Animation Pose From Frame by avonamal
- Creates a 1-frame AnimationClip from the current Animation Window frame
- Captures the pose visible in the Scene via Animation Window Preview
- Bakes pose data using constant curves
- Editor-only tool
- Humanoid rigs only
- Requires Unity 2022.3 LTS or newer
- Large pose differences may cause twisting when transitioning between poses (Unity humanoid animation limitation)
Animation Pose From Frame is a small Editor tool that creates a single-frame pose AnimationClip from the currently selected frame in the Animation Window.
The tool captures the pose visible in the Scene and converts it into a reusable static pose. This allows fast extraction of poses from existing animation clips and reuse of those poses to assemble new animations.
Price $4.99
Gridbox Lite by MilkGames
GridBox Architect easily produce procedural grid textures with GridBox Architect lite.
LITE FEATURES:
- 3 Grid Patterns: Standard, Dashed, Dotted
- 4 Quick Color Presets
- Customizable colors, border, labels
- Center cross and UV corner guides
- Anti-aliased rendering
- Export PNG and Create Material Asset
- Resolution up to 1024x1024
Price $0.00
UniText by Light Side LLC
Features
- Full Unicode 17.0 compliance - 861,948 conformance tests, 100% pass rate
- HarfBuzz OpenType shaping for 30+ complex scripts
- Bidirectional text with automatic direction detection (UAX #9)
- Line breaking for all scripts (UAX #14)
- Correct grapheme clustering and cursor movement (UAX #29)
- 3-21× faster than TextMeshPro, 2-5× faster than UI Toolkit
- Zero GC allocations at runtime
- Multi-threaded parallel text processing
- Font fallback chains with reusable stacks
- Per-font material overrides with 2-pass shader support
- Native color emoji with ZWJ sequences via system fonts (zero extra build size)
- 15+ built-in markup modifiers with extensible architecture
- Custom parse rules and modifiers
- Markdown links, lists, and auto-URL detection
- Interactive text with click/hover events and hit testing
- Font subsetter - reduce font size by script range
- Auto-sizing, word wrap, alignment
Supported platforms
- Windows (x86, x64, ARM64)
- macOS (x64, Apple Silicon)
- Linux (x64)
- Android (ARMv7, ARM64, x86, x64)
- iOS (ARM64)
- WebGL (2.0)
Requirements
- Unity 2021 LTS or newer
Documentation
- Included in package: Assets/UniText/Documentation/
- Website: https://unity.lightside.media/unitext
- Documentation: https://unity.lightside.media/unitext/docs/
Text engine for Unity that correctly renders every writing system - Arabic, Hebrew, Hindi, Thai, CJK, emoji, and 150+ others. Built on HarfBuzz, the same shaping engine used by Chrome, Firefox, Adobe InDesign, and Android.
Passes all 861,948 official Unicode 17.0 conformance tests. Zero GC allocations at runtime. 3-21× faster than TextMeshPro.
Add the component, type any language — it works. No plugins, no configuration, no workarounds.
What it handles
- Complex scripts — Arabic ligatures, Hebrew BiDi, Hindi conjuncts, Thai word breaking
- Bidirectional text — mixed LTR/RTL with numbers and punctuation renders correctly
- Color emoji — ZWJ sequences (👨👩👧👦), skin tones, flags via system fonts. Zero extra build size
- All of this in a single component with automatic font fallback
Performance
Android production build, 100 objects × 2300 chars:
- Object creation: 4.9× faster than TMP, 4.9× faster than UI Toolkit
- Full rebuild: 5.4× faster than TMP, 5.4× faster than UI Toolkit
- Layout: 20.7× faster than TMP, 3.4× faster than UI Toolkit
- Zero GC allocations at runtime — custom pooling with 95%+ hit rate
- Multi-threaded parallel text processing
Unicode compliance (100% pass rate)
- UAX #9 Bidirectional Algorithm — 861,948 tests
- UAX #14 Line Breaking — 19,338 tests
- UAX #24 Script Detection — 9,705 tests
- UAX #29 Grapheme Clusters — 766 tests
Font system
- Font fallback chains — one component handles any language automatically
- Reusable fallback stacks — define language support once, share across all text styles
- Per-font material overrides with 2-pass rendering for connected scripts (Arabic, Persian)
- Font subsetter tool — keep or remove script ranges to reduce font file size
- Cross-platform emoji: Windows (Segoe UI Emoji), macOS (Apple Color Emoji), iOS (Core Text), Android (NotoColorEmoji), Linux, WebGL (Browser Canvas)
Markup system
- Extensible architecture - parse rules detect patterns, modifiers apply effects. Independent and combinable
- 15+ built-in modifiers: bold, italic, underline, strikethrough, color (20 named + hex), size (absolute/percent/relative), gradient (angle + logical mode), letter spacing, line height, uppercase, ellipsis (start/middle/end), bullet and ordered lists, clickable links, inline objects
- Markdown support - [links](url), bullet lists (- item), ordered lists (1. item), auto-URL detection
- Custom parse rules for any syntax - BBCode, Markdown, your own format
- Custom modifiers for any visual effect - glyph transforms, interactive regions, animations
- Shared modifier configs (ScriptableObject) - define markup rules once, assign to any number of components
Interactive text
- Clickable and hoverable text regions with typed events (RangeClicked, RangeEntered, RangeExited)
- Hit testing in local and screen space
- Pluggable highlight system - built-in DefaultTextHighlighter with click/hover animations, or implement your own
- Per-character hover tracking
Editor tools
- Font Tools Window - batch font asset creation, drag-and-drop, external file support
- Font Subsetter - visual script range selector (30 ranges across 10 groups), Keep/Remove modes with composition-aware removal
- Font Inspector - atlas settings, preview, runtime statistics
- Copy All Characters - extract full font coverage to clipboard
Requires Unity 2021 LTS or newer.
Website: https://unity.lightside.media/unitext
Documentation: https://unity.lightside.media/unitext/docs/
Price $99.00
Voxel Sandbox — Mobile Edition by MT STUDIO ASSETS
Key Features:
- Procedural chunk-based world generation with customizable seed
- Terrain with rivers, lakes, beaches, and trees
- Minecraft-style water physics — flow, levels, and falling water
- Full mobile touch input system — tap, hold, and look-drag
- Virtual joystick with 4 modes: Fixed, Float, Dynamic, FixedFloating
- Hold-to-break with animated crack overlay
- Per-block hardness system scaling break duration
- Step-based raycast for pixel-accurate voxel targeting
- Block placement and destruction with inventory integration
- Hotbar and full inventory panel with item stacking
- Custom block support with runtime ID registration
- Persistent JSON save/load — position, inventory, and all block changes
- Main menu with world creation (name + seed) and save browser
- In-game settings: graphics quality, render distance, joystick mode
- Underwater visual effect panel
- Modular C# scripts under VoxelGame namespace
- Compatible with Unity 2022.3 LTS and later
- Supports Android and iOS
- Device Simulator supported for Editor testing
Voxel Sandbox — Mobile Edition is a complete, production-ready voxel game system built
exclusively for Android. Whether you are creating a survival game, a creative sandbox,
or an exploration experience, this asset gives you a fully functional foundation to
build upon.
What's included:
🌍 Procedural World Generation
Infinite chunk-based terrain with rivers, lakes, beaches, and trees — all driven by a
customizable seed system.
🎮 Full Mobile Touch Input
Virtual joystick with 4 modes (Fixed, Float, Dynamic, FixedFloating), look-drag zone,
tap to place, and hold to break — all configurable in the Settings panel.
⛏️ Block Interaction System
Hold-to-break with animated crack overlay, per-block hardness values, and a step-based
raycast for pixel-accurate voxel targeting.
🎒 Inventory System
Hotbar and full inventory panel with stacking, tooltips, custom block support, and
starting inventory generation.
💾 Save & Load System
Persistent JSON saves per world — stores player position, all block modifications, and
full inventory state.
💧 Water Physics
Minecraft-style water flow, levels, falling water, and underwater visual effects.
✈️ Creative Flight System
Double-tap the jump button to toggle flight mode. While airborne, use the jump button
to ascend and the dedicated descend button — which appears automatically during flight —
to move downward. Double-tap again to disable flight and return to normal gravity.
⚙️ Settings Panel
In-game graphics quality, render distance, and joystick mode — saved to PlayerPrefs.
Fully customizable: add new block types, adjust hardness values, extend the inventory,
reskin the UI, or swap world generation parameters. All scripts are written in clean,
modular C# under the VoxelGame namespace.
Requirements:
To use this asset, you must switch the Unity Build Platform to Android before pressing
Play. Go to File → Build Settings → Switch Platform. The touch input system, joystick,
and block interaction are built exclusively for mobile platforms and will not function
on the default PC platform. For Editor testing, use Window → General → Device Simulator.
Price $29.99
Legacy Weaver 1.2.3 by Legacy Weaver Studio
KEY FEATURES (Clear, Beginner‑Friendly, Studio‑Grade)
• Deterministic Exterior World Streaming
Your world loads and unloads in a predictable, stable way — no surprises, no random behavior. The same input always produces the same result, making large worlds reliable and easy to debug.
• Meta‑Driven Runtime Architecture
Every decision the system makes is based on clear, readable metadata. You always know why something loads, when it loads, and how it behaves.
• Unified Editor + Runtime Workflow
The tools you use in the Unity Editor work hand‑in‑hand with the systems that run in‑game. What you see during development is exactly what you get at runtime.
• Explicit, Audit‑Safe Design (No Hidden Magic)
Nothing happens behind your back. No black boxes, no invisible rules. Everything is transparent, controllable, and easy to understand — ideal for long‑term projects.
• Chunk‑Based World Structure (Automatic + Manual Control)
Your world is divided into clean, manageable sections (“chunks”). You can let the system generate them automatically, or you can fine‑tune them manually for full control.
• ID‑Based Asynchronous Loading
Objects and world sections load in the background without freezing the game. Each element has a unique ID, making loading safe, fast, and conflict‑free.
• Safe Runtime State Management
The system is designed to avoid broken states, missing objects, or half‑loaded areas. It ensures your world always stays consistent and stable.
• Editor‑Side Preprocessing & Optimization Tools
Built‑in tools prepare your world for streaming: cleaning, organizing, generating metadata, and optimizing assets — all inside the Unity Editor.
• Modular, Extensible C# Architecture
Developers can easily extend or customize any part of the system. Everything is clean, well‑structured, and written with clarity in mind.
• Pipeline‑Agnostic Design (URP, HDRP Tested)
Works smoothly with URP, HDRP, and the Built‑in Render Pipeline. No special setup required.
• Clear Documentation & QuickStart Guide
Includes a nearly 400‑page PDF manual covering every tool, workflow, and concept, plus a QuickStart guide to help you begin in minutes.
• Supported Unity Version
Unity 2022.3.62f3 LTS (fully tested)
• Supported Render Pipelines
- URP (tested)
- HDRP (tested)
- Built‑in (architecturally compatible)
• Supported Platforms
- Windows
- macOS
- Linux
Legacy Weaver is a studio‑grade world‑building and streaming system designed for developers who want to create large, dynamic Unity environments without dealing with complex technical setups. It provides a clear, unified workflow where you control how your world is divided, when different areas appear, and how objects behave — all without hidden logic or unpredictable behavior.
The system takes care of the heavy lifting:
• dividing your world into manageable sections
• loading and unloading areas based on distance
• handling objects and NavMesh elements safely
• preparing and optimizing data inside the Unity Editor
• managing everything smoothly at runtime
Legacy Weaver is lightweight, fast, and fully compatible with URP, HDRP, and the Built‑in Render Pipeline.
✔ URP tools and workflows are fully implemented
✔ HDRP support is actively expanding — the HDRP Terrain Creator is included, and the HDRP Grass Painter is currently in development as a free update
Tested on Unity 2022.3.62f3 LTS.
To help you get the most out of the system, Legacy Weaver includes a comprehensive, nearly 400‑page PDF handbook that explains every tool, workflow, and concept in detail — making it accessible even if you’re not a technical expert.
Legacy Weaver is ideal for:
• open‑world games
• RPGs
• survival games
• simulators
• any project that needs a large, living world that loads seamlessly as the player explores
Legacy Weaver is more than a tool — it’s a foundation for building big, immersive worlds with confidence
Price $95.00
Animation Event Weaver by Reamplyfied
🧩 Compatibility
Tested and supported on:
- ✅ Unity 2021
- ✅ Unity 2022
- ✅ Unity 6
Works with Unity’s built-in Animation Window and standard MonoBehaviour animation workflows.
🖥 Editor Requirement
- Unity Animation Window (built-in)
🧾 Serialization System
Extended mode stores structured data inside:
AnimationEvent.stringParameter
- Comma-separated fields
- Colon-separated vectors (x:y / x:y:z)
- Escape-safe parsing
- Culture-invariant float handling
- Fallback-safe retrieval
🎨 Color Encoding
Colors packed as a single int:
(r << 24) | (g << 16) | (b << 8) | a
- Compact
- Fast decode
- No float precision issues
🧠 Performance Optimizations
- Attribute caching per type
- Enum type & value caching
- Animation event signature hashing
- One-time error logging
- Lazy UI style initialization
- Minimal reflection calls
Designed for large projects.
🔁 Editor Features
- Drag reorder (same-frame events)
- Copy / Paste (single or multiple)
- Event time tracking
- Custom colored buttons
- Grouped parameter layout
- Dark / Light theme support
- Undo / Redo integration
🛡 Runtime Safety
All getters include:
- Label validation
- Type validation
- Enum validation
- Fallback support
- Graceful failure (no crashes)
Example:
float duration = EventWeaverRuntime.GetFloat(this, evt, "Duration", 1f);
🚀 Why Animation Event Weaver?
Unity’s native Animation Events only support:
- One float
- One int
- One string
- One object reference
That’s it.
Animation Event Weaver removes these limitations and introduces a full parameter system with clean editor UI and safe runtime access.
🔥 Key Features
✅ Unlimited Parameters Per Event
Define as many parameters as you want inside a single animation event.
Supported types:
- int
- float
- string
- Object reference
- bool
- enum
- Color
- Vector2
- Vector3
All stored cleanly and retrieved safely at runtime.
🟢 Full Bool Support
Native Unity does not support bool parameters in animation events.
Animation Event Weaver adds proper bool support with:
- Checkbox UI
- Default value support
- Safe runtime retrieval
- Clean serialization
🎯 Enum Support (Real Enums, Not Just Ints)
Use real enum types directly inside your animation event.
Example:
ShakePreset(enum:EventWeaverCameraShake.ShakePreset)
Features:
- Automatic enum detection via reflection
- Dropdown pop-up in the editor
- Safe validation at runtime
- Cached for performance
No more manual int-to-enum casting guesswork.
🎨 Color Support
Add full color picker support inside animation events.
- Packed efficiently as int
- No float serialization issues
- Default values supported
- Safe decoding at runtime
📐 Vector2 & Vector3 Support
Add structured vector data directly into animation events.
- Axis-labeled UI (X, Y, Z)
- Safe parsing
- Clean storage format
- Default values supported
Perfect for offsets, forces, spawn positions, directions, and more.
🧩 Parameter Grouping & Clean Layout
Organize your parameters using a simple grouping syntax.
Create:
- Horizontal groups
- Vertical groups
- New rows
- Group headers
Result:
- Clean layout
- Designer-friendly interface
- Organized parameter sections
🎛 Custom Event Buttons (With Color)
Style your animation event buttons:
[EventWeaverButtonColor(1f, 0.5f, 0.7f)]
- Custom tint color
- Dark & Light mode support
- Automatic fallback texture generation
- Professional look inside editor
📋 Copy & Paste Events
Boost productivity with:
- Copy single event
- Copy all events at current frame
- Paste at current animation time
- Time tracking reference
🔁 Drag Reorder (Same Frame)
Reorder events that occur at the same timestamp.
- Drag handle support
- Visual insertion indicator
- Undo/Redo support
- Stable time sorting
⏱ Event Time Tracking
Track an event and see time delta from current playhead position.
Perfect for:
- Fine timing adjustments
- Combo systems
- VFX syncing
- Audio timing polish
🧠 Smart Method Filtering
Only methods marked with:
[EventWeaver]
[EventWeaverExt]
appear inside the tool.
Prevents accidental exposure of unrelated methods.
🧩 Two Usage Modes
1️⃣ Simple Mode (Native Parameter Upgrade)
Use Unity-style parameters, but with:
- Label customization
- Default values
- Cleaner UI
2️⃣ Extended Mode (Unlimited Power)
Use a structured parameter schema with:
- Unlimited fields.
- Additional parameter type (bool, enum, vectors…)
- Label customization
- Default values
- Cleaner UI
- Grouping
📘 Included Example Scenes
To help you get started quickly, three fully working example scenes are included:
✅ Simple Events Scene
Demonstrates:
- Simple Mode usage
- Default values
- Labeled parameters
- Basic audio and message triggers
- Multiple parameter types
- Bool, enum, color, vector usage
- Grouped UI layout
- Runtime parameter retrieval
Ideal for understanding advanced schema usage.
✅ Gameplay Integration Scenes
Demonstrates:
- Real gameplay example (bullet spawn, slow motion, camera shake)
- Combined features in a production-style setup
- Best practices for structuring events
Great reference for real-world implementation.
These scenes are designed for:
- Quick learning
- Reference implementation
- Copy-modify workflow
🛡 Runtime Safety & Performance
- Attribute reflection is cached
- Enum types are cached
- Event signatures are cached
- Errors logged once (no console spam)
- Safe splitting with escape support
- Fallback values supported for every type
- Full Undo/Redo integration
Designed for production use.
🎮 Perfect For
- Combat systems
- Shooter games
- RPG ability systems
- Combo attacks
- VFX timing
- Audio triggers
- Cinematics
- Procedural animation logic
- Designer-driven animation workflows
🏁 Why Choose Animation Event Weaver?
Because animation events should scale with your game.
Instead of:
One float and a prayer.
You get:
A structured, typed, designer-ready animation event framework.
Animation Event Weaver turns Unity’s basic event trigger into a full production tool.
Upgrade your animation workflow today.
Price $25.00
Advanced Terrain Blend Assistant Tool by Enoza
- Automatic vertex color mask generation
- Terrain-aware blending
- Fully customizable with any shader
- Live preview system
- Non-destructive workflow
- Normal smoothing support
- Adjustable blend distance and falloff
- Noise breakup for natural transitions
- Works with any terrain type
- No runtime performance cost
- Lightweight editor tool
- Artist-friendly interface
This tool provides a fast and artist-friendly workflow to seamlessly integrate meshes with terrain. It automatically generates a vertex color mask based on distance and terrain interaction, allowing smooth and natural transitions between objects and ground surfaces.
Because the system relies on vertex colors, the result is fully customizable and can be used with any custom shader setup. This makes it suitable for a wide range of projects including realistic environments, stylized worlds, and modular level design.
The tool is designed for production workflows, offering precise control while remaining lightweight and easy to use. With live preview and non-destructive editing, artists can quickly iterate and achieve believable ground contact without manual painting.
Price $19.99
PileGen - Procedural Pile & Clutter Generator by Hyper Light Studios
- **Version:** 1.0.0
- **Unity Compatibility:** 2022.3.62f3+, Unity 6
- **Render Pipeline:** URP (required)
- **Scripting Backend:** Mono & IL2CPP
- **Platforms:** All platforms supported by URP
- **Dependencies:** None (fully self-contained)
- **Assembly Definitions:** Yes (PileGen.Runtime, PileGen.Editor)
- **Namespace:** PileGen.Runtime, PileGen.Editor
PileGen — Procedural Pile & Clutter Generator (URP)
Create fully procedural piles of rocks, books, bottles, crates, debris, and more — directly inside the Unity Editor.
No models. No textures. No external assets.
Every shape, surface, and normal is generated procedurally.
Part of the Procedural 3D Tools Suite by HyperLightStudios.
⚠ Early Adopter Pricing
Price will increase as new features are added.
PileGen is currently offered at a discounted early-supporter price.
Our target price is $29.99, and it will gradually increase as major features are released.
✦ Fully Procedural — Zero External Assets Required
All geometry is generated via CPU mesh generation.
All surfaces use procedural shaders.
Every pile is completely unique.
No textures. No third‑party assets. No modeling required.
✦ 30+ Ready‑to‑Use Presets
Instantly generate:
- Rock piles
- Book stacks
- Bottle collections
- Wooden crates
- Metal pipes
- Alchemy potions
- Kitchen clutter
- Soda cans
- Tin cans
- Barrels
- Wood planks
- Debris
- And more
Drag. Drop. Generate.
✦ 13 Procedural Material Types
Each material includes unique surface patterns, procedural normals, and per‑instance color variation (no flickering).
- Rock
- Wood
- Brick
- Crate
- Book
- Glass
- Metal
- Fabric
- Ceramic
- Concrete
- Foliage
- Plastic
- Generic
✦ Dual Shading System
Switch per profile:
Standard Mode
• Triplanar PBR shading
• Fully procedural surface detail
Biome Mode
• Stylized low‑poly palette shading
• Perfect for stylized or mobile projects
Mix and match freely.
✦ 7 Pattern Library Overlays
Layer additional procedural detail onto any material:
- Voronoi
- Stripes
- Checker
- Waves
- Dots
- Marble
- Scales
No textures required.
✦ 12 Primitive Types
- Cube
- Sphere
- Icosahedron
- Rock (Voronoi)
- Cylinder
- Torus
- Pipe
- Plane
- Extrude
- Lathe
- Compound
- Prefab
✦ Advanced Shape Systems
Extrude Primitive
Sweep any 2D silhouette along a Bézier path.
Rock Primitive
Generate unique Voronoi rock hulls — every instance is one‑of‑a‑kind.
Lathe & Compound Systems
- 40+ lathe profiles (bottles, vases, jars, cans, columns)
- Compound shapes (crates, pallets, chairs, tables)
- Built‑in Lathe & Extrude profile editors
✦ 6 Vertex Shape Modifiers
GPU‑side deformations (zero cost when disabled):
- Taper
- Twist
- Bulge
- Squash
- Round
- Vertex Noise
✦ Physics‑Based Settling
One‑click simulation:
- Pieces fall naturally
- Real collision stacking
- Fully deterministic with seed control
✦ Texture Baking Pipeline
Bake everything into:
- Single texture atlas
- Auto‑generated UVs
- Standard URP/Lit material
Perfect for:
- Mobile
- VR
- Lightmapping
- Optimization passes
✦ Production‑Ready Baking Tools
- Mesh combining (single draw call)
- Texture atlas baking
- URP/Lit material conversion
- LOD generation
- Static batching
- Prefab saving
- Multi‑material support
✦ LowPoly / Palette Shader
The PileGen/LowPolyStyle shader uses 1D palette textures with per‑island color randomization for stylized visuals.
Includes built‑in Palette Generator Tool.
✦ Flexible Workflow
- Quick Preset Mode (generate without a full profile)
- Count & Scale multipliers
- Circle or Rectangle footprint
- Per‑generator placement overrides
- Auto Generate / Auto Settle live preview
- Scene Manager for batch operations
✦ Powerful Custom Inspectors
- Interactive 3D pile preview with orbit camera
- Material Browser
- Shape Browser
- Palette Browser
- Seed control with instant variations
- Per‑layer shape control
- Distribution curves (density, height, scale)
- Full ShaderGUI for all material properties
REQUIREMENTS
- Unity 2022.3.62f3+ (LTS recommended, Unity 6 supported)
- Universal Render Pipeline (URP)
WHAT’S INCLUDED
- Full C# source code
- 30+ pile presets with materials
- 40+ lathe shape profiles
- Compound shape profiles (crate, pallet, chair, table)
- 100+ shape presets
- Custom triplanar shader (SRP Batcher + DOTS instancing compatible)
- DOTS / Entities SubScene support
- Comprehensive handbook & API reference
- Demo scene
SUPPORT
Questions or issues? Use our In-Tool bug reporting or
📩 hello@hyperlightstudios.xyz
We respond within 24 hours.
Published by HyperLightStudios
Makers of the Procedural 3D Tools Suite
Price $21.99
Low Poly Characters - Fully Rigged Animated 3D Models by Kiss.My.Assets
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
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
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
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
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
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
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
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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
- Add Green Tween Player to Game Object
- Select Component
- Drag the target GameObject for standar tween or a MonoBehaviour/Component and the field or property name
- Choose tween parameters
- Play
No custom bindings. No special cases.
Price $0.00
Ultra Tools Bundle by Zadkiel Studios©
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.
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
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
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
