uVegas: Blackjack - Authoritative Multiplayer by uVegas
- ✅ Server-authoritative architecture - prevents cheating and ensures fair play
- ⚡ Real-time multiplayer - powered by Mirror, scalable for hundreds of players
- 🃏 Authentic Blackjack rules - full game flow and betting system
- 🔒 High security - server-side validation for all actions
- 🛠️ Easy integration - drop-in prefabs and clear documentation
- 📱 Mobile-ready - optimized for iOS and Android
- 🌍 Extensible design - framework prepared for future uVegas games (Poker, Roulette, Slots)
- ⏳ Long-term support - regular updates and compatibility with new Unity versions
uVegas: Blackjack is a dedicated, server-authoritative multiplayer framework built for authentic online casino gameplay in Unity.
It delivers smooth, secure real-time sessions with complete Blackjack rules and scalable network architecture using Mirror.
Designed for developers who want to build reliable casino or multiplayer experiences without reinventing the networking layer.
Easily integrate through ready-to-use prefabs, well-documented APIs, and a modular architecture that supports further expansion (Poker, Roulette, Slots, etc.).
Fully optimized for desktop and mobile, uVegas ensures fair play, stability, and long-term support for future Unity versions.
This asset includes also the following uVegas assets:
Price $89.00
Ceiling Fan with Lights by Alexander Lipin
Number of textures 9
Texture dimensions 2048
Polygon count 7727 trils
Minimum polygon count 262
Maximum polygon count 3669
Number of meshes/prefabs 4/1
Rigging: No
Animation count 0
Animation type list 0
UV mapping: Yes
LOD information 0
Types of materials and texture maps PBR
This asset features a modular setup, allowing the light elements to be enabled or removed, so the model can be used as either a ceiling fan or a combined lighting fixture.
All geometry is optimized for real-time use and utilizes a single 2K texture atlas, reducing draw calls and improving performance.
Meshes are not merged, and all elements use correctly positioned pivots, making the asset suitable for animation (e.g., rotating blades or adjusting light components).
An emissive map is included for lighting elements. The package also includes two mask textures for tinting, allowing separate color customization of fan blades and metallic parts.
Additionally, ORM maps (Occlusion, Roughness, Metallic) are provided for efficient and flexible custom shading workflows.
Features:
- Game-ready ceiling fan asset
- Modular configuration (fan with or without lights)
- Single 2K texture atlas
- Emissive map for lighting
- Two mask textures for tint customization
- Separated meshes for flexible use
- Accurate pivots for animation
- ORM texture maps for 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 $5.00
Vintage Electric Fan – Retro Desk Fan by Alexander Lipin
Number of textures
Texture dimensions 2048
Polygon count 15 210
Minimum polygon count 202
Maximum polygon count 10274
Number of meshes/prefabs
Rigging: No
Animation count 0
Animation type list 0
UV mapping: Yes
LOD information 0
Types of materials and texture maps PBR
This asset represents a retro-style desk fan, suitable for both realistic and stylized scenes.
All geometry is optimized for real-time use and utilizes a single 2K texture atlas, reducing draw calls and improving performance.
The fan grille is implemented using alpha transparency, allowing detailed visuals with minimal geometry cost.
Meshes are not merged, and all parts use correctly positioned pivots, making the asset easy to animate and integrate into interactive setups (e.g., rotating blades or adjustable tilt).
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 vintage fan asset
- Single 2K texture atlas
- Alpha-based grille for optimized detail
- Separated meshes for flexible use
- Accurate pivots for animation and positioning
- Mask textures for color customization
- ORM texture maps for shading
- Clean topology and UV mapping
- Optimized for real-time rendering
Perfect for:
- Interior environments
- Retro or modern scenes
- VR/AR projects
- Cinematics
- Simulation projects
All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.
Price $4.99
Coffee Set by Alexander Lipin
Number of textures 6
Texture dimensions 2048
Polygon count 21 027 trils
Minimum polygon count 84
Maximum polygon count 3153
Number of meshes/prefabs 16/16
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 coffee-related props, such as a kettle, coffee bag, cups, milk pitcher, sugar bowl, utensils, and a Vietnamese coffee filter (phin), making it ideal for kitchen environments, cafés, and everyday scenes.
All models are built with optimized geometry and use a shared texture atlas, improving performance by reducing draw calls in real-time applications.
Meshes are not merged, allowing flexible placement and arrangement. All elements use correctly positioned pivots, making them easy to manipulate and integrate into scenes.
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 coffee props
- Includes Vietnamese coffee filter (phin)
- Single texture atlas for optimized rendering
- Optimized geometry
- Separated meshes for flexible use
- Accurate pivots for positioning
- Mask textures for color customization
- ORM texture maps for shading
- Clean topology and UV mapping
Perfect for:
- Interior environments
- Café and kitchen scenes
- VR/AR projects
- Cinematics
- Product visualization
All brand names and logos are fictional. Any resemblance to real brands or products is purely coincidental.
Price $4.99
ANIMA PROXIMA - Low Poly Office Pack by ANIMA_PROXIMA
Meshes Low poly, game‑ready
Minimum 8 tris
Avg Tris 259 tris
Maximum 1544 tris
Number of prefabs 115 prefabs +1
Number of materials 71
Rigging: No
UV mapping: Yes
Universal Render Pipeline URP
Scale All models at 1,1,1
Pivots Bottom center
- 115 prefabs ready to drop into your scene
- Cartoon / low poly style optimized for performance
- Clean topology & consistent scale (all models at `1,1,1`)
- Correct pivots – placed at the bottom center for easy positioning
- URP-ready – materials configured for Universal Render Pipeline
- Demo scene included to quickly preview and use the assets
- Commercial use allowed – see License section
Package Contents
- Furniture
- Desks, office chairs, meeting tables, shelves, cabinets, drawers
- Electronics
- Monitors, laptops, PCs, keyboards, mice, phones
- Office Props
- Papers, folders, binders, boxes, plants, lamps, trash bins, clocks
- Miscellaneous
- Decoration items and small props to bring scenes to life
Total: 115 ready-made prefabs in a consistent low poly, cartoon style.
Price $14.99
Semi-Stylised Spruces by piopis
There are eight 2k textures, three meshes, no rigging, no animation, with UV mapping, there is only LOD0 models.
Tricount:
spruce 04 - 71128 tris
spruce 02 - 71034 tris
spruce 03 - 71094 tris
There are two PBR materials with albedo, AO, smoothness, normal map.
Package contains a three models of semi-stylised spruce trees. These models are examples of next-gen 3d graphics.
Price $10.00
Low Poly Samurai | Humanoid Character with 26 Animations by RCT-Studio
Triangles: ~5,180
Rig Type: Humanoid (Mecanim compatible)
Animations: 26
Render Pipeline: Universal Render Pipeline (URP)
Textures:
This asset does not use traditional texture maps.
All visuals are created using simple color materials inside Unity.
No texture images are included.
Included:
- Fully configured prefab
- Demo scene
- Animation set
- Material variations (color customization via materials)
This package includes a stylized low poly samurai character optimized for game development.
Key Features:
- Humanoid rig (Unity Mecanim compatible)
- 26 animations (combat, idle, draw, sheath, bow, etc.)
- 6 facial expressions (eye variations)
- Separate sword and scabbard for easy customization
- Ready-to-use prefab
- Clean and organized hierarchy
Technical Information:
- Optimized for real-time use
- Designed for easy integration into Unity projects
- Compatible with Universal Render Pipeline (URP)
Use Cases:
- Action games
- RPG characters
- NPCs and enemies
- Stylized projects
Animations focus on smooth and natural samurai movements, especially draw and sheath actions.
A demo scene is included for quick setup and testing.
Price $19.99
Advanced Low-Poly Lockpick System by Poly Logic 3D
- Decoupled Architecture: The LockableContainer, DoorController, and WindowController logic is completely independent of the Player Controller. Trigger the Interact() method via Raycast, Trigger Collider, or any custom input system without rewriting your core mechanics.
- True 3D Render Texture UI: No flat 2D canvas overlays! Each minigame operates using a custom Render Texture setup, presenting a highly detailed, interactive 3D representation of the lock directly on the player's screen.
- Singleton-Free Minigame Managers: A plug-and-play architecture that allows multiple Minigame Managers to coexist in the same scene without conflicts. Effortlessly handle doors, chests, and safes simultaneously without the "Singleton nightmare".
- Event-Driven Integration: Includes ready-to-use UnityEvents (OnRequireMinigame, OnMinigameEnded) on every lockable object to easily connect with your existing Inventory System, Quest Manager, or custom animations.
- Physics-Based Ejection & Audio: Unlocking triggers a highly polished sequence that swaps static meshes for Rigidbody prefabs, physically ejecting padlocks with customizable directional force to prevent collider clipping. Accompanied by a lightweight PhysicsSound.cs for dynamic, velocity-based impact audio.
- Diegetic Mechanical Feedback: Built-in support for satisfying micro-animations, such as combination wheels physically popping out on the X-axis when selected, and smooth Lerp routines for shackles snapping open upon success.
- Clean & Commented Code: All 16 scripts (including Interfaces like ILockpickable) are organized with headers, tooltips, and clear variable names, making it effortless to tweak or expand for your specific game loop. Includes a DemoInventory and DemoPlayerController for immediate testing.
Bring your game's world to life with the Advanced Low-Poly Lockpicking System by PolyLogic!
This is not just a collection of static chests and doors. It is a complete, fully scripted, and highly modular lockpicking ecosystem designed to give your players a premium, immersive thievery and exploration experience out-of-the-box. Perfect for stylized RPGs, stealth games, survival simulators, or any low-poly project that rewards curious players.
5 UNIQUE MINIGAME MECHANICS Don't settle for repetitive gameplay! This package includes 5 completely distinct lockpicking minigames, each providing a unique mechanical challenge and visual style:
- Physics Tumbler Pins: Manipulate a lockpick to bump and set heavy physics-driven pins.
- Sweet Spot: Find the exact angle to apply tension and rotate the lock cylinder.
- Dial Safe: Rotate a classic safe dial left and right to match a secret combination.
- Combination Padlock: Spin numeric wheels to input unique passwords.
- Glass Cutter: Trace a perfect circle with your mouse to extract valuable loot from display cases.
PREMIUM GAME FEEL & IMMERSION Say goodbye to flat, boring UI overlays. Our system uses a highly optimized Render Texture setup, meaning the lockpicking minigames are fully 3D and beautifully rendered on your screen.
- Diegetic Feedback: Watch the padlock's shackle physically pop open, or the numeric wheels push forward when selected.
- Satisfying Animations: Doors feature handle-jiggle animations when locked, and padlocks physically drop to the ground with real Rigidbody physics when defeated.
- Immersive Sound Design: Includes tailored SFX for lockpick clicks, tension snaps, dial spinning, error buzzers, and heavy mechanism unlocks.
PLUG & PLAY MODULAR ARCHITECTURESkip the complex spaghetti code. We built this system using clean Interfaces (ILockpickable) and UnityEvents, meaning it is incredibly flexible:
- Fully Decoupled: The Minigame Manager (the brain) and the Lockable Container (the door/chest) are completely separated. Mix and match any minigame with any object!
- No Restrictive Singletons: Place as many minigame managers in your scene as you want. Have one dedicated to padlocks and another for doors running simultaneously without conflicts.
- Universal Container: Drop the LockableContainer script on ANY 3D model, set a password or difficulty, and it instantly becomes part of the system.
EASY INTEGRATIONBuilt with modularity in mind. Whether you use Raycasts, colliders, or the new Input System, simply call Interact() on the object and the system takes over. (A fully commented First-Person Demo Controller and a Demo Inventory system for lockpicks are included!).
PACKAGE INCLUDES:
- 25x Stylized Interactable Prefabs: (Wooden Doors, Vaults, Chests, Lockers, Glass Displays).
- 5x Lockpicking Minigame Managers (Ready-to-use Prefabs with 3D UI).
- Modular Scripts (Interfaces, Managers, Controllers).
- High-Quality SFX Audio Clips.
- Demo Scene showcasing the full interaction loop and all 5 minigames side-by-side.
Price $17.00
CavernForge: Procedural Grid Terrain by Scoopy Scoop Labs
Key Features
- Procedural grid-based terrain generation
- In-editor Scene view painting tools
- Paint, Erase, Fill, and Sculpt Height modes
- Configurable cellular-style generation parameters
- Lava pits with flat liquid surfaces and adjustable wall height
- Deep chasms with customizable bottom noise
- Vertical rock walls and cliff generation
- Corner smoothing between terrain types
- Custom material support (URP compatible)
- Adjustable map size, cell size, and random seed
- Undo/Redo support for generation and painting
- Extensible C# architecture
- Experimental surface profile system
CavernForge is a 3D procedural grid-based terrain generation and painting tool for Unity, built for creating vertical environments with chasms, lava pits, hills, and rock walls.
Generate a terrain layout instantly, then refine it directly in the Scene view using intuitive painting tools. CavernForge blends procedural generation with hands-on artistic control, making it easy to prototype and build stylized arenas or dungeon-style environments.
Core Features
- Procedural grid-based terrain generation
- In-editor Scene view painting
- Paint, Erase, Fill, and Sculpt Height modes
- Adjustable brush size with Undo/Redo support
- Ground, Lava, Chasm, Rock Wall, and Cliff cell types
- Flat lava surfaces with configurable wall height
- Corner smoothing between cells
- Custom material support
- Fully configurable map size, cell size, seed, and height settings
Flexible & Customizable
CavernForge is suitable for:
- Roguelikes
- Dungeon crawlers
- Arena combat games
- Stylized RPG environments
- Procedural prototypes
All terrain types support custom materials, allowing you to adapt the system to a wide range of visual styles.
Price $39.99
Build Quality Toolkit for Unity by Kevin Bjorvand
What you get
Editor-only extensions (no runtime footprint) covering:
- Build size tracking, comparisons, and budget enforcement
- Import setting validation and automatic fixes using Unity Presets
- Third-party license/credits scanning and deterministic export
Build Size Guard
- Automatic build snapshots saved per build target
- Compare any two builds: total delta + top contributors
- Grouping views (by folder/path and by category)
- Budget rules (total size, optional regression limits, optional category limits when Unity reporting supports it)
- CI-friendly outputs and optional fail-fast enforcement
Import Settings Validator & Fix
- Rules based on folder path + asset type (Textures, Audio, Models)
- Each rule maps to a Unity Preset
- Enforces on import/reimport and via full-project scans
- Dry run mode to preview changes
- Reimports only when settings differ
- Explain view, clear logging, and exportable compliance reports
- Does not guess “optimal” settings. It enforces the standards you define.
Third-Party Notices & Credits
- Scans for third-party components including UPM deps, Asset Store imports, embedded folders, native plugins, and copied utilities
- Licenses only assigned when confidently identified; uncertain items are marked UNKNOWN
- Offline, local processing
- Deterministic outputs designed to be diff-friendly in version control
- Optional build-time enforcement (warn or fail) for:
UNKNOWN licenses
Missing required attribution fields
Risky restrictions (examples: non-commercial, no-derivatives, strong copyleft flags)
Requirements and constraints
- Unity Editor only (no runtime code, no impact on player builds)
- Uses standard Unity Editor systems (Build reporting, Presets, import pipeline)
- Compliance outputs are plain text/JSON intended to be committed to source control
Build Quality Toolkit for Unity is a suite of three Editor tools that prevents common “late in the cycle” problems:
- Build size regressions that slip into releases
- Import setting drift across textures, audio, and models
- Third-party license and credits compliance work turning into a last-minute scramble
1) Build Size Guard: Track Changes and Enforce Limits
Automatically records build size snapshots per target, compares any two builds, shows exactly what changed, and can enforce size budgets locally and in CI.
2) Import Settings Validator & Fix
Define import standards once (rules + Unity Presets), then automatically validate and correct Textures, Audio, and Models on import or via full-project scans. Includes dry-run, explain view, and reporting.
3) Third-Party Notices & Credits: License Compliance
Scans your project for third-party components, surfaces UNKNOWN items (no silent guessing), and exports deterministic, release-ready compliance files:
- THIRD_PARTY_NOTICES.txt
- CREDITS.md
- compliance-manifest.json
Typical workflow
- Run your normal builds and imports.
- Investigate issues in minutes (what grew, what drifted, what is UNKNOWN).
- Export reports and enforce standards gradually (warn first, then fail builds in CI).
Important: claiming the included tools
This listing is delivered via Unity’s Upgrade system. After purchase, claim each included package via the Asset Store “Upgrades” flow (they become free to add to your account).
Price $79.99
Serialization Migration Guard by Kevin Bjorvand
- Menu: Tools/Unity Serialization Migration Guard/Open Window
- Tabs: Audit, Coverage Scan, Reserialize, Cleanup, Settings
- Batch entrypoint: RefactorMigrationSafetySuite.Batch.RMSSBatchEntryPoint.Run
- Batch commands: audit, coverage, cleanup
- Exports: JSON and CSV
- Backups: configurable directory, blocked inside Assets/ and Packages/, safe fallback under project Logs
Unity serialization migrations fail silently. Everything looks fine until someone opens a scene or prefab later and values are gone. Unity Serialization Migration Guard is like a smoke alarm for refactors: it forces you to prove your rename is safe before you delete anything.
If a single broken migration costs you 4 to 8 hours of debugging and manual cleanup, this pays for itself the first time you use it.
Is this tool for you?
- You renamed a serialized field and do not fully trust that every asset updated
- You are adding [FormerlySerializedAs] and want to catch anything you missed
- You want a real coverage report, not guesswork
- You need a repeatable migration workflow for teams and CI
How it works
- Audit your rename mappings and get clear risk warnings before you touch assets
- Coverage Scan searches text-serialized YAML for legacy field tokens and produces a ranked report
- Reserialize only the right assets, with a preview first and optional backups
- Cleanup Proof tells you when it is safe to remove legacy mappings and old paths
What you get
- Git diff import that suggests rename mappings from unified diffs (preview, append, or replace)
- Audit warnings that matter, including missing types, ambiguous type names, missing target fields, non-serializable target fields, and missing [FormerlySerializedAs]
- Coverage reporting with counts per field and per asset, plus unreadable asset tracking
- Guided reserialize with preview, progress, cancellation, and optional backups (asset + .meta)
- Exports to JSON and CSV for audit, coverage, and cleanup reports
- Batchmode + CI gates with commands and exit codes so you can fail builds when risk remains
Supported asset scope
- Scenes (.unity)
- Prefabs (.prefab)
- ScriptableObject assets (.asset), including parent assets with embedded ScriptableObjects
Requirements and notes
- Coverage scan and cleanup proof require Project Settings -> Editor -> Asset Serialization Mode = Force Text
- Coverage is token based. If multiple fields share the same token name, results can be ambiguous
- Unsupported asset types are skipped and shown as skipped inputs
Price $47.99
Stamp & Heightmap Tools - Alp Mountains by Bencjaminn
Package includes:
• 102 Mountain Stamp - Brush Texture
Technical specifications:
• Resolution: 4096 x 4096
• Texture format: PNG
• Texture type: Stamp/ Heightmap textures
• Can be used as terrain stamps or heightmaps
Compatibility:
• Unity 2021 and newer
• Built-in Render Pipeline
• URP compatible
• HDRP compatible
The brushes are optimized for terrain sculpting and can also be used as heightmaps in terrain generation tools and environment creation workflows.
Mountains Stamp Pack
This package contains 102 high quality mountain stamp textures designed for terrain creation, environment design and landscape sculpting.
The stamps can be used both as terrain stamps and as heightmap textures, allowing developers and environment artists to quickly create natural looking mountains, cliffs and rocky landscapes.
These textures are suitable for terrain sculpting tools, procedural terrain generators and heightmap based workflows. The pack is ideal for creating realistic outdoor environments in open world games, RPG environments and natural scenes.
Ideal for:
• Terrain sculpting
• Mountain and cliff creation
• Landscape generation
• Heightmap based terrain workflows
• Environment art pipelines
Price $29.99
Survival Horror TPS-FPS Template by YazDeV
Input System:Both( Old & New )
For HDRP users:
The included flashlight is set up for URP. In HDRP:
- Create a new Spot Light (HDRP compatible)
- Name it Flashlight
- Make it a child of the Player
- Position it in the same place as the old flashlight (hand/chest)
- Drag it into the flashlightLight slot in PlayerFlashlightController
- The toggle (F) and sounds will still work
For materials: Upgrade Materials.
For Directional Light (if needed): Create a new Directional Light,
🔗 Watch real character demo on UTube:
Survival Horror TPS-FPS Template
A complete ready-to-use Survival Horror template for Unity. Build your own horror game fast with smooth movement, weapons, enemy AI, flashlight, health, and medkit systems.
The demo uses capsules and cubes – replace them with your own characters and models. Simply delete the capsule player and make your character a child of the Player object (same for enemy).
✅ FEATURES
🏃 PLAYER MOVEMENT
- Full movement: Idle, Walk, Run, Walk Backward (with or without weapon)
- WASD + Mouse-look with adjustable sensitivity and vertical limits
- Camera Pivot System – camera follows player smoothly
- Investigation Camera (when no weapon equipped)
- Easily convert to FPS – parent camera to head position, disable player model
Animator Controller included with all states:
- You provide your own animation clips.Aim /Reload / Take Damage / DiePlaye
Idle / Walk / Run / Backward (with and without gun)(12 STATE -PICTURE IN MEDIA-)
🔫 WEAPON SYSTEM
- Pick up gun from ground (Press E)
- Equip / Unequip gun (Press 1)
- Shoot in ANY state while holding weapon (Left Mouse after aiming)
- Ammo System: Bullets in gun + reserve ammo – reload with R
- Pick up ammo boxes to increase reserve
- Adjustable in Inspector: walk/run speed, mouse sensitivity, bullet force, fire rate, max bullets
Bullet Impact Effect – The bullet has a "Hit Effect" slot. Drag your own particle system (blood, sparks, dust) to create impact effects.
Bullet Size – The bullet looks big in the demo for clarity. Just scale it down in the Inspector for your game.
🔦 FLASHLIGHT SYSTEM
- Pick up flashlight from ground (Press E)
- Toggle On/Off (Press F)
- On/off sound slots (assign your own)
- Attach to chest, hand, or shoulder – works independently from weapons
👾 ENEMY AI SYSTEM
- Detects player → Chases → Attacks
- Attack damage / Cooldown / Death delayFully configurable in Inspector:
Detection range / Chase speed / Attack range - Visual Feedback – Hit animation + sound, death animation + sound
- Enemy Animator Controller included: Idle, Walk/Run Or Attack, Take Damage, Die
👾 ENEMY AI – One Code, Endless Enemies
You can create different enemy types using the same AI system – no extra coding.
Just adjust values in the Inspector:
- Make enemies that detect you from far away or only when close
- Create weak enemies that die fast, or tough monsters that take many hits
- Some can chase quickly, others move slow
- Make zombies, monsters, bosses, or guards
All from one script. Just tweak numbers and you have endless variety.
Note: Your scene ground must be baked with Unity's NavMesh so enemies can navigate, chase, and attack.
❤️ HEALTH & MEDKIT SYSTEM
- Player Health
- Take damage, hurt animation, hurt sound
- Death screen, death animation, death sound
- Medkit Pickups – Walk over medkit to collect, press H to heal(direct heal)
- Heal amount adjustable per medkit (create different healing items)
Enemy Health – Takes damage from bullets, reacts with hit animation/sound, dies with death animation/sound
📦 PICKUP SYSTEM (Press E)
- Weapon Pickup
- Ammo Pickup
- Flashlight Pickup
- Medkit Pickup
🔊 SOUND SYSTEM
Audio Sources are ready – just create them on Player and Enemy, then drag your own sounds
- You shoot, reload, or click on empty
- The player takes damage or dies
- You toggle the flashlight on/off
- The enemy idles, chases, attacks, gets hurt, or dies
Sound files are NOT included – you bring your own
⚙️ CUSTOMIZATION
Everything is adjustable in the Inspector – no coding needed:
- Movement speeds
- Enemy detection range, attack damage, cooldown
- Bullet force, fire rate, ammo counts
- Heal amounts on medkits
❌ NOT INCLUDED (You Provide)
- Character models
- Animations
- Sound files
- 3D MODELS
✅ WORKS WITH
- Old & New Input System
- URP / HDRP (update materials if needed)
🎯 PERFECT FOR
- FPS / TPS horror prototypes
- Survival game foundations
- Learning how complete systems work together
- Adding combat + health + AI to any project
Made by YazDev
Price $49.99
Baghdad - Medieval Islamic City Modular Environment Pack by Meshworks
Key Features
This package includes 280 preassembled prefabs built from 169 modular building meshes, 61 prop meshes, and 14 foliage meshes. The set is fully modular, grid-based, and designed for rapid environment construction using interchangeable arches, walls, domes, parapets, pools, minarets, and decorative trims. It includes architectural elements such as mashrabiya variants, windcatchers, gates, balconies, fountains, railings, stair systems, and structural columns. The props collection supports market and residential scenes with stalls, lanterns, crates, furniture, books, textiles, and scaffolding. Foliage includes multiple palm trees, grass patches, vines, and decorative plants. Assets are optimized for real-time rendering and suitable for games or interactive environments.
Technical Details
Selected Category:
3D
Number of Textures:
30
Texture Dimensions:
Specify resolution(s) used (e.g., 1K / 2K / 4K)
Polygon Count (Overall):
Total meshes: 244
Total triangles (approx.): 125,202
Minimum Polygon Count:
2 triangles (Ground modules / Pool ground)
Maximum Polygon Count:
7,576 triangles (SM_Prop_Scaffolding_C)
Number of Meshes/Prefabs:
Meshes: 244 total
Prefabs: 280 total
Rigging:
No
Animation Count:
0
Animation Type:
N/A
UV Mapping:
Yes
LOD Information:
No LODs included
Materials:
Triplanar Workflow
It is the ninth century. The Tigris glitters beyond the city walls. Somewhere in the market quarter, a lantern sways above a stall draped in red cloth. Palm shadows stripe the stone. The call to prayer drifts over rooftops still warm from the day's heat.
That world is what this pack is built to recreate.
---
280 preassembled prefabs. 244 meshes. Every arch, every dome, every carved mashrabiya screen designed to slot together into something that feels less like a constructed level and more like a place that has always existed.
Start with the streets. Mudbrick facades climb two and three storeys, their latticed wooden screens throwing geometric shadows across the ground below. Gate arches frame distant minarets. Canopy stalls - red, teal, cream - line the souk in the organized chaos of a market that has been open since sunrise. Add crates, sacks, ceramic vessels, a basket someone left beside a doorway. The scene dresses itself.
Move into the mosque quarter. Teal-glazed domes catch the light differently at every hour. Ornamental tilework panels - hand-detailed, geometric, the kind that stops you mid-scroll - face the colonnaded courtyard. Windcatchers rise above the roofline. Fountains wait in the shade of stone arches.
Climb to the rooftops. A pergola strung with vines. A rug, a bench, a book left open. Below, the whole district spreads out - palm canopy over the market square, the mosque complex beyond, the haze of the desert city stretching to the horizon.
Then the lanterns come on.
---
What's inside
- Modular building facades, arches, and walls across two distinct material tiers - pale dressed stone and warm mudbrick.
- A complete mosque complex with teal-glazed domes, decorative minarets, and ornamental tilework panels.
- Market infrastructure: canopy frames in red and teal, wooden stall furniture, crates, sacks, baskets, and ceramic vessels.
- Palm trees across multiple growth stages, sculpted shrubs, ferns, and climbing vines.
- Street props: hanging laundry, latticed wooden screens, ladders, lanterns, and wall-mounted brackets.
- Interior-ready elements: patterned rugs, carved wooden benches, bookshelves, and pergola structures.
- A full city skyline backdrop with atmospheric haze and distant minarets.
---
By the numbers
- 169 modular building meshes. Arches, walls, domes, parapets, minarets, gates, balconies, stair systems, fountains, railings, columns, windcatchers, mashrabiya variants, pool modules, and decorative trims.
- 61 prop meshes. Market stalls, lanterns, crates, chests, sacks, baskets, ceramics, furniture, books, textiles, scaffolding.
- 14 foliage meshes. Palm trees across multiple variants, grass, climbing vines, decorative plants.
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Designed for
Historical and fantasy RPGs · Action-adventure open worlds · Film and cinematic previz · Architectural visualization · VR and real-time experiences
Style & tech
Stylized realism with warm desert lighting baked into the palette. Consistent with a Assassin's Creed Mirage or Prince of Persia aesthetic. Modular on a standard grid. Day and night lighting tested. LODs included. PBR materials throughout.
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A note from the authors
This environment pack was built with one goal in mind: to let you create a world that feels intentional, cohesive, and alive within minutes. Designed specifically for Unity URP, it delivers a stylized, modular architectural kit inspired by warm stone cities, shaded courtyards, and layered market streets. Every piece is grid-friendly and interchangeable, so you can move from a quiet alley to a grand domed plaza without breaking visual continuity.
The workflow is clean and flexible, built around a triplanar shader setup that minimizes texture stretching and keeps iteration fast. You can block out large structures quickly, then layer in arches, balconies, mashrabiya panels, windcatchers, pools, foliage, and props to give the space depth and personality. It’s optimized for real-time use and designed to feel polished straight out of the box.
This is a ready-to-use environment, not just a parts library. Prefabs are thoughtfully assembled to help you prototype scenes immediately while still giving you full modular control under the hood. It also integrates naturally with other Meshworks packs, sharing a consistent stylized language so you can expand your world without friction.
Whether you’re building a narrative level, a marketplace hub, or a vertical slice, this kit is meant to get out of your way and let you focus on composition, lighting, and atmosphere.
We hope you enjoy and look forward to supporting your current project and many more to come.
Price $65.00
Spline Tools for Unity Splines by Rowlan
Overview
Spline Tools adds a powerful Scene View toolbar overlay to Unity's built-in Spline system. Select any GameObject with a SplineContainer and the toolbar appears automatically, giving you instant access to dedicated tools for painting, shaping, aligning, smoothing, scaling, creating, restructuring, and inspecting splines.
The features originate from my Genesis for MicroVerse asset. This is a complete rewrite which supports Unity 6 toolbars and overlays. It is a general solution for Unity Splines and not bound to any other asset. However you can benefit from using this asset in combination with MicroVerse. Spline modifications for e. g. biomes and roads among others has become very convenient and fast.
Early Access
Spline Tools is released as Early Access at a discount price. Features will be added and functionality will change depending on Feedback.
Discount
Everyone who supported me with any of these assets will get this asset at a discount:
Tools
The asset provides the following tools:
Paint Tool
Click-drag on any surface to paint splines freehand. Supports terrain-only and any-collider surface modes, configurable stroke spacing, knot reduction, closed-loop painting, and extend/merge modes that let you continue from either end of an existing spline.
Shape Tool
Generate preset shapes with a single click:
- Line - A straight two-knot spline of configurable length
- Rectangle - A closed rectangular spline with configurable width and height
- Rounded Rectangle - A closed rectangle with configurable corner radius
- Circle - A closed circular spline with configurable radius and segment count
- Landscape - A randomised natural-looking path with configurable spread and knot count
Each shape exposes dimension sliders with a pipette button to pick values from the current spline. Apply to an existing spline or create a new one.
Create Tool
Derive new splines from existing ones. Four modes are included:
- Parallel - Offset copies on one or both sides
- Bounds - Wrap a spline around another object's bounding box. Ideal to use in combination with MicroVerse in order to flatten ground below houses and to remove vegetation
- Convex Hull - Replace with the 2D convex hull of the knots
- Terrain Flow - Trace downhill from a selected knot across Unity Terrain with real-time auto-update. Drag a knot and have a spline flow generated for a given distance, starting at the selected knot.
Align Tool
Snap knots to terrain or any surface with a single click. Flatten knots along any axis to their minimum, center or maximum value. Optional normal alignment rotates knots to match the surface they land on. Not that the knot must be in Bezier mode for exact alignment. Supports per-knot selection when Element Inspector is active.
Smooth Tool
Curvature-aware relaxation that only affects sharp corners, with configurable iterations, strength, and angle threshold. A separate Jitter function adds controlled randomness to break up overly uniform paths.
Scale Tool
Resize splines from their centroid using uniform or per-axis scaling with an axis mask to lock individual axes.
Structure Tool
- Subdivide - Insert a knot between every pair of existing knots
- Unsubdivide - Remove every other knot
- Reduce Knots - Ramer–Douglas–Peucker simplification
- Distribute Evenly - Equal spacing along the spline
- Distribute Fixed - Fixed distance intervals
- Reverse - Reverse knot order
- Unroll - Reset all knot rotations
- Mirror - Mirror across any axis
Object Tool
Copy and paste spline data between SplineContainers. Clear all splines from a container in one click.
Gizmo Tool
Visualise normals (X, Y, Z independently togglable), spline length, and per-segment distances with customizable colours, spacing, and line length. Stays active regardless of which tool is selected.
Drag Tool
Surface-snap knots in real time as you drag them in the Scene View.
This is the settings tool for dragging knots. The feature will become active when the Snap toggle is selected.
Additional Features
- Double-click a SplineContainer to enter Edit mode instantly
- Toolbar auto-hides when no SplineContainer is selected
- Configurable toolbar visibility (Always, Auto, Manual)
- Integrates with Unity's Element Inspector for per-knot workflows
- All settings persist across sessions via EditorPrefs
Requirements
- Unity 6000.1 or later
- Unity Splines package 2.8.4 or later
Screenshots
The screenshots show the asset in use with various toolbar overlays which are available for the individual toolbar items.
Support & Feedback
With Unity's UI Toolkit being in flux it's nearly impossible to test in all Unity versions. The asset was developed in Unity 6.0 with all future Unity versions in mind. If you encounter an issue or if you just have questions feel free to contact me any time. See my publisher page for support contact information.
Price $20.00
Big Scream Pack - Screaming Crying Moaning Sobbing Monster by cplomedia
Number of Audio Wavs: 1420
Sample Rate / Bit Rate: 48 kHz /24 bit / Stereo
Does Audio Loop: No
Minutes of Audio Provided: 112 minutes
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Documentation Link: DEMO
Important/Additional Notes: Have fun with it!
Big Scream Pack – Screaming, Crying, Moaning, Sobbing Monsters delivers an intense collection of over 1,400 high-quality sound files, designed to bring raw emotion and pure terror into your game or film.
From piercing male, female, and child screams to chaotic, panic-filled crowd reactions, this pack captures every shade of fear and desperation. Dive even deeper into darkness with an огромous variety of monstrous screams – from subtle, unsettling growls to full-blown nightmare fuel.
Perfect for horror, thriller, action, and cinematic productions, these sounds are crafted to instantly elevate tension, immersion, and emotional impact. Whether you’re designing a terrifying creature, a chaotic battlefield, or a spine-chilling scene, this pack gives you everything you need to make your audience feel it.
DEMO on Youtube - Female Moaning Sobbing Crying
DEMO on Youtube - Long Scream Child
DEMO on Youtube - Long Scream Female
DEMO on Youtube - Long Scream Male
DEMO on Youtube - Male Moaning Sobbing Crying
DEMO on Youtube - Scream Female
DEMO on Youtube - Screaming Child
DEMO on Youtube - Screaming Crowd
DEMO on Youtube - Screaming Monster
Price $18.00
Extreme - Horror Ambience by cplomedia
Number of Audio Wavs: 14
Sample Rate / Bit Rate: 48 kHz / 24 bit / Stereo
Does Audio Loop: No
Minutes of Audio Provided: 54 minutes
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Documentation Link: DEMO
Important/Additional Notes: Have fun with it!
Extreme Horror Ambience includes 14 carefully crafted tracks for your game or film, designed to immerse your audience in pure tension and dread.
All ambience tracks share a consistent sonic style, allowing them to blend seamlessly into one another and play back-to-back without breaking the atmosphere. This creates a smooth, continuous soundscape that keeps the horror alive and evolving.
Perfect for dark environments, abandoned locations, and psychological horror scenes, these tracks will elevate your sound design with a deep, cohesive, and unsettling mood that never lets go.
Price $15.00
Crosshair X - Runtime Customizable Reticle by Lovatto Studio
Core Features:
- Fully Dynamic Reaction: The crosshair organically scales and reacts to player movement, firing, and custom gameplay events.
- Ready-to-Use Customization Menu: A clean, built-in UI that allows players to tweak their reticle in runtime.
- Granular Visual Control: Adjust line length, thickness, color, outline, opacity, offset, rotation, center dot size, and core shape.
- Automatic Save/Load Logic: Player preferences are automatically saved to their profile and loaded instantly the next time they boot up the game, zero extra coding required.
- Developer Presets: Easily create and assign pre-designed reticles for different weapon types (e.g., shotguns vs. sniper rifles).
- Crystal Clear Documentation: Step-by-step instructions ensure you are up and running in minutes, regardless of your coding experience level.
Don’t just give your players a crosshair. Give them control.
In modern shooters, a static reticle simply doesn't cut it anymore. Today's players expect to fine-tune their HUD to match their exact playstyle, adjusting colors for colorblindness, tweaking spread for different weapons, and modifying dot sizes for pixel-perfect aim.
Building a dynamic, reactive UI system to handle all of this along with the backend logic to save and load those preferences, takes days of tedious coding away from your core gameplay loop.
Crosshair X solves this instantly.
The Solution: A Drop-In Dynamic System
Crosshair X is an easy to use, modular reticle system designed to give your game that polished, AAA "game feel" right out of the box. It doesn't just react to your gameplay with dynamic movement; it empowers your players with a fully functional, ready-to-use in-game customization menu.
Want to design your own strict weapon presets? You can do that. Want to hand the keys over to the player and let them build their perfect reticle setup? The system handles it flawlessly.
Frictionless Integration
We know you want to spend your time designing levels and tuning gameplay, not wrestling with UI canvases. Integration is completely painless:
- Drag and drop the prefab into your scene.
- Add a few lines of code to your existing weapon/player scripts to feed it data (like movement or firing states).
- You’re done. The system automatically manages the UI, applies the visual updates in real-time, and handles all the saving and loading logic in the background.
*Note: This is a generic reticle system, if you are looking for the MFPS Addon check this instead.
Price $15.00
Modern Police – Sidekick Modular Characters by Synty by Synty Studios
Pack Content
- 77 Modern Police parts
- 91 Sidekick human species base parts
- Access to the Sidekick Character Creator Tool
Modular Part Types
- Head and Face - head, hair, facial hair, eyebrows, eyes, ears, nose, teeth, tongue
- Torso and limbs - torso, upper arms, lower arms, hands, hips, legs, feet
- Attachments - head attachments, face attachments, back attachments, shoulder attachments, elbow attachments, knee attachments, hip attachments (front, back, left, right), wraps
Body Blend Shapes
- Masculine/feminine, skinny/heavy, muscular
Facial Blend Shapes
- Eyebrows (left/right) - frown, raise, inner down, inner up, outer down, outer up
- Eyes (left/right) - up, down, left, right, blink, squint, wide
- Nose - sneer left, sneer right
- Cheeks (left/right) - hollow, puff
- Jaw - close, open, left, right, backward, forward
- Mouth - left, right, funnel, pucker, shrug upper, shrug lower, roll upper, roll out upper, roll lower, roll out lower, close, frown (left/right), smile (left/right), press (left/right), stretch (left/right), upper up (left/right), lower down (left/right)
- Tongue - up, down, in, out, lower, raise, twist (left/right), curl up, curl down, curl left, curl right, side curl down, side curl up
Synty Studios presents: Modern Police – Sidekick Modular Characters
This Sidekick content pack puts a variety of uniformed officers into your character creation tool kit. Fill your modern game world with badges, vests, and hats utilising 70+ new parts including clothing, hair styles, accessories and 90+ human species base parts.
With this pack, you can create a wide variety of customised law enforcement characters designed to suit your project! Unleash your creativity or utilise our expert presets.
Build and customise characters in the editor with the feature-rich Sidekick Character Creator tool designed for Unity and included with this Sidekick content pack! Using the tool you can combine multiple Sidekick packs to create endless, unique character combinations that bridge genres.
Create immersive character customisation experiences with the Sidekick Runtime API. Whether you're building a full in-game character creator, or just changing outfits on the fly, the Sidekick Runtime API makes it easy.
Pack Content Features:
- 70+ modular, rigged Modern Police parts (clothing, hair and more)
- 90+ modular, rigged human base species parts (torsos, legs, hands, feet etc.)
- Fully rigged to the Unity Humanoid skeleton (Mecanim compatible)
- Dynamic joints allow you to add realistic motion to capes, hair, beards etc.
- Facial blend shapes for expressions and lipsync (works with ARKit)
- Body blend shapes to adjust body type and proportions
- Designed to cohesively match Synty POLYGON environments
- Designed to work seamlessly with Synty ANIMATION packs
Sidekick Character Creator Tool (Editor Extension) Features:
- Customise material colours directly in the editor
- Expert presets to enable rapid character creation
- Save and load custom characters for future editing
- Bake completed characters into a single optimised prefab, combining all skinned mesh renderers into one for performance friendly deployment
- Runtime API for in-game character customisation
- Mix and match Sidekick themes to create endless, unique characters
Price $199.99
