Alien Ground Materials - Cracked by Daelonik Artworks
[ASSET INFO] [Website] [Support]
[ASSET HIGHTLIGHTS]
- 87x tileable alien cracked ground texture sheets
- Material Variants:
- Standard
- HDRP Lit
- URP Lit
- Relief Parallax
- Tessellation Parallax
- All pipelines available
- 2k texture size
- Map channels:
- Color/Albedo
- Metallic
- Roughness
- Metalness
- Normal map
- Height map
- Ambient Occlusion
- Custom shaders included
- Downloadable (here) Terrain Masks
[DESCRIPTION]
Alien Cracked Materials brings your worlds to life with over 80 tileable textures designed for maximum flexibility. Each material is optimized for all render pipelines (Standard, HDRP, URP) and enhanced with Relief and Tessellation Parallax custom shaders for added depth.
Every texture comes in 2K resolution with full map support (Albedo, Metallic, Roughness, Normal, Height, AO). Perfect for sci-fi environments, horror levels, alien landscapes, or even fantasy worlds.
[ALIEN MATERIALS COLLECTION]
[SCI FI ASSETS COLLECTION]
[TERRAIN ASSETS COLLECTION]
If you liked the package please let me know your opinion rating the asset and writting a review, thanks! If you need more info click on the "Asset info" link above.
Price $19.50
Sci-Fi Dragon 4Wings by Shumn1y
Number of textures 18
Texture dimensions (4096x4096, 2048x2048)
Polygon count of [Triangles 55 450]
Minimum polygon count 55 450
Maximum polygon count 55 450
Number of meshes/prefabs 4
Rigging: Yes
Animation count 45
Animation types (Root Motion/In-place): 6/39
LOD information (count, number of levels)
🤖 INFORMATION 🤖
This pack contains:
- Character - Sci-Fi Dragon 4Wings
- 🤖 FEATURES🤖
- ✅ Animated (45 animations)
- 🎨4 skin for each item
- 🤖 About product🤖
This is game-ready animated character It is ideal for RPG, FPS and all related genres.
*sound, FX not included*
Character has Custom skeleton
- Idle - 3
- Turn - 6
- Roar - 1
- Walk - 4
- Death - 2
- Attack - 7
- Gethit - 7
- Accelerated - 3
- Fly - 4
- Transitions - 2
Character:
Triangles: 55 450
Vertices: 38 110
- 🤖 Support🤖
❤️My friend, don't be shy, write to us❤️ - dramaturg34ru@mail.ru
I'm waiting for your every question, whether it's the stupidest question, or if you need some kind of "special character animation".
I will be happy to reply to any of your messages ❤️
We also have a Discord channel where we publish all the news, updates, information about upcoming sales and also hold giveaway
🎁OUR DISCORD 🎁
Price $69.99
Damage Indicator - Directional UI by Lovatto Studio
Damage Indicator is an advanced, easy-to-use directional UI system designed to integrate seamlessly into any game genre in minutes.
What sets this asset apart is its procedural indicator UI. Instead of relying solely on static images, it generates an optimized, morphing indicator arc that remains sharp and clean on any screen resolution, complete with modern, fluid transitions.
Key Features:
- Procedural & Sprite Support: Use the advanced procedural arc for a minimalist, resolution-independent look, or use standard sprite-based indicators if you prefer.
- Ready to Use: Comes packed with 10 high-quality indicator sprites and 15 ready-to-use prefabs that you can simply drag and drop.
- High Performance: The system is highly optimized, modular, and built to run efficiently without cluttering your project.
- Instant Integration: Setup takes literally minutes for any project type. Just drop the prefab into your scene and add a single line of code to your player's health manager script: DamageIndicator.SetDamageIndicator(fromPosition, Color.red);
- Comprehensive Documentation: Includes built-in editor documentation alongside an offline web manual that explains everything from basic integration to advanced tweaking.
- Showcase Demo Included: The package contains the exact demo scene used in the showcase video, so you can see exactly how the system is put together.
Price $15.00
Victory Animation by NexaFrame Production
Number of Animations: 82
Animation Types (Root Motion/In-place): Root Motion/In-place
List of Animation Category
- Victory 1 (4)
- Victory 2 (1)
- Victory 3 (4)
- Victory 4 (4)
- Victory 5 (1)
- Victory 6 (1)
- Victory 7 (4)
- Victory 8 (1)
- Victory 9 (4)
- Victory 10 (4)
- Victory 11 (4)
- Victory 12 (4)
- Victory 13 (1)
- Victory 14 (4)
- Victory 15 (4)
- Victory 16 (4)
- Victory 17 (4)
- Victory 18 (4)
- Victory 19 (4)
- Victory 20 (4)
- Victory 21 (4)
- Victory 22 (1)
- Victory 23 (4)
- Victory 24 (4)
- Victory 25 (4)
Price $15.00
Interaction Animation by NexaFrame Production
Number of Animations: 65
Animation Types (Root Motion/In-place): Root Motion/In-place
Important/Additional Notes: ⭕Models are not included in project only available Animations.
List of Animation Category
- Bolt (3)
- Box (3)
- Box_Switch (3)
- Cap (3)
- Chain_Pull (9)
- Crank (2)
- Door (2)
- Fuse_Boxs (3)
- Industrial_Valve (3)
- Key (3)
- keypad (1)
- Knob (1)
- Nut (3)
- Other (3)
- Pull_Lever (3)
- Push_Lever (4)
- Scanner (1)
- Swipe_keycard (1)
- Toggle_Swith (2)
- Wrench (9)
Price $15.00
Retro Fantasy RPG Music Starter Pack - 15 Tracks & 30 Files, 16-bit & Low Poly by Rodrigo Flores Music
Audio file types: .wav
Number of audio files: 30 Royalty-free, YouTube safe files
Sample rate: 44.1 kHz
Bit depth: 16 bits
Loopable: Yes
Number of loops: 15
Additional: Stereo
The Essential Audio Foundation for Retro Adventures. This collection provides 15 high-quality tracks inspired by the 16-bit and low-poly eras, specifically designed for indie developers building fantasy worlds, retro RPGs, and dungeon-crawlers.
Key Features
- Starter Library: 15 full-length tracks and 15 seamless loops for a total of 30 production-ready files.
- 20 minutes+ of Music: You get 20:41 minutes of music, plus the seamless loops!
- Unity 6 Ready: All content is updated and verified for Unity 6.
- 100% No-AI Guarantee: All the music was written and produced by Rodrigo Flores. All the art by Armando Flores.
- Royalty-Free & YouTube Safe: Fully cleared for commercial use.
The Sound Aesthetic
- Retro Fantasy & RPG: Evocative themes for world maps, ruins, battles and heroic quests.
- Dungeon Synth Inspiration: Atmospheric textures heavily inspired by early dungeon synth albums.
- Suggested Use: Each track includes a suggestion for its use within its name.
- Modern Production: While the sounds evoke the 16-bit era, the tracks are produced with modern techniques, it is not a purist re-creation of the sound.
Technical Metadata
- Format: High-Fidelity .WAV (44.1kHz, 16-bit).
- True Peak Target: Mastered with a precision -0.5 dBTP target to prevent clipping across all playback systems.
- Loudness Standards: Balanced between -14 and -8 LUFS for modern game-audio standards.
- Seamless Loops: Includes 15 loop versions designed to repeat perfectly within the engine.
Want more music? Get every single music pack I’ve ever released in the ULTIMATE Game Music Collection:
🔗 https://assetstore.unity.com/packages/slug/346914
Price $0.00
Angel Statue Kneeling 2 HD by Greenworks
This pack includes:
- 6 unique models (hero version + 5 "low-poly" versions for LOD usage)
- 4k, 2k and 1k textures (with normal maps)
Photo-scanned, with HD textures. The hero model, which consists of 30.000 triangles and 4096 x 4096 px texture is good for close-up shots in cinematics, and the other versions of the model, ranging from 15.000 down to 700 triangles are optimized to populate your game scenes.
HDRP & URP supported follow instructions of setup from Readme.pdf
The 19th century sculptors left us some pretty amazing works. This unique angel statue is one of them, which you can use in your projects.
Check out the whole pack here:
Other angel statues:
Enjoy, and please feel free to contact support for any questions!
Price $7.00
Retro Vision Pro - PSX/Consoles VFX by Brice DEV
- Render Pipeline: URP, HDRP
- Unity Versions: 2022.3 LTS or newer (Unity 6 supported)
- Platforms: Works on Windows, Mac, Linux, Android, iOS, WebGL, and Consoles.
Custom material shaders and post processing effects simulate the visual behavior of classic hardware — including PSX-style vertex snapping, affine texture warping, and N64-style filtering. It reproduces how early game consoles rendered scenes.
Fully configurable via Inspector and scripts. Example scenes included.
🎮 Full Retro Rendering
Transform your entire scene with:
• PSX-style vertex snapping (polygon jitter)
• Affine texture mapping (classic distortion)
• Low resolution rendering + upscale
• Polygon depth precision artifacts
• Color precision loss & dithering
• Distance-based fog (console-style depth cueing)
🎨 Production-Ready Materials
• Lit / Vertex Lit / Unlit shading modes
• Per-vertex lighting (Gouraud-style)
• Specular & reflection support
• Full map support:
– Normal
– Metallic / Smoothness
– Emission
– Specular
– LOD textures
• Vertex color support
• Transparency & Cutout
• Backface culling control
🧩 Extended Shaders
• CRT / LCD display shader (screen simulation)
• Sprite shaders (2D compatible)
• Particle shaders (fully integrated)
• Procedural Retro Skybox (day/night modes)
• Full Terrain support
🌑 PSX-Style Shadow System
• Stable with vertex snapping
• Matches low-precision geometry
• Maintains visual consistency
• Custom blob shadow
🎛️ Post Processing Effects
Includes 15+ configurable screen effects:
• Nearest Low-Res Upscale
Simulates internal low-resolution rendering with sharp upscale artifacts.
• Color Bit Depth Quantizer
Reduces color precision (5:5:5, 4:4:4, custom formats).
• Palette Mapper
Applies fixed retro palettes and stylized color mapping.
• Screen-Space Dithering
Ordered dithering for gradients and color transitions.
• CRT Mask
Aperture / shadow mask simulation.
• Interlace Field Simulation
Alternating fields and line flicker.
• Frame Blend Ghosting
Afterimage and motion trails.
• Frame Skip / Hold
Simulates unstable framerate and frame pacing.
• Depth Cue Fog
Distance-based fog inspired by retro hardware.
• N64-Style Framebuffer Filter
Soft horizontal filtering and blur.
• Ringing
Edge ringing artifacts from signal processing.
• Analog Signal Faults
Distortions, instability, and signal glitches.
• Analog Static Noise
Random noise and interference patterns.
• TV Effect
Combined display-style distortions and adjustments.
• VHS Effect
Tape-like distortion and playback artifacts.
• VHS Tracking Noise
Tracking lines and tape instability artifacts.
If you have questions or run into an issue, contact debrice@bk.ru.
Please include your Unity version, target platform, and a short video or screenshot.
I will do my best to respond as soon as I can.
Price $50.00
MG-Pro Essential Foley Vol 1 JustM by MG-Pro_JustM
Technical Specs:
-Format: WAV - 48kHz / 24bit / Mono
What is inside?
-Mechnical Toggles: Crisp, tactile switches for UI/Ux
-Organic Percussions: Real-world surface knocks
-Metallic Textures (Cutlery): optimized for inventory handling and gear swapping.
- Timepieces (Clocks): Natural mechanical ticks for ambient realism.
Production note: All sounds are edited for sharp transients (instant response). Clock preserve their natural mechanical noise floor for organic texture.
Price $9.99
Procedural Object Placer by loloop
🚩Unity Version & Render Pipeline
Developed with Unity 6, but compatible with other versions.
Developed using URP, but works without issues with Built-in RP and HDRP as well.
🚩Try the Demo
🚩Documentation
🚩Key Features
- Random Object Placement: Efficiently scatter objects across a specified area.
- Spawn Rate Control: Fine-tune the density and appearance frequency of objects.
- Seed-Based Generation: Easily reproduce specific layouts using seed values.
- Flexible Placement Area: Define the exact width and depth of the generation zone.
- Spacing & Padding: Adjust the margins between placed objects to avoid clutter.
- ScriptableObject Presets: Save and reuse your placement configurations as ScriptableObjects.
- Visibility/Hide Probability: Set the percentage of objects to be hidden randomly.
- Smart Overlap Detection: Automatically hide objects that overlap with existing hierarchy elements.
- Collision Exclusion: Specify objects to ignore when checking for overlaps.
- Terrain-Aware Placement: Snap objects to uneven surfaces with additional height offsets.
- Road Generation: Procedurally generate roads within your scene.
- Road Complexity & Branching: Adjust the intricacy of the generated road networks.
- Sidewalk Customization: Configure individual widths for both roads and sidewalks.
- Event Callbacks: Includes various callbacks for deep integration into your workflow.
Price $15.00
Spline Wall Generator Free by loloop
🚩Please make sure to install Spline before using this tool.
🚩Unity Version & Render Pipeline
- Compatibility: This asset is primarily script-based and should be compatible with most Unity versions.
- Render Pipeline: Built with URP. If you are using the Built-in or HDRP pipelines, please manually update or replace the material shaders.
🚩Key Features
- Mesh subdivision (controls how accurately the wall follows the spline)
- Wall height
- Flip normals
- Enable wall thickness
- Wall thickness value
- UV tiling (allows tiling without affecting the material settings)
Price $0.00
JPS4+ Lite 2D Grid Pathfinding by Silo Interactive
- A* (4-connected)
- A* (8-connected)
- Horizontal-First JPS4 (4-connected)
- Vertical-First JPS4 (4-connected)
- Movement Utils
- Animated Grid Movement
- Debugging in Editor
- Dynamic obstacles
- Closest Target support
JPS4+ 2D Pathfinding is a tile-based Burst pathing solution tailored for 2D grids that generates paths dynamics (no caching needed!). This stands out from other 2D pathing solutions because it implements Jump Point Search Pathfinding in 4-connected Grids (Johannes Baum 2025)
For dense maps, JPS4 can give >10x improvement v.s. A* by reducing the search space to remove unnecessary node expansions (theoretical upper limit of >50x improvement on longer paths). This asset is made for 2D Grid-Based Movement (think rooks & queens in chess). Included dynamic obstacle support and closest target search.
Full Version (Pro): https://assetstore.unity.com/packages/slug/jps4-2d-grid-pathfinding-355438
This (free) version implements the same core algorithms, but runs synchronously on the main thread. This package is meant to be a trial for the full version which is highly optimized and uses performant Burst/Jobs 2D pathfinding package for dynamic pathfinding on a grid. Includes flexible extendable code and API for multiple grids, agents, and movement components. Supports A* (4 and 8-connected) and both vertical and horizontal-first JPS4 algorithms.
Documentation and examples at https://silo-interactive.com/jps4/docs/
Using: Assets for samples & cover from https://kenney.nl/assets
Price $0.00
CoinPusher by burnydev
Customization Options
- Coin values and spawn rates
- Push timing and movement behavior
- Reward tuning and balancing
- Visual styling and UI elements
- Difficulty and progression adjustments
Technical Details
- Engine: Unity (Built-in/URP friendly setup)
- Platform-ready architecture (mobile + desktop)
- Well-structured scripts with clear naming
- Beginner-friendly organization for learning and editing
This package gives you a customizable foundation to build a satisfying coin-drop experience for mobile, PC, or web projects.
Why You’ll Love It
- Fast setup with clean, organized project structure
- Easy to customize visuals, physics feel, rewards, and progression
- Designed for smooth gameplay and satisfying coin interactions
- Great for prototypes, hyper-casual games, and full commercial releases
What’s Included
- Fully playable coin pusher core system
- Coin spawning and drop logic
- Reward and scoring mechanics
- UI for coins, score, and game feedback
- Modular scripts for quick expansion
- Demo scene to test and learn immediately
Perfect For
- Developers who want to launch faster
- Teams needing a reusable mini-game module
- Creators building arcade, idle, or reward-based experiences
Price $4.99
Cowboy Western Mini-Game Music Loop by Morgan Ainsley Music
- 26 audio files
- Stereo
- WAV
- 48kHz
- 16 bit
- Loopable
- FMOD project file included
Ideal for a cowboy wild west style mini-game, this loopable music track includes three levels of intensity that can be dynamically mapped to player performance, difficulty, game progression, or whatever you want!
**Music is YOUTUBE SAFE***
MADE FOR DEVS
- Loopable track
- Three different intensity variations
- All separate instrument layers included for those who want full control
- Full FMOD project with walkthrough set up guide
FMOD PROJECT FILE
This asset pack doesn’t just include audio files (though you can just use it that way). It includes an FMOD project file with everything already set up.
FMOD is an industry standard audio middleware software that plugs into game engines and provides a more robust way to control dynamic music.
Games that have used FMOD include:
- World of Warcraft
- Kingdom Come Deliverance
- Subnautica
- Hades
- Celeste
- …and many more!
The FMOD project in this pack can be immediately plugged into your Unity project. The example code provided shows how you can control the system, including changing the intensity parameter for the music, entering a pause menu mode, and playing sound effects.
If you’ve never heard of or used FMOD, you may need to spend some time getting set up and comfortable, which is why I’ve included a guide to get you set up in under 15 MINUTES.
If you don’t want to discover the incredible functionality FMOD has to give, no worries. Just use the audio files included directly like any other audio only music pack.
*FMOD DISCLAIMER*
FMOD is an audio middleware tool that is free to use under the Free Indie License “available for developers with less than $200k revenue per year, on a small (under $600k) development budget”. If you do not fit this description, refer to the info on the FMOD website here: https://www.fmod.com/licensing
Price $0.00
Casual Faked Leaderboard with Bots Activity by Dincrid Games
-Used in real mobile project "Laser Slasher" (available in GooglePlay). Self created and tested on android and Ios devices
-For good optimization used:
- Internal pool system and LoopScrollRect (Handles even 500-1000+ players in Leaderboard). It's creating and reusing only visible positions on the fly
- Sprites and Default Shaders
- Zero dependencies: Works offline — no backend, SDKs, or internet required
- Mobile-optimized: Object pooling and UI recycling for 60 FPS on low-end devices
- Scalable: Smooth performance with 1000+ leaderboard entries
- Bot system: Auto-generated opponents with unique nicknames and dynamic scoring
- Queue-based animations: Sequential score updates with smooth visual feedback (skippable via API)
- Data safety: Auto-saves final state on app close — no data loss during animations
- Multiple boards: Create separate leaderboards (daily/weekly/all-time) via unique IDs
- Simple API: Intuitive methods like AddScoreToPlayer(), AddScoreToNearBot(), FocusPlayer()
- Storage: Player name → PlayerPrefs; Scores/positions → save file in Application.persistentDataPath
- Customizable UI: Edit sprites, fonts, and layout directly in Unity Canvas
- Drag & drop setup: Single prefab integration — no coding required for basic use
- Unity 2021.3+ compatible: URP/HDRP support via standard UI Toolkit
- Offline Documentation
- Example scene
FakeLeaderboard is a lightweight, offline leaderboard system for Unity mobile games. No internet or real players required - bots simulate a competitive ranking experience with smooth animations. Perfect for hyper-casual, arcade, and idle games where competition and instant feedback motivates players.
Features:
2 methods integration to your LevelManager (example class and object provided)
Fully customizable UI
Edit sprites (PSD provided)
Built in Gradients to choose from
Set Layout size
Optimized for mobile with object pooling: handles 1000+ entries on mobile devices.
All data stored locally (player name in PlayerPrefs, scores in persistent file).
Documentation and Example Scene
Ideal for:
- Hyper-casual & social games
- Games without backend infrastructure
- Prototypes requiring quick leaderboard integration (with 2 method calls)
Easy Setup: drag the prefab onto your Canvas and start modifying scores/bots behaviour via simple API calls
Or simply call 2 methods in your LevelManager script with existing bots behaviour.
API is intuitive and easy, well documented
Requirements:
Uses Text Mesh Pro which will be installed on asset importing (will ask permition)
Price $20.00
Underwater worlds - HDRI pack by Mixall
Sizes: about 8 mb each map; 5632x3072
File count 10
Animated: No
Additional: pixel
Mixall studio presents a good solution for your games, VR projects and simulators: Underwater worlds - HDRI pack. A pack of 10 underwater HDRI maps: 9 realistic, 1 cartoon-style
★ Key Features ★
- Seamless HDRI underwater maps
- Various underwater worlds, from the smooth sandy seabed to the Siberian river. See more in the screenshots
★ Assets ★
- 9 realistic underwater maps
- 1 cartoon underwater world
★ Other Assets ★
Combine this asset pack with our other assets:
Freshwater river fish - large pack
Monsters sea fish - large pack
AI Sea Fishes - ready solutions for your project
Realistic corals - underwater props
Shark, dolphin and other sea animals
Underwater world - characters and props
Need support? Write to us: Mixall.team@gmail.com
★ Follow us on social media ★
INSTAGRAM | YOUTUBE | FACEBOOK
ARTSTATION | PINTEREST | DISCORD
Price $19.99
FLOORS HDRP - Texture Maps & Materials by CStudios
1) Texture Packing Method (HDRP)
HDRP (High Definition Render Pipeline)
Mask Map (Primary Packed Texture):
R = Metallic
G = Ambient Occlusion
B = Detail Mask (unused, set to 1)
A = Smoothness
Smoothness Source:
- Mask Map Alpha (A channel)
Additional Maps Included:
Bent Normal Map (HDRP Advanced Feature):
- Improves ambient lighting direction
- Enhances cavity shading and indirect light response
- Used in advanced HDRP workflows
Height Map:
- Included for advanced workflows (parallax, tessellation, custom shaders)
- Note: Default HDRP/Lit shader does not use height maps directly
2) Texture Import Settings (Unity HDRP)
Albedo / BaseColor:
- sRGB: ON
Normal Map:
- Texture Type: Normal Map
- sRGB: OFF
Bent Normal Map:
- Texture Type: Normal Map
- sRGB: OFF
Mask Map (Packed):
- sRGB: OFF
- Wrap Mode: Repeat
- Filter Mode: Trilinear
- Compression: High Quality
- Max Size: 4096
- Mip Maps: ON
- Aniso Level: 8
Height Map:
- sRGB: OFF
- Texture Type: Default
- Wrap Mode: Repeat
- Filter Mode: Trilinear
3) Notes on HDRP Usage
- Materials use the HDRP/Lit shader
- Mask Maps are pre-configured for HDRP workflows
- Bent Normals are included for enhanced realism (advanced use)
- Height Maps are included for custom or extended shader setups
100 Floors! Drag and drop Carpet Tile, Hardwood and Stone flooring surfaces. Bring your environments to life with high-quality, production-ready PBR materials designed specifically for Unity HDRP.
This package includes professionally crafted texture sets with optimized HDRP Mask Maps, Normal Maps, and advanced Bent Normal Maps for enhanced lighting realism. Every material is built using physically based rendering principles to ensure accurate surface response under real-time lighting.
Key Features:
- HDRP-ready materials using HDRP/Lit shader
- Optimized Mask Map packing (Metallic, AO, Smoothness)
- Includes Bent Normal Maps for advanced lighting workflows
- High-resolution textures
- Seamless tiling surfaces
- Consistent import settings for immediate use
- Demo scene included for quick preview and testing
Materials are suitable for a wide range of environments, including:
- Stone walls and masonry
All assets are optimized for performance while maintaining high visual fidelity, making them suitable for games, simulations, and real-time visualization projects.
Designed for artists and developers who want clean, reliable, and production-ready materials with minimal setup.
Price $29.99
FABRICS & WALLPAPER HDRP - Texture Maps & Materials by CStudios
1) Texture Packing Method (HDRP)
HDRP (High Definition Render Pipeline)
Mask Map (Primary Packed Texture):
R = Metallic
G = Ambient Occlusion
B = Detail Mask (unused, set to 1)
A = Smoothness
Smoothness Source:
- Mask Map Alpha (A channel)
Additional Maps Included:
Bent Normal Map (HDRP Advanced Feature):
- Improves ambient lighting direction
- Enhances cavity shading and indirect light response
- Used in advanced HDRP workflows
Height Map:
- Included for advanced workflows (parallax, tessellation, custom shaders)
- Note: Default HDRP/Lit shader does not use height maps directly
2) Texture Import Settings (Unity HDRP)
Albedo / BaseColor:
- sRGB: ON
Normal Map:
- Texture Type: Normal Map
- sRGB: OFF
Bent Normal Map:
- Texture Type: Normal Map
- sRGB: OFF
Mask Map (Packed):
- sRGB: OFF
- Wrap Mode: Repeat
- Filter Mode: Trilinear
- Compression: High Quality
- Max Size: 4096
- Mip Maps: ON
- Aniso Level: 8
Height Map:
- sRGB: OFF
- Texture Type: Default
- Wrap Mode: Repeat
- Filter Mode: Trilinear
3) Notes on HDRP Usage
- Materials use the HDRP/Lit shader
- Mask Maps are pre-configured for HDRP workflows
- Bent Normals are included for enhanced realism (advanced use)
- Height Maps are included for custom or extended shader setups
Bring your environments to life with high-quality, production-ready PBR materials designed specifically for Unity HDRP.
This package includes professionally crafted texture sets with optimized HDRP Mask Maps, Normal Maps, and advanced Bent Normal Maps for enhanced lighting realism. Every material is built using physically based rendering principles to ensure accurate surface response under real-time lighting.
Key Features:
- HDRP-ready materials using HDRP/Lit shader
- Optimized Mask Map packing (Metallic, AO, Smoothness)
- Includes Bent Normal Maps for advanced lighting workflows
- High-resolution textures
- Seamless tiling surfaces
- Consistent import settings for immediate use
- Demo scene included for quick preview and testing
Materials are suitable for a wide range of environments, including:
- Stone walls and masonry
All assets are optimized for performance while maintaining high visual fidelity, making them suitable for games, simulations, and real-time visualization projects.
Designed for artists and developers who want clean, reliable, and production-ready materials with minimal setup.
Price $29.99
Procedural Building Builder by Veridian Systems
Requirements & Compatibility
- Minimum Unity Version: Unity 6 or newer.
- Render Pipelines: The included demo materials are configured for URP (Simple Lit). Using HDRP requires manually changing the material shaders. The built-in legacy render pipeline might not be compatible.
- Dependencies: None. The asset uses native Unity libraries and requires no external packages.
Core Systems
- Data-Driven: Generation is controlled by ScriptableObjects (BuildingProfile for specific buildings, BuildingFamilyProfile for randomized probability weights).
- Asset Baking: The Editor workflow extracts generated meshes (.asset) and materials (.mat) into organized companion folders to prevent project bloat.
- Clean Prefabs: Baked prefabs use only standard Unity components (MeshFilter, MeshRenderer, BoxCollider). Generation scripts can be safely excluded from your final build if you only use the Editor tools.
- Code Architecture: Cleanly organized under the Veridian.BuildingSystem namespace, separating runtime math from Editor assembly for easy integration into your own custom pipeline tools.
Generated Outputs
- Meshes: Orthogonal low-poly procedural meshes capable of creating Rectangular, L, T, U, and H footprints.
- Decals: Windows, doors, and trims are generated as floating planar decals, utilizing a customizable detail offset bias to prevent Z-fighting rendering artifacts.
- Material Slots: Buildings utilize multiple material indices (walls, roof, glass, masonry, etc.). Note: Material atlasing for heavy draw-call optimization is not handled natively.
- LODs: Automated LODGroup setup with up to 3 Levels of Detail based on customizable screen-size transitions.
- Physics: Automatically calculates and assigns primitive BoxCollider components for the foundation, main body, and roof structure.
Runtime API & Memory Management
- Runtime Generation: Includes a specific API (BuildingFactory.GenerateAtRuntime) designed to capture instantiated unmanaged assets for in-game use.
- Memory Tracking: Utilizes a RuntimeBuildingTracker component. When attached to a runtime-generated building, it intercepts GameObject destruction to safely flush dynamically generated unmanaged meshes and fallback materials from RAM and the GPU, natively preventing memory leaks.
The Procedural Building Builder is a profile-driven generation tool designed to rapidly construct low-poly buildings directly in the Unity Editor or dynamically at runtime.
Built specifically for populating background and mid-ground environments, this system is an ideal solution for city builders, flight simulators, or any project that requires a massive volume of structural variety without the overhead of manually modeling dozens of unique architectural assets.
Instead of hand-placing vertices, you drive the generation using a non-destructive parameter system. By utilizing two distinct data profiles, you have complete control over how your structures are built:
- Building Profiles: A deterministic, static profile. The exact values you set here will generate one specific, repeatable building.
- Building Family Profiles: A dynamic profile defined by ranges and weighted probabilities. Instead of a single building, this defines an entire architectural style. With a single click, the generator will roll random values within your constraints to create thousands of unique, unpredictable permutations.
Core Workflows
The Editor Pipeline & Live Preview
Designing buildings in the Editor is highly visual. Assigning a profile instantly spawns a Live Preview in your scene. As you adjust sliders for width, floor counts, or roof pitch, the preview mesh updates in real-time. If you are using a Family Profile, a single "Re-roll" button lets you rapidly cycle through procedural outcomes until you find a structure you like.
When you are ready to commit, the Bake Prefab system automatically converts the temporary preview into a permanent project asset. To prevent your project directory from becoming bloated, the system intelligently extracts all procedural meshes and materials into a dedicated, cleanly named companion folder right next to your new prefab.
Runtime Generation & Memory Safety
Generating custom meshes during active gameplay traditionally risks severe memory leaks. To solve this, the included runtime API features a dedicated RuntimeBuildingTracker. When you generate a building on the fly, this component securely tracks all unmanaged procedural meshes and fallback materials. When the building's GameObject is eventually destroyed, the tracker intercepts the event and natively flushes the orphaned assets from your RAM and GPU.
Architectural Capabilities
The generator uses a strict orthogonal layout system to calculate clean, watertight geometry based on your parameters.
- Dynamic Footprints: Go beyond basic rectangles. By adjusting the Wing Extension and Mirrored Building parameters, the engine automatically calculates complex floor plans, allowing you to generate seamless L, T, U, and H-shaped structures.
- Intelligent Facades: Windows, doors, and trims are generated as planar decals. You simply define the target window count for each cardinal direction (Front, Back, Left, Right), and the engine automatically calculates the even spacing required to fit them. If a door is added, the system detects its placement and dynamically removes conflicting ground-floor windows.
- Complex Roof Calculations: Choose between Flat or Gabled roofs. For Gabled roofs on complex L or U-shaped footprints, the system automatically calculates the intersecting valley angles to ensure a continuous, enclosed roof mesh.
- Masonry & Details: Easily toggle physical 3D additions like foundations (with customizable ledge extensions), chimneys that automatically adjust to clear the slope of your roof, and front, back, or wing porches with physical columns.
- Automatic LODs: Buildings automatically generate with up to 3 Levels of Detail, allowing you to fine-tune screen-size transitions to maintain strict performance budgets in dense scenes.
System Constraints & Limitations
To ensure this tool fits your project's scope, it is important to understand its technical constraints. We want to be completely upfront so you know exactly what you are downloading:
- Exterior-Only Focus: These buildings are inherently low-poly and do not feature interiors, working doors, or detailed interior collision. The script generates primitive box colliders for the foundation, main body, and roof, making them perfectly suited for background scenery rather than close-up, physical interaction.
- Orthogonal Architecture: The generator mathematically calculates clean geometry using a strict orthogonal layout system. While it excels at standard rectangular, L, T, and U shapes, it cannot generate curved walls, cylinders, or arbitrary diagonal angles.
- Material Optimization: While the buildings automatically generate LODs for geometric optimization, they are not strictly optimized from a material standpoint out of the box. Each building utilizes multiple material slots (walls, roof, trim, etc.). If you plan to spawn hundreds of these structures in a single, dense environment, it is highly recommended that you use a separate material atlasing tool to combine textures and reduce draw calls.
Recommended Ecosystem & Workflow Tools
If you are using this generator to build large environments, there are several other assets available on my publisher page designed specifically to streamline that workflow:
- Procedural Towns (Free): Developed in tandem with this building generator, this procedural grid tool was used to create the road and lot layout you see in the included demo scene. It provides the perfect foundation for snapping these generated houses into cohesive neighborhoods.
- Veridian Imposters (Free): The highly optimized, flat imposter trees featured in the demo scene were created using this exact tool. It is an excellent, free resource for maintaining strict performance budgets when rendering expansive environments and forests.
- BurstLOD: If you need to generate runtime or editor-based LODs for the other heavy meshes in your project, this comprehensive LOD system is designed to process geometry at exceptionally fast speeds.
Compatibility & Getting Started
- Requirements: This asset requires Unity 6 or newer and is built with modern render pipelines in mind.
- The Demo Scene: The package includes a demo scene featuring a pre-generated town layout and a live runtime generation example. Note: The included demo materials are configured for the Universal Render Pipeline (URP). If you are using HDRP, you will need to manually change the shader on the demo materials for them to display properly.
- Clean Integration: Once you understand the profile workflow, you can safely delete the entire demo folder. Removing it will not break the core generation scripts, keeping your project file size completely clean.
Support the Development
As a solo developer, creating and sharing free tools takes a considerable amount of time and effort. If this asset speeds up your workflow, fits well into your project, or simply saves you a few hours of modeling, please consider taking a moment to leave a rating and a review on the Asset Store.
It is incredibly encouraging and helps these free tools gain visibility. Good luck with your project!
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