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Updated: 21 min 20 sec ago

Sports Anthem Music Pack Vol2 by HONEYDOG

2026, April 16 - 15:58
Unstoppable power and intense rhythmic drive designed for the most resilient athletic hearts.

Features:

Total 200 themes of FULL ARRANGED tracks in the Pack

Number of Audio Wavs: 200

Number of Audio Cues: 200

Sample rate / bit rate: 44.1kHz / 16bit Stereo WAVs

Does music loop: NO

Minutes of audio provided: 7:56:28

Supported Development Platforms: ANY

Supported Target Build Platforms: ANY

Documentation: N/A

Important/Additional Notes: N/A

Sports Anthem Music Pack Vol2


Unstoppable power and intense rhythmic drive designed for the most resilient athletic hearts.

#MotivationalMusic #WorkoutAnthem #HighEnergy


[ Previews ]


This Music Pack includes 200 tracks with a total length of 7:56:28 and is divided into multiple previews as shown below.


Unbreakable

Unstoppable power and intense rhythmic drive designed for the most resilient athletic hearts.

#MotivationalMusic #WorkoutAnthem #HighEnergy


https://youtu.be/LkSNLkLIxqU


Rise Unite

Join the massive roar of the crowd in this uplifting anthem of triumph and collective strength.

#RiseUp #VictoryChant #FootballMusic


https://youtu.be/V34278uY3p8




Price $99.00

Sports Anthem Music Pack Vol1 by HONEYDOG

2026, April 16 - 15:58
Feel the victory with thunderous drums and massive stadium chants for the ultimate winner’s glory.

Features:

Total 200 themes of FULL ARRANGED tracks in the Pack

Number of Audio Wavs: 200

Number of Audio Cues: 200

Sample rate / bit rate: 44.1kHz / 16bit Stereo WAVs

Does music loop: NO

Minutes of audio provided: 7:47:22

Supported Development Platforms: ANY

Supported Target Build Platforms: ANY

Documentation: N/A

Important/Additional Notes: N/A

Sports Anthem Music Pack Vol1


Feel the victory with thunderous drums and massive stadium chants for the ultimate winner’s glory.

#SportsAnthem #VictoryMusic #StadiumChant


[ Previews ]


This Music Pack includes 200 tracks with a total length of 7:47:22 and is divided into multiple previews as shown below.


One Champion

Feel the victory with thunderous drums and massive stadium chants for the ultimate winner’s glory.

#SportsAnthem #VictoryMusic #StadiumChant


https://youtu.be/x3EG_6agHh4


Spirit Nation

Ignite the crowd with epic orchestral energy and a unified pulse of a legendary global movement.

#EpicSports #GlobalUnity #StadiumAnthem


https://youtu.be/gRgqFLC1kz0




Price $99.00

Ethereal Fantasy Music Pack Vol2 by HONEYDOG

2026, April 16 - 15:58
Flow through a cinematic journey of epic water spirits and serene, melodic pop-ethereal waves.

Features:

Total 200 themes of FULL ARRANGED tracks in the Pack

Number of Audio Wavs: 200

Number of Audio Cues: 200

Sample rate / bit rate: 44.1kHz / 16bit Stereo WAVs

Does music loop: NO

Minutes of audio provided: 9:10:54

Supported Development Platforms: ANY

Supported Target Build Platforms: ANY

Documentation: N/A

Important/Additional Notes: N/A

Ethereal Fantasy Music Pack Vol2


Flow through a cinematic journey of epic water spirits and serene, melodic pop-ethereal waves.

#EpicAmbient #RiverSoundscape #EtherealPop


[ Previews ]


This Music Pack includes 200 tracks with a total length of 9:10:54 and is divided into multiple previews as shown below.


Lush River

Flow through a cinematic journey of epic water spirits and serene, melodic pop-ethereal waves.

#EpicAmbient #RiverSoundscape #EtherealPop


https://youtu.be/TWrcH8ldxeY


Another Heaven

Ascend to a holy realm of angelic vocals and cinematic orchestration for a truly divine escape.

#HeavenlyMusic #AngelicVocals #EpicCinematic


https://youtu.be/Q4OQy1K3KqA




Price $99.00

Ethereal Fantasy Music Pack Vol1 by HONEYDOG

2026, April 16 - 15:58
Step into a primordial world of Celtic magic, lush ambient textures, and timeless druidic echoes.

Features:

Total 200 themes of FULL ARRANGED tracks in the Pack

Number of Audio Wavs: 200

Number of Audio Cues: 200

Sample rate / bit rate: 44.1kHz / 16bit Stereo WAVs

Does music loop: NO

Minutes of audio provided: 9:08:03

Supported Development Platforms: ANY

Supported Target Build Platforms: ANY

Documentation: N/A

Important/Additional Notes: N/A

Ethereal Fantasy Music Pack Vol1


Step into a primordial world of Celtic magic, lush ambient textures, and timeless druidic echoes.

#NewAge #CelticMusic #AmbientForest


[ Previews ]


This Music Pack includes 200 tracks with a total length of 9:08:03 and is divided into multiple previews as shown below.


Ancient Forest

Step into a primordial world of Celtic magic, lush ambient textures, and timeless druidic echoes.

#NewAge #CelticMusic #AmbientForest


https://youtu.be/W2_Xy96emiQ


Crystal Ray

Experience divine clarity through shimmering cinematic pads and holy, light-infused melodies.

#DivineMusic #CelestialAmbient #SpiritualHealing


https://youtu.be/TqtZjPcAdZg




Price $99.00

Hybrid Action Cinematic Trailer Music by CineWave Audio

2026, April 16 - 15:56
Experience the power of Hybrid Action Cinematic Trailer Music, a high-intensity collection designed for modern games, trailers, and cinematic productions.

Number of Audio Wavs: 40

Audio file type: Wav

Sample rate / bit rate: 44,100 Hz / 16-bit

Loopable: Yes

Supported Development Platforms: All Platforms

Windows: Yes

Mac: Yes

YouTube

Unleash high-intensity energy with this Hybrid Action Cinematic Trailer Music pack, designed to deliver powerful, modern cinematic sound for action-driven projects. Blending aggressive orchestral elements with cutting-edge electronic sound design, this collection captures the essence of futuristic warfare, system overrides, and high-stakes combat.


From explosive impacts to tension-building rises and adrenaline-fueled climaxes, each track is crafted to enhance dramatic storytelling, fast-paced gameplay, and cinematic sequences.


Tracklist:

00:00 Circuit Uprising

00:25 Final Strike Protocol

00:50 Ignition Protocol

01:15 Last Light Offensive

01:40 Last Strike Directive

02:05 Operation Spiral

02:30 Override the System

02:55 Redline Protocol

03:20 Warpath Ignition

03:45 Zero Hour Assault

04:10 Music Stingers


What’s Inside:

  • 10 Unique Tracks (Full cinematic compositions)
  • 10 Loop Tracks (Seamless looping versions for gameplay)
  • 20 Music Stingers (Intros, hits, transitions, endings)

Perfect For:

  • Action and shooter games
  • Sci-fi and futuristic environments
  • Cinematic trailers and teasers
  • Combat sequences and boss battles
  • Intense gameplay moments
  • Tech, AI, and cyber-themed projects
  • Film, TV, and short cinematic productions

Price $49.99

Horror Action Game Music by CineWave Audio

2026, April 16 - 15:55
Step into a world of fear, tension, and adrenaline with this Horror Action Game Music collection.

Number of Audio Wavs: 40

Audio file type: Wav

Sample rate / bit rate: 44,100 Hz / 16-bit

Loopable: Yes

Supported Development Platforms: All Platforms

Windows: Yes

Mac: Yes

YouTube

Step into a world of fear, tension, and adrenaline with this Horror Action Game Music collection. Designed for intense gameplay, dark environments, and cinematic moments, this soundtrack blends eerie atmospheres with powerful action-driven energy.


Tracklist:

00:00 Bloodlight Pursuit

00:25 Catacomb Pursuit

00:50 Catacomb Slaughter Run

01:15 Containment Breach Protocol

01:40 Containment Breach

02:05 Extraction In The Haunted Zone

02:30 Midnight Extraction

02:55 Moonlit Blood Rite

03:20 Nightmare Corridor Run

03:45 Ritual Site Ambush

04:10 Music Stingers


What’s Inside:

  • 10 Unique Tracks
  • 10 Loop Tracks
  • 20 Music Stingers

Perfect For:

  • Horror Games (survival, psychological, sci-fi horror)
  • Action Horror & Combat Sequences
  • Dark Cinematic Trailers & Teasers
  • Haunted Environments & Exploration Scenes
  • Escape / Survival Gameplay Moments
  • Indie & AAA Game Projects

Price $69.99

SQLite Database Manager by Octopus Realm

2026, April 16 - 15:55
Manage SQLite databases inside Unity with auto-generated CRUD code, API-style queries, schema editing, and runtime testing—no external tools needed.
  • Database: SQLite (local/offline)
  • Supported Platforms: Windows, macOS, Android, iOS
  • Unity Versions: 2020.3 and above
  • Features:
    Full SQLite database management inside Unity Editor
    Auto-generated CRUD operations (fetch, insert, update, delete)
    API-style query interface (GET/POST/PATCH/DELETE)
    Schema management: create tables, edit columns, set primary keys
    Runtime test script with built-in GUI (APIManagerTest)
    Strongly typed C# data model generation
  • Paths Supported: persistentDataPath, StreamingAssets, or custom path
  • No external servers required

Manage your SQLite database directly inside Unity — no external tools, no backend required.

SQLite Database Manager For Unity is a powerful editor extension that allows developers to create, manage, and interact with local SQLite databases without leaving the Unity Editor. Designed for offline and local-first workflows, this tool simplifies database management and eliminates the need for manual SQL coding.

Whether you're building a game, a data-driven app, or internal tools, this plugin provides everything you need to handle SQLite databases efficiently inside Unity.

⚡ Key Features

✔ Direct SQLite Integration

  • Connect to local SQLite database files instantly
  • Supports persistentDataPath, StreamingAssets, or custom paths
  • Auto-reconnect on Unity reload

✔ Full Database Management (Editor UI)

  • Create, edit, and delete tables
  • Modify schemas (columns, types, defaults)
  • Set primary keys
  • View entire database structure in one place

✔ Built-in Data Editor (CRUD)

  • View table rows inside Unity
  • Insert, update, and delete records
  • No external database tools required

✔ API-Style Query Interface

  • DELETE (DELETE)Perform operations using:
    GET (SELECT)
    POST (INSERT)
    PATCH (UPDATE)
  • Auto-generated queries with filters and parameters
  • Preview results instantly

✔ Automatic Code Generation

Generate production-ready Unity scripts with one click:

  • SQLite-based API Manager
  • Strongly typed C# data models
  • Table-specific data handlers

No manual SQL or parsing needed.

✔ Runtime Testing Included

  • Auto-generated test script (APIManagerTest)
  • Built-in runtime UI for testing database operations
  • Works instantly in Play Mode

🚀 Why Use This Tool?

  • Save time by avoiding manual SQL coding
  • Eliminate dependency on external database tools
  • Build fully offline systems with ease
  • Perfect for rapid prototyping and production use

🎯 Use Cases

  • Player progressionOffline Games
    Save systems
    Inventory management
  • Dynamic content loadingData-Driven Systems
    Config-based gameplay
  • Content management systemsInternal Tools
    Game data editors
  • Quickly design and test database structuresPrototyping

💡 Perfect For

  • Indie developers
  • Mobile game developers
  • Offline-first applications
  • Teams without backend infrastructure

Price $49.00

Procedural Tree by Pedro Verpha

2026, April 16 - 15:42
A customizable tree generator that creates trees directly in the editor with adjustable shape, branches, leaves, and LODs.

Details:

• Each tree ranges from 25k to 40k triangles.

• Tree bark and leaf textures are 1024 × 2048.

• Trees include an LOD component for improved performance.


Render Pipeline

• Built-in Render Pipeline

• Universal Render Pipeline


Unity Version

• Unity 2021.3 LTS or newer

Procedural Tree lets you generate trees with customizable trunk, branch, twig, and leaf settings. You can quickly create different tree shapes and variations by adjusting the inspector values, including height, curvature, branch count, leaf density, and canopy shape.


The asset also includes built-in LOD support to help improve performance in larger scenes. It is designed to be simple to use and easy to customize for different tree types and art styles.


Price $0.00

Airem Integration Helper for Steamworks by Airem

2026, April 16 - 15:40
Lightweight integration tool for Steamworks.NET with setup wizard, dashboard and zero boilerplate configuration.

Technical Details

• Built as a Unity Editor extension (EditorWindow-based architecture)

• Runtime components separated from Editor scripts

• Requires Steamworks.NET (auto-install via Setup Wizard or manual via UPM)

• Uses Unity Package Manager API for dependency installation

• Automatic scripting define management (HAS_STEAMWORKS)

• Safe compilation when Steamworks.NET is not installed

• Does not modify Steamworks.NET source files

• No reflection-based hacks

• No runtime overhead when not in use

• Steamworks.NET installed from the official GitHub repository

• Developed and tested with Unity 6

• Supports Windows, macOS and Linux builds

Integrating Steam features in Unity can be time-consuming and error-prone.


Airem Integration Helper streamlines setup, validation and testing so you can focus on building your game.


Airem Integration Helper for Steamworks is a professional Unity Editor tool designed to simplify Steam platform integration using Steamworks.NET.


It extends Steamworks.NET with a structured configuration, diagnostics and testing workflow directly inside the Unity Editor, reducing boilerplate and manual setup errors.


Key Features

🔹 Setup Wizard

Built-in configuration wizard that allows you to:

• Install Steamworks.NET directly from the official GitHub repository

• Automatically manage the HAS_STEAMWORKS scripting define symbol

• Create and validate the steam_appid.txt file

• Safely uninstall dependencies


🔹 Editor Dashboard

• App information overview (App ID, language, connection status)


• Configuration validation tools

• Automatic detection of common setup issues (missing SteamManager, missing define symbols, etc.)

• Safe read-only preview outside Play Mode


🔹 Achievement Management

• Achievement list viewer

• Ready-to-copy code snippets

• Achievement reset tools for testing


🔹 Leaderboard Tools

• Load leaderboard entries (global / friends)

• Submit scores

• Test functionality directly in Play Mode


How It Works

This tool enhances the development workflow for Steam platform features directly inside the Unity Editor. Achievement and leaderboard definitions, as well as API configuration, must be created and managed in the official Steamworks Partner Dashboard in accordance with platform requirements.


Who Is It For?

• Solo developers

• Indie studios

• Teams shipping on Steam

• Developers who want a cleaner integration workflow and fewer manual configuration steps


Dependencies

This package requires Steamworks.NET.

Steamworks.NET can be installed automatically using the Setup Wizard or manually via the Unity Package Manager. A valid Steam App ID and access to the Steamworks Partner Dashboard are required for production use.


Legal Notice

This package is not affiliated with, endorsed by, or sponsored by Valve Corporation.

Steam and Steamworks are trademarks of Valve Corporation.


Price $4.99

Post Processing+ (URP) by Pedro Verpha

2026, April 16 - 15:36
A collection of stylized post-processing effects, designed for retro, toon, and stylized visuals.

Render Pipeline

• Universal Render Pipeline.


Unity Version

• Unity 2021.3 LTS or newer.

Post Processing+ expands Unity’s built-in post-processing stack with a focused set of custom effects aimed at retro, stylized, and artistic rendering.


The package includes effects such as color quantization, ordered dithering, pixel-perfect pixelation, scanlines, CRT curvature, chromatic offset, and digital glitch distortion. Each effect is designed to be modular, performant, and easy to tweak in real time.


Post Processing+ is ideal for retro-inspired games, PSX-style visuals, stylized rendering, and experimental aesthetics, while remaining simple to integrate into existing projects.


Price $40.00

Environment Intelligence - Core by PointStrike Digital

2026, April 16 - 15:34
Scan your Unity scene in seconds. Get a clear Scene Health Score and prioritized performance risks before problems escalate.

Unity Version

2021.3 LTS or newer

Render Pipelines

Built-in RP, URP, HDRP

Platform

Unity Editor tool. No runtime components.

Editor Access

Tools > PointStrike Digital > Environment Intelligence

Core Architecture

Environment Intelligence is built on a modular analyzer framework.

Core Components

  • AnalyzerEngine
  • IAnalyzerModule
  • ScoringEngine
  • SceneScanner
  • Dashboard Editor UI

The core ships with five built-in analyzers and does not reference paid modules. Optional modules self-register using InitializeOnLoad without modifying core code.

Assembly Definitions

  • PointStrike.Core
  • PointStrike.Editor

Built-In Core Analyzers

Scene Metrics

  • Total and active GameObject counts
  • MeshRenderer and SkinnedMeshRenderer counts
  • Estimated total triangle count
  • Unique material count
  • Collider breakdown by type
  • LODGroup count
  • Light count split by baked and realtime
  • Reflection probe count
  • Shadow caster count
  • Static object count
  • Scan time in milliseconds

Triangle counts are calculated from sharedMesh.triangles.Length divided by 3 for consistent relative comparison.

Geometry Analysis

  • High-triangle meshes without LODGroups
  • Excessive material slots per renderer
  • Duplicate material detection
  • Repeated meshes without GPU instancing
  • Severity scales relative to configured thresholds

Lighting Complexity

  • High realtime light counts
  • Shadow-enabled lights
  • High shadow resolution settings
  • Large shadow-casting bounds
  • Approximate overlapping realtime light zones

Overlap detection uses Renderer.bounds for fast approximation.

Collider and Physics

  • High-poly non-convex MeshColliders
  • Convex MeshCollider misuse
  • Multiple colliders on a single object
  • Rigidbody clustering detection
  • Static scenery with expensive MeshColliders

Default MeshCollider threshold is 500 triangles.

Material Efficiency

  • Large or uncompressed textures
  • Transparent materials on large meshes
  • Expensive shader feature usage
  • Render queue conflicts

Scene Health Score

Every scan produces a weighted score from 0 to 100 across five categories.

Geometry Efficiency 30 percent
Lighting Load 25 percent
Collider Cost 20 percent
Object Density 15 percent
Material Efficiency 10 percent

Score ranges
80 to 100 Good
55 to 79 Acceptable
30 to 54 Needs optimization
0 to 29 High risk

Scores are weighted diagnostics. They are not profiler replacements.

Performance

  • Runs synchronously on the main thread
  • Typical 50,000 object scene under 200 milliseconds
  • 150,000 plus object scenes approximately 1 to 3 seconds
  • No runtime overhead
  • No play mode required

Configurable Thresholds

Defined in AnalyzerContext.cs

  • HighTriThreshold default 50,000
  • MaterialSlotThreshold default 4
  • MeshColliderHighPolyThreshold default 500

Changes apply on the next scan. No restart required.

Extensibility

Custom modules can implement IAnalyzerModule and register via InitializeOnLoad.

AnalyzerContext provides pre-collected scene data to avoid redundant traversal and maintain scan performance.

Known Limitations

  • Scanning runs on the main thread
  • Triangle counts are based on shared meshes only
  • Light cost estimation is relative, not profiler-accurate
  • Collider density uses a coarse spatial grid
  • Snapshot comparison data is stored in memory only

These trade-offs are intentional to maintain fast scan times.

Environment Intelligence – CORE

Professional Scene Diagnostics for Unity

Stop guessing where performance problems are hiding.

Environment Intelligence – CORE analyzes your active Unity scene and generates a clear, weighted Scene Health Score (0–100) along with categorized performance risks across geometry, lighting, physics, and materials.

Built for developers working on large environments, open worlds, and production-scale scenes, CORE gives you instant visibility into what’s hurting performance, and where to fix it first.

🚀 What CORE Does

  • Generates a weighted Scene Health Score
  • Categorizes issues by severity (Critical → Info)
  • Detects high-impact performance risks instantly
  • Highlights offending objects directly in your scene
  • Provides structured, actionable diagnostics
  • Scans in seconds with zero runtime overhead

📊 Scene Health Scoring System

CORE doesn’t just list problems, it prioritizes them.

Each scan produces a weighted score based on:

  • Geometry efficiency
  • Lighting load
  • Physics & collider complexity
  • Material usage & scene structure

This gives you a repeatable, objective way to measure scene quality as your project grows.

🔎 Designed for Real Production Work

Perfect for:

  • Large open environments
  • Biome-heavy scenes
  • Lighting-intensive levels
  • Physics-dense gameplay spaces
  • Ongoing performance audits

Whether you're mid-production or preparing for optimization passes, CORE helps you identify risks early, before they become late-stage performance disasters.

🧠 Not a Profiler Replacement

Environment Intelligence is not a runtime profiler.

It’s a production diagnostic layer that analyzes structural performance risks inside the editor, helping you prevent issues before hitting Play.



Price $79.00

GenFlow by Lantensoft

2026, April 16 - 15:32
GenFlow is component-based framework for Unity designed to simplify the creation of complex generative systems, GenFlow provides the architecture to move from concept to execution with zero friction.
  • Modular Node Library: Includes a comprehensive suite of math, effects, and transformation nodes out of the box.
  • Extensible API: Easily create custom nodes and decorators to fit your specific project needs.
  • Spawners:
    • Volume
    • SpotRaycast
    • PointRaycast
    • Area Raycast
    • Cluster
    • DiscRaycast
    • GridRaycast
    • InwardRadiusRaycast
    • PathRaycast
  • Effects
    • Attachment
    • Executor
    • FaceCamera
    • FaceTarget
    • Flipper (flip axis)
    • GridSnap
    • Layer
    • Material
    • Orbit
    • Position
    • Rotation
    • Scale
    • Seed
    • StaticFlag
    • SurfaceAllignment
    • Tags
  • Validators
    • Clearance
    • Density
    • Height
    • Line
    • ProximityLayer
    • ProximityTag
    • Slope

Spawn, Enhance, Validate: GenFlow automates your spawning logic with built-in effects and a smart retry-on-failure system.


The GenFlow Loop

  1. GenSpawners: Instantiate your objects.
  2. GenEffects: Apply visual or logic modifiers.
  3. GenValidators: Check for Validation. If validation fails, GenFlow automatically triggers a retry. (e.g. rocks should never spawn near river).
  • Modular Node Library: Includes a comprehensive suite of math, effects, and transformation nodes out of the box.
  • Extensible API: Easily create custom nodes and decorators to fit your specific project needs.
  • Spawners:
    • Volume
    • SpotRaycast
    • PointRaycast
    • Area Raycast
    • Cluster
    • DiscRaycast
    • GridRaycast
    • InwardRadiusRaycast
    • PathRaycast
  • Effects
    • Attachment
    • Executor
    • FaceCamera
    • FaceTarget
    • Flipper (flip axis)
    • GridSnap
    • Layer
    • Material
    • Orbit
    • Position
    • Rotation
    • Scale
    • Seed
    • StaticFlag
    • SurfaceAllignment
    • Tags
  • Validators
    • Clearance
    • Density
    • Height
    • Line
    • ProximityLayer
    • ProximityTag
    • Slope

Price $45.00

Prefab Cluster Spawner by PointStrike Digital

2026, April 16 - 15:28
Accelerate environment decoration! Spawn randomized prefab clusters with one click. Reduce placement time from hours to minutes.

Unity Version: 2021.3 LTS or newer (tested through Unity 6)
Render Pipelines: All (Built-in, URP, HDRP)
Platform: Editor tool (Windows/Mac/Linux)
Dependencies: None
Script Type: Editor-only (no runtime overhead)

Transform Your Environmental Art Workflow


Stop placing prefabs one-by-one. Prefab Cluster Spawner lets you spawn randomized clusters of prefabs that you can position as complete groups, cutting decoration time from hours to minutes.


Perfect For


Organic Environments

Forests, caves, underwater scenes, alien worlds—anywhere you need natural-looking scattered details.


Level Dressing

Debris, clutter, vegetation, props—populate entire levels quickly without the tedium.


Any Genre

Fantasy, sci-fi, horror, realistic—if your workflow involves placing prefabs, this tool speeds it up.


Key Features


One-Click Cluster Generation

Spawn 3-20 prefabs in randomized clusters instantly.


Multi-Prefab Support

Load multiple prefab variants and the tool randomly mixes them for natural variety.


Automatic Randomization

Built-in scale, rotation, and position variation means no two clusters look identical.


Artist-Friendly Workflow

Spawn groups, drag them into place. Simple and intuitive—no coding required.


Hierarchical Organization

Parent transform support keeps your scene hierarchy clean and manageable.


Non-Destructive

Adjust settings anytime without affecting existing clusters.


Fast

Seriously fast. Populate entire environments in minutes instead of hours.


How It Works


The old way takes forever. Place a prefab, rotate it manually, scale it manually, and repeat 100 times. That's 30-60 minutes of tedious work.


With Prefab Cluster Spawner, you load your prefabs into the tool, click "Spawn Cluster" 10-15 times, then drag the clusters into position. Done in 2-3 minutes.


That's about 10-20x faster, depending on what you're building.


What You Get


Complete package includes the main editor tool, comprehensive documentation, a quick start guide, example use cases, and full source code you can modify freely.


Common Use Cases


Cave and Dungeon Decoration

Mushrooms, crystals, moss, stalagmites—create atmospheric underground environments without placing every single prop by hand.


Forest Population

Trees, bushes, rocks, flowers—get natural-looking distribution without the repetitive clicking.


Abandoned Building Clutter

Debris, trash, broken furniture—make environments feel lived-in quickly.


Underwater Scenes

Coral, kelp, rocks, fish schools—populate ocean floors with organic detail.


Grass and Ground Cover

Flowers, pebbles, ground clutter—add layered environmental richness efficiently.


Resource Nodes

Ore veins, collectibles, loot spawns—useful for game design workflows too.


Technical Requirements


Works with Unity 2021.3 or newer. Compatible with URP, HDRP, and Built-in Render Pipeline. Runs on all platforms.


Support


Full documentation is included with the package. For questions or feature requests, reach out via the Unity Forums or email.


Price $19.99

Checkers Logic [3D + 2D logic +Game] by liambilly

2026, April 16 - 15:28
A Unity Checkers Logic Package with customizable pieces with scripts, compatible with Unity 2020.3+, for PC, mobile, consoles, and more.

Technical Specifications

-Supported Unity Versions

  • Unity 2020.3 (LTS) or later.
  • Works with Unity 2021.x and 2022.x versions without compatibility issues.
  • Full support for both URP (Universal Render Pipeline) and HDRP (High Definition Render Pipeline).

-Supported Platforms

  • PC: Windows, macOS, Linux
  • Mobile: Android, iOS
  • Consoles: PlayStation, Xbox, Nintendo Switch
  • WebGL: Fully functional on WebGL builds
  • VR/AR: Supports Unity XR (Virtual Reality/Augmented Reality) development

-Graphics API Compatibility

  • DirectX 11/12: Supports DirectX for Windows builds.
  • OpenGL / OpenGL ES: Compatible with macOS, Linux, and mobile platforms.
  • Metal: Fully supported on macOS and iOS devices.
  • Vulkan: Supported on compatible devices for high-performance rendering.

# Checkers Logic Package for Unity

A fully customizable and extensible checkers engine for Unity, supporting both 2D and 3D gameplay. Designed for easy integration, flexible visuals, and robust game logic, this package is ideal for developers who want to add checkers mechanics to their projects or build a complete checkers game.

## Features

- **2D & 3D Checkers Support:** Seamlessly switch between 2D and 3D board layouts.

- **Customizable Grid:** Set grid size and cell size to fit your game’s needs.

- **Piece Prefabs:** Assign your own prefabs for each piece type (Man, King) for full visual control.

- **Flexible Board Setup:** Easily modify board appearance and layout.

- **Layer Management:** Squares and pieces are auto-assigned to layers for correct interaction and rendering.

- **Parenting Structure:** Pieces and move plates are organized under parent objects for clean scene management.

- **Game Modes:** Supports Player vs Player, Player vs Bot, and Bot vs Bot.

- **AI Bot:** Built-in bot logic for single-player or AI vs AI games.

- **Undo, Redo, and Replay:** Integrate the `RecorderManager` for full move history, undo/redo, and replay functionality.

- **UI Integration:** Includes UI scripts and templates for game screens, stats, and controls.

- **Editor-Friendly:** Designed for Unity’s built-in tools and workflows.

- **Extensible Logic:** Each piece (Man, King) has its own script for easy customization of movement and rules.

## Getting Started

### 1. Add the Checkers Component

- Attach the `Checkers` component to a GameObject in your scene.

- Assign your piece prefabs (Man, King) in the inspector.

- Set the grid size and cell size as needed.

### 2. Configure Game Mode

- For Player vs Player, no extra setup is needed.

- For Player vs Bot or Bot vs Bot:

- Add a `Bot` component to the scene.

- Reference the `Bot` in the `Checkers` component.

- Set the desired team for the bot (Black or White).

### 3. Enable Undo/Redo/Replay

- Add a `RecorderManager` component to your scene.

- Reference it in the `Checkers` and `GamePlay` components and subscribe to its UndoRedoCommand delegate

- This enables move history, undo/redo, and replay features.

### 4. UI and Visuals

- Use the provided UI Toolkit assets and scripts (see `Runtime/Scripts/UI`) for game screens, stats, and controls.

- Customize or extend the UI as needed.

## Advanced Features

- **Custom Rules:** Extend the `Man` and `King` scripts to implement custom movement or capture rules.

- **Game State Tracking:** The `BoardInfo` and `RecorderManager` handle full game state serialization for saving/loading and replay.

- **Statistics:** Track wins, losses, streaks, and more via the built-in stats system.

- **Visual Feedback:** UI scripts provide turn indicators, game over screens, and stats panels.

## Example Scene Setup

1. Create an empty GameObject and add the `Checkers` component.

2. Assign your piece prefabs and configure the grid.

3. (Optional) Add a `Bot` component and set its team.

4. (Optional) Add a `RecorderManager` for undo/redo/replay.

5. Add the provided UI prefabs or use your own.

## Folder Structure

- `Runtime/Scripts/Logic/` – Core game logic (Checkers, Bot, RecorderManager, BoardInfo, Man, King, Cell)

- `Runtime/Scripts/UI/` – UI scripts and templates

- `Documentation/` – This README and additional docs

## Extending the Package

- Add new piece types or rules by extending the base scripts.

- Customize the UI or integrate with your own menu systems.

- Use the event system to hook into moves, promotions, and game state changes.

## Support

_Email_:bluebilly111@gmail.com


Price $23.00

Normal Humanoid Mannequins by PolyOne Studio

2026, April 16 - 15:24
  1. Low polygon count has been optimally optimized
  2. Ready to use animation on Mixamo and suitable for all humanoid animations
  3. Texture, rig available, ready to include in the project
  4. Compatible with Unity and similar engines
  5. Rigged, optimized, game-ready models

Hi everybody,

Introducing to everyone a collection of 2 model with rig humanoid normal mannequins. The collection includes many human states, extremely convenient to make your products more lively. This asset pack is perfect for saving time in your film and game projects, while adding a vibrant and lively touch to your creations.



The Mannequins can be used as :

  1. Placeholder characters for your games or prototypes
  2. Puppets to set up humanoid animations
  3. Sci-fi, futuristic, robot-like characters

Features pack:

  1. Low polygon count has been optimally optimized
  2. Ready to use animation on Mixamo and suitable for all humanoid animations
  3. Texture, rig available, ready to include in the project
  4. Compatible with Unity and similar engines
  5. Rigged, optimized, game-ready models

Package description included:

2 model base mesh:

  • Humanoid Mannequins Male
  • Humanoid Mannequins Female

Contact me for support. Hope to receive feedback from everyone. Thank you very much.


Price $8.90

OmniSpawn System by Noocturnal Games Studio

2026, April 16 - 15:15
The ultimate wave and arena spawning system for 2D & 3D. Features a dedicated Control Center, pluggable tactical strategies, Timeline integration, and Async Prewarm for zero lag.
  • Clean Code: Architecture based on Events and SOLID principles.
  • Extensible: Full C# API to control the spawner from your GameManager (Play(), Pause(), etc.).
  • Quick Setup: Get it running in less than 1 minute. Drag and drop.
  • Documentation: Comprehensive PDF included.
  • Dependencies: None. Works "Out of the box".

🚀 HUGE v1.2 UPDATE: Introducing Arena SpawnZones, Native Timeline Integration, Heatmap Visualizer, and Async Prewarm!


Are you still writing Instantiate() and manual coroutines for your enemies?

Stop reinventing the wheel and elevate your game's quality with OmniSpawn, the professional, data-driven solution for managing spawns, waves, and entities in Unity.

Designed from the ground up to be Agnostic (Hybrid), OmniSpawn works perfectly in both 2D (XY) prototypes and 3D (XZ) productions with a single click. Whether you are creating a frenetic Bullet Hell, a tactical FPS, or a Survival Horror, OmniSpawn gives you absolute control over your game's pacing and spatial logic.


Key Features


⚔️ [NEW] SpawnZones (Arena System)

Create localized encounters with ease. Drop a SpawnZone trigger in a room to awaken a local SpawnManager when the player enters. Create "Doom-style" lock-ins, and apply local strategy overrides to completely change the combat dynamic from room to room.


🎬 [NEW] Native Timeline & Cinemachine Integration

Direct your waves like a movie! Use the custom OmniSpawn Track in Unity Timeline to trigger waves, stop spawners, and sync enemy appearances perfectly with scripted narrative events, music drops, or camera movements.


🗺️ [NEW] Heatmap Visualizer

Stop guessing where enemies will spawn. Our new visualizer paints your Scene View with probability gradients based on your selected tactical strategy. Instantly detect blind spots, overcrowded areas, and balance your level design before even hitting play.


🎛️ OmniSpawn Control Center

Stop searching for files in your Project Browser. Manage your entire spawning ecosystem from a single, professional docked Editor window. Create, rename, and edit Wave Profiles, Strategies, and Global Configurations instantly.


🧠 Pluggable Tactical Strategies

Spawning is no longer just random. Assign modular spatial behaviors to your waves using a smart dropdown menu. Includes built-in strategies:

  • Flanking: Spawns enemies in the player's blind spots or behind their back.
  • Cluster (Swarm): Picks a random "nest" and concentrates the entire wave around it.
  • Off-Screen Ambush: Strictly filters out camera-visible points and prioritizes dark corners.
  • Nearest / Farthest: Constant pressure or edge-of-map grouping. (Or easily code your own by inheriting from our Strategy base class!)

📍 Spatial Intelligence & NavMesh

No more enemies spawning inside walls, floating in the void, or getting stuck in closed rooms.

  • Per-Item NavMesh Validation: Tell the system if an enemy requires a valid, unbroken walking path to the player before spawning (easily disabled for static props like chests or flying drones).
  • Logical Frustum Culling: Prevents enemies from "popping-in" right in front of the camera.
  • Physics Validation: Adaptive environment checking (Physics & Physics2D).

AAA Performance & [NEW] Async Prewarm

Robust Object Pooling system included. Zero memory allocation (Garbage Collection) during combat. Now featuring Async Prewarm: load hundreds of enemies gradually over multiple frames in the background, completely eliminating scene-start freezes and lag spikes.


🌊 Advanced Wave Pacing

Design your game flow using pure data (ScriptableObjects):

  • Game Modes: Survival (Time-based), Elimination (Kill them all), or Mixed.
  • Pacing Curves: Use Animation Curves to modulate intensity (e.g., start slow and accelerate spawn rates at the end of the wave).
  • Composition: Mix different prefabs (enemies, traps, items) with custom probabilities (Weights).

🛠️ Technical Details

  • Clean Architecture: Event-driven API (Play(), Pause(), Stop()) ready to hook into your GameManager.
  • Smart UX: Custom Property Drawers and auto-registering Spawn Points.
  • Quick Setup: Get it running in less than 5 minutes. No coding required.
  • Dependencies: None. Works "Out of the box" in Built-in, URP, and HDRP.
  • Documentation: Comprehensive PDF manual and heavily commented C# code.

🚀 Turn your spawning system into a tactical level design tool today with OmniSpawn!


Price $15.00

SOAT - ScriptableObjects Analytics Tool by CsHarp

2026, April 16 - 15:05
Collect & analyze statistics for individual ScriptableObjects. A polished editor window lets you manage SOs and review stats, while a lightweight API lets you record statistics locally or to Firebase

Supported OS


Local Repository: All platforms

Firebase Repository: Android, iOS


Documentation



This tool was made with the idea in mind to simplify and improve the process of analysing the usage of your items in game. Collect information from your gameplay, from testers even from users with the Firebase Production Repository.


Do I need this asset? These questions should help you decide:

  1. Does my game have a lot of items defined as ScriptableObjects?
  2. Do I find myself editing and re-editing items (ScriptableObjects)?
  3. Does my game have items that require constant balancing?
  4. Do I find it annoying to look through *files* rather than have a clean interface with all my items?
  5. Do I miss a possiblity to track information for each ScriptableObject individually?
  6. Would I profit from gathering statistics for my items (even from users)?

If you answer at least 3 of these questions with yes, I can assure you that you will profit from this asset!


Basic Features:


For Editor:

  • Preview, edit, delete and create ScriptableObjects.
  • Search through items (SOs) with ease!
  • Navigate between ScriptableObjects that reference other ScriptableObjects with one click!
  • The Statistic Tab
    • Filter, Sort & Search trought your statistics
    • Preview all entries for a specific statistic

For Runtime:

  • Record statistic with a one-liner!
  • Add your own custom paramters
  • Commit all your recorded statistics locally or to your Firestore database with a one-liner!

This package provides three repositories:


1. Local Repository - Save your statisitcs locally. Best for testing the tool out.


2. Firebase Repository Development (IOS/Android) - Saves your statisics on Firestore. Read/Writes directly to Firestore, that is configured in test mode (allows all read/writes)


3. Firebase Repository Production (IOS/Android - Alpha) - Send your statistics to Firestore through Cloud Functions. This comes very close to a production ready environment.

This package includes sample resources to help you get started:

  • Cloud Functions configured to directly work with this asset
  • Sample Firestore security rules

Important: there is currently no implemented way to merge your local data to firebase! So make sure you start with the Firebase Development Repository if you intend to use Firestore.


Documentation - here


----------------------------------------------------------------------------------------


This asset uses the following third-party content; see Third-Party Notices.txt for details:

  • Montserrat by Julieta Ulanovsky — SIL Open Font License 1.1
  • Kenney Game Icon Pack by Kenney Vleugels — CC0 Public Domain
  • Kenney Generic Items #1 by Kenney Vleugels — CC0 Public Domain
  • Kenney Board Game Icons (v1.1) by Kenney Vleugels — CC0 Public Domain



Price $15.00

Mobile Tree Pack 1 (for URP) by Tree Maker

2026, April 16 - 14:13
This pack contains 15 highly optimized tree models for the mobile platform. Using this pack, you can create your own beautiful environments without performance problems

Number of textures : 2 (leaf and trunk + normal map)

Texture dimensions : 2048x2048

Polygon count : ~200

Number of meshes/prefabs: 15

UV mapping: Yes

Types of materials: Default Lit

This pack contains 15 highly optimized tree models for the mobile platform. Using this pack, you can create your own beautiful environments without performance problems


These trees are made in a very professional way to bring you very beautiful scenes with a very low number of triangles (Around 200 triangles)


These trees don't need to bake lights or shadows and you will find the best result with drag and drop (AO already baked into the diffuse texture)


Features:

=> Optimized for all platforms

=> Each tree has around 200 triangles

=> Realistic design

=> Baked AO into the diffuse texture

=> 2 materials (leaf and trunk)

=> Drag and drop

=> Ready for realtime or baked lighting



Click to See=> All Tree packs





Price $4.99

Artisan Rye Bread by Meshive Labs

2026, April 16 - 14:12
Hyper-realistic photogrammetry artisan bread. Meticulously optimized with hand-crafted LODs and native prefabs for URP, HDRP, and Built-in render pipelines.

Number of textures: 4

Texture dimensions: 4096x4096

Polygon count breakdown:

  • LOD0: 11916 Tris
  • LOD1: 3574 Tris
  • LOD2: 1072 Tris
  • LOD3: 428 Tris

Minimum polygon count: 428

Maximum polygon count: 11916

Number of meshes/prefabs: 4 Meshers / 3 Pre-configured Prefabs (Built-in, URP, HDRP)

Rigging: No

Animation count: No

UV mapping: Yes (Handcrafted, Non-overlapping)

LOD information: 4 Levels (LOD0-LOD3) pre-configured via Unity LODGroup

Types of materials and texture maps: PBR (Metallic/Roughness workflow). Includes De-lit Albedo, Normal (OpenGL), Unity Mask Map (Metallic/AO/Smoothness packed), and Thickness Map (for HDRP SSS).

Meshive Labs presents a studio-grade photogrammetry asset engineered specifically for professional production environments. Our goal is to bridge the gap between cinematic visual fidelity and strict real-time performance budgets.


Meticulous Surface Engineering

Unlike conventional raw scans, this asset has undergone a rigorous manual retopology process. It features a clean, highly optimized mesh structure that transitions flawlessly across a 4-stage LOD chain. This ensures peak performance across all platforms—from standalone VR headsets to high-end desktop environments—without sacrificing silhouette integrity.


Calibrated PBR & Subsurface Scattering

The model utilizes color-calibrated 4K PBR textures packed into Unity's native Mask Map format for maximum memory efficiency. For HDRP users, a dedicated Thickness map is included to achieve physically accurate Subsurface Scattering (SSS) and realistic light transmission.


Seamless Engine Integration

Designed for zero-friction integration. We do not rely on automatic upgrade scripts that result in pink materials. This package includes independent, pre-configured prefabs for the Universal Render Pipeline (URP), High Definition Render Pipeline (HDRP), and the Built-in Standard pipeline.

Simply drag and drop the respective prefab into your scene. Custom mesh colliders and LOD groups are already configured out of the box.


Price $8.00

Artisan Seeded Bread by Meshive Labs

2026, April 16 - 14:11
Hyper-realistic photogrammetry artisan bread. Meticulously optimized with hand-crafted LODs and native prefabs for URP, HDRP, and Built-in render pipelines.

Number of textures: 4
Texture dimensions: 4096x4096 (BC7 High-Quality Compression)
Polygon count breakdown:

  • LOD0: 12,868 Tris
  • LOD1: 3,860 Tris
  • LOD2: 1,092 Tris
  • LOD3: 514 Tris
    Number of meshes/prefabs: 4 Meshes / 3 Pre-configured Prefabs (Built-in, URP, HDRP)
    Rigging: No
    Animation: No
    UV mapping: Yes (Handcrafted, Non-overlapping)
    LOD information: 4 Levels (LOD0-LOD3) pre-configured via Unity LODGroup
    Types of materials and texture maps: PBR (Metallic/Roughness workflow). Includes De-lit Albedo, Normal (OpenGL), Unity Mask Map (Metallic/AO/Smoothness packed), and Thickness Map (for HDRP SSS).

Meshive Labs presents a studio-grade photogrammetry asset engineered specifically for professional production environments. Our goal is to bridge the gap between cinematic visual fidelity and strict real-time performance budgets.


Meticulous Surface Engineering
Unlike conventional raw scans, this asset has undergone a rigorous manual retopology process. It features a clean, highly optimized mesh structure that transitions flawlessly across a 4-stage LOD chain. This ensures peak performance across all platforms—from standalone VR headsets to high-end desktop environments—without sacrificing silhouette integrity.


Calibrated PBR & Subsurface Scattering
The model utilizes color-calibrated 4K PBR textures packed into Unity's native Mask Map format for maximum memory efficiency. For HDRP users, a dedicated Thickness map is included to achieve physically accurate Subsurface Scattering (SSS) and realistic light transmission.


Seamless Engine Integration
Designed for zero-friction integration. We do not rely on automatic upgrade scripts that result in pink materials. This package includes independent, pre-configured prefabs for the Universal Render Pipeline (URP), High Definition Render Pipeline (HDRP), and the Built-in Standard pipeline.

Simply drag and drop the respective prefab into your scene. Custom mesh colliders and LOD groups are already configured out of the box.


Price $8.00

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