Tools) with runtime diagnostics (Ultra Performance Tools) for a complete workflow: profile → optimize → validate.
  • Non‑destructive operations: generated assets are stored separately and all actions support Unity’s Undo.
  • Recommended flow: run benchmarks and profiles on target builds → identify problematic scenes/objects → use Scene Doctor and Decimator to reduce polygons and Draw Calls → generate LODs and impostors → re-benchmark and compare snapshots.


🌟 Key benefits

  • Save time: optimize without leaving Unity; no constant FBX export/import.
  • Data-driven decisions: advanced benchmarking and interactive reports to measure impact.
  • Better performance on target devices: triangle reduction, material consolidation, automatic LODs and impostors.
  • Easy integration: extensible API and ready prefabs; suitable for indie teams and QA pipelines.
  • Future value: early buyers receive future Ultra Tools added to the bundle at no extra cost.

📝 Commercial and operational notes

  • Update policy: bundle buyers get future Ultra Tools added to the package.
  • Support: includes PDF docs and examples; prepare FAQ and tutorials to reduce support load after launch.
  • Usage tip: profile first with Ultra Performance Tools, then optimize with Ultra Optimizer Tools, and validate with benchmarks and snapshots.

FAQ – Frequently Asked Questions

Why aren’t new assets added to the bundle immediately?

Because each tool needs time to gather reviews, stabilize, and prove its standalone value. This protects individual sales and ensures the bundle remains sustainable and valuable.


How long does it take for a new tool to be added to the bundle?

The estimated window is 6–12 weeks after the individual launch. This period allows us to collect sales, reviews, and stability metrics before inclusion.


Will I get the new tools if I already bought the bundle?

Yes. All current bundle owners will receive new tools added at no extra cost.


How will I know when a new asset is added to the bundle?

It will be announced on the asset’s page and in the bundle description, along with a changelog detailing the date and content added.


What if I buy an asset individually and later it’s added to the bundle?

You will keep your individual license without issue. The bundle offers convenience and future value, but does not affect your standalone purchases.


Does the bundle include Pro versions of the assets?

No. The bundle only covers the standard versions. Pro editions, if available, are sold separately and are not part of this package.


Price $50.00

DevAssist: Fast Prototype by CLOUPT LTD.

4 hours 50 min ago
A modular Unity 6 editor plugin with Scene View overlay, inspector addons, and a Game Identity system for rapid UI styling.

Technical Details

- Unity Version: 6000.0.x (Unity 6 LTS) and above

DevAssist is a comprehensive editor toolset designed to speed up your Unity development workflow. It adds a persistent Scene View overlay, smart inspector addons, and a centralized Game Identity system — all without touching your runtime code.


Scene View Overlay

Stay in the Scene View while accessing the tools you need most. DevAssist adds a dockable overlay panel with five tabs:

  •  Scene Info — live object count, selected object details, and component list
  •  Quick Spawn — 6 configurable prefab slots for instant spawning with Undo
  •  Debug Flags — one-click render mode switching and Scene View toggles
  •  Notes — attach sticky notes to GameObjects, rendered as world-space labels
  • Time Control — TimeScale slider, quick presets, and playmode controls

Game Identity System

Define your game's visual identity once in a ScriptableObject and apply it everywhere. Store your full color palette (Core, UI, Feedback, Custom) and Typography settings (TMP font assets + sizes) in one place. Export to C# constants, hex palette, or USS variables with a single click.


AI Palette Generator

Generate a tailored color palette prompt based on your game's genre, mood, and keywords. Paste the AI's JSON response into the built-in import window for a before/after preview, then apply it to your Game Identity asset with full Undo support.


Inspector Addons

Click-to-apply color and font presets directly from the inspector. Supported components: Image, TextMeshProUGUI, TextMeshPro (3D), and TMP_InputField (text color, placeholder color, caret color, and selection color — all independently controllable). RectTransform gets anchor presets, pivot presets, and quick anchor-to-corners tools.


Price $27.99

Buoys by n3kded

5 hours 1 min ago

Number of Unique Meshes: 9

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 4

Number of Textures: 20

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 787

Maximum polygon count: 4487

Supported Render Pipelines: Unity URP

The folder is named "Buoys".


This 3D project is a collection of Buoys. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

Dining Armchair by n3kded

5 hours 3 min ago

Number of Unique Meshes: 1

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 3

Number of Textures: 15

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 2674

Supported Render Pipelines: Unity URP

The folder is named "Dining_Armchair".


This 3D project is a collection of Dining Armchair. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

CSV Localization Sync + Runtime Demo by Galactic Slice, LLC

5 hours 3 min ago
Import and export localization via CSV, generate JSON instantly, and preview translations switching in runtime.

Editor Tools:

  • Import CSV -> generate JSON per language
  • Export existing JSON -> CSV
  • Safe overwrite options
  • Missing key detection
  • UTF-8 language support (JP/CN/KR/etc)
  • Clear logging and validation

Runtime Demo Included:

  • Lightweight JSON localization loader
  • Language switching at runtime
  • TextMeshPro integration
  • Legacy Text support
  • Demo scene with multiple languages
  • Example CSV workflow

Designed For:

  • Indie developers
  • Mobile games
  • Prototyping
  • Simple localization pipelines
  • Teams using spreadsheets for translation

This is a lightweight localization workflow tool for Unity developers.


Import translations from CSV, generate per-language JSON files, and preview localization instantly with the included runtime demo scene.


Built for developers who want a simple, fast localization pipeline without heavy frameworks.


Price $14.99

Coffee Tables by n3kded

5 hours 4 min ago

Number of Unique Meshes: 8

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 1

Number of Textures: 5

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 380

Maximum polygon count: 2848

Supported Render Pipelines: Unity URP

The folder is named "Coffee_Tables".


This 3D project is a collection of Coffee Tables. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

Cowboy Hats by n3kded

5 hours 4 min ago

Number of Unique Meshes: 6

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 2

Number of Textures: 10

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 2201

Maximum polygon count: 8899

Supported Render Pipelines: Unity URP

The folder is named "Cowboy_Hats".


This 3D project is a collection of Cowboy Hats. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

Alien Flora 3D by n3kded

5 hours 5 min ago

Number of Unique Meshes: 6

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 1

Number of Textures: 5

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,Emissive

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 689

Maximum polygon count: 2117

Supported Render Pipelines: Unity URP

The folder is named "Alien_Flora".

NO RIG

NO ANIM

(ONLY STATIC MESH)


This 3D project is a collection of Alien Flora 3D. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

Industrial Kitchen Prep Tables Pack by n3kded

5 hours 7 min ago

Number of Unique Meshes: 6

Collision: Default

LOD Information: No LODs included

Number of Materials and Material Instances: 3

Number of Textures: 15

Texture dimensions: 4K (4096x4096)

Types of texture maps: Albedo, Metalic, Roughness, Normal, Abiental Occlusion,

Supported Platforms:

Windows: Yes

Mac: Yes

Minimum polygon count: 800

Maximum polygon count: 978

Supported Render Pipelines: Unity URP

The folder is named "IKPTP".


This 3D project is a collection of Industrial Kitchen Prep Tables Pack. The project is ideal for integration into game projects, animations and historical visualizations. All models are different. If you have any questions about this product, please contact us


Price $9.99

FullView - Fullscreen Scene & Game View by Framed Arc

5 hours 7 min ago
One-key fullscreen for any editor window. Zero flicker. Multi-monitor. macOS native. Just works.
  • Editor-only, zero runtime impact
  • Domain reload safe
  • No per-frame allocations

Category: Editor Extensions / Utilities

Unity versions: 2022.3+

Platforms: Editor only (Windows, macOS, Linux)

Scripting backend: Any (editor-only, no runtime code)

Render pipeline: Any (SRP-agnostic, editor-only tool)

Press a key. Go fullscreen. Press again to exit. That simple.


FullView adds instant, flicker-free fullscreen to every Unity Editor window. No configuration needed. No flicker. Import the package and start pressing the key.


Why FullView?

Most fullscreen tools resize a window and call it done. FullView uses each platform's native API - Win32 on Windows, Objective-C on macOS, X11 on Linux. The result is true fullscreen: no title bar, no taskbar, no flicker.


Shortcuts: (Customizable)


F7 -- Fullscreen the focused window


• F6 -- Fullscreen Game View


• F4 -- Fullscreen Scene View


• F3 -- Fullscreen Main Editor Window


• F5 -- Mosaic Mode (GameView on every monitor)


• Escape -- Exit all fullscreens



Multi-Fullscreen: Fullscreen Game View and Scene View at the same time, each on a different monitor. Press Escape to exit everything at once.


Mosaic Mode: Press F8 and every connected monitor gets its own GameView with a different Unity Display target. Perfect for testing multi-display games without leaving the editor.


Zero-Flicker Transitions: Display freeze technology halts all editor rendering during transitions. The first frame you see is already at the correct position and size. On Windows, DWM animations are suppressed. On macOS, native fullscreen animation plays smoothly.


Smart Features:

  • Background SceneViews stop rendering while fullscreened (saves GPU)
  • Cursor visibility and lock state restored on exit
  • Floating utility windows stay visible above fullscreen
  • Detects conflicts with Unity's built-in "Fullscreen on Play"
  • Toolbars hidden automatically in fullscreen
  • Layout Presets (assign Scene/Game to specific monitors in Mosaic)
  • Auto-fullscreen on Play mode
  • Team settings (.fullview-settings.json — shareable via VCS)
  • Modern UI Toolkit settings panel
  • 4-tier settings resolution (EditorPrefs > Team > Project > Defaults)
  • Domain reload recovery (Main Window survives recompilation)
  • Monitor hotplug detection (auto-exits Mosaic on disconnect)
  • ARM64 Apple Silicon support

Customizable: All shortcuts remappable via Edit > Shortcuts. Seven settings with sensible defaults. Settings Panel with live status. Edit > Preferences integration.


Platform Support:

  • Windows: Native Win32 fullscreen with chrome stripping
  • macOS: Native NSWindow fullscreen with Space creation
  • Linux: ContainerWindow resize fallback

Price $16.99

Node Dialogue System with Localization by I.We.D

5 hours 53 min ago
A visual editor for branching dialogue with automatic localization via Google Sheets for Unity
  1. Support for any Platform
  2. Detailed documentation on setup and use
  3. Ready-to-use demo materials
  4. No third-party dependencies (TextMeshPro only)

Complete dialogue and localization system featuring a visual node-based editor for creating branching conversations with player choices. Seamlessly integrates with Google Sheets for easy multi-language support, allowing non-programmers to manage translations without touching code.


Key features:

  • Visual dialogue editor with XML export/import
  • Google Sheets integration for localization management
  • Multiple dialogue types: linear, branching, and player choice
  • Animated text presentation with customizable effects
  • Event system for triggering game actions
  • Dialogue queue system for handling multiple conversations
  • Ready-to-use prefabs and components
  • Support for 7+ languages out of the box
  • Localization support for any text elements (not just dialogs)

Perfect for:

  • Indie developers building narrative-driven games
  • Teams needing efficient localization workflow
  • Projects requiring complex dialogue trees
  • Games with NPC interactions and quest systems

Save hours of development time with a production-ready solution that handles both dialogue logic and localization in one unified system.


Price $24.99

Buff & Status Effect Manager for Game Creator 2 by cupedos

5 hours 59 min ago
Complete status effect system for Game Creator 2. Apply buffs, debuffs, DoTs, immunities, and auras with full Visual Scripting integration. No coding required.

Scripting Backend: Mono, IL2CPP 

Render Pipeline: Built-in, URP, HDRP (UI only, no shaders) 

Platforms: All platforms supported by Unity and Game Creator 2 

Namespace: BuffStatusEffectManager 

Assembly Definitions: Yes (5 assemblies for clean compilation)

BSM (Buff & Status Effect Manager) is a complete, production-ready status effect system designed specifically for Game Creator 2. Whether you're building an RPG, survival game, or action adventure — BSM gives you the tools to create rich, interactive buff and debuff systems without writing a single line of code.


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Full Online Documentation: Website

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Status Effects Create any type of effect: healing over time, damage over time, stat boosts, movement modifiers, crowd control, and more. Each effect is a ScriptableObject asset — easy to create, easy to balance.


Duration Modes

  • Timed effects that expire automatically
  • Permanent effects until manually removed
  • Tick-based effects (DoT/HoT) with configurable intervals

Stacking System

  • None — only one instance allowed
  • Refresh Duration — resets timer on reapply
  • Add Stacks — accumulates up to a maximum
  • Refresh & Stack — combines both behaviors
  • Independent — multiple separate instances

Immunity System

  • Permanent immunities via ImmunityProfile assets
  • Temporary immunities granted at runtime
  • Block by specific effect, category, or tag
  • Visual feedback when effects are blocked

Cooldown System

Prevent effect spam with per-effect cooldowns. Cooldown can start on application or on removal.

Cleanse Types

Categorize effects for targeted dispelling: Magic, Physical, Curse, Disease, Poison, or Undispellable.

Aura Effects

Automatically apply effects to nearby targets. Configure radius, refresh rate, team filtering, and layer masks.

VFX & Audio Hooks Spawn prefabs and play sounds on apply, remove, and tick events.

(VFX in the videos belong to a free asset store product that were used for demonstration purposes)


GC2 Stats Integration

Connect effects directly to Game Creator 2's Stats module:

  • Stat Modifiers — Modify stats while effect is active (Strength +10, Speed ×1.5)
  • Attribute Modifiers — Adjust attributes on tick (HP -5 per second)
  • StatsBridge Component — Automatic synchronization

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HuckHub - Possible Updates and Integrations

This asset communicates with HuckHub to check for module updates, possible Integrations, upcoming releases and links external documentation.

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Price $0.00

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