Asset Store newest packages

Subscribe to Asset Store newest packages feed Asset Store newest packages
The newest packages in the Unity Asset Store.
Updated: 55 min 6 sec ago

Radiance Cascades: 2D Global Illumination by Dim0v

2026, February 27 - 19:36
A lighting system for Universal Render Pipeline (URP). It implements a "Radiance Cascades" technique to provide advanced, real-time GI solution for 2D environments.

The technique is unsuitable for mobile GPUs!

Main features:

  • Fully dynamic lighting system. No baking or pre-processing required.
  • Flexible quality settings. Enabling precise quality-performance balancing according to the game needs.
  • Tight integration with Unity's SRP. The system is implemented as a URP Renderer Feature.
  • Off-screen lights support. Analytical lights work properly even if placed off-screen.
  • Custom materials support. The package provides integration points for both HLSL and Shader Graph shaders, enabling flexible custom material creation.

Documentation




Price $30.00

Mesh Submesh Validator by CodaCrea

2026, February 27 - 19:30
Quick automatic check of Meshes, Submeshes, and Materials in Unity, detecting missing or empty elements and generating a detailed log for easy error fixing.

● Scans all MeshRenderers in the scene, including inactive objects.

● Checks for Mesh and MeshFilter presence.

● Detects empty Submeshes (0 tris).

● Verifies Materials: missing or editor-instanced.

● Generates a detailed log showing object, submesh, and error.

● Displays a summary via Unity dialog and details in the console.

Automatically analyzes your Meshes, Submeshes, and Materials in a Unity scene. Detects missing Meshes, empty Submeshes (with no tris), and missing or instanced Materials, and generates a detailed log to quickly identify and fix issues.


Price $0.00

Netick: Networking Engine by Karrar

2026, February 27 - 19:12
Netick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use.
  • Stable, clean, and powerful API.
  • Client-Side Prediction.
  • Full and Partial Delta Snapshots.
  • Full Snapshot Interpolation.
  • Remote Procedure Calls (RPCs).
  • Sandboxing
  • Physics Prediction
  • Code Gen.
  • Zero GC.

Getting Started | Documentation | Github | API Reference | Discord | Netick.net


Netick is a free, server-authoritative, state-sync networking solution for Unity, built for performance, reliability, and ease of use. It’s a state-of-the-art networking solution, delivering industry-leading bandwidth efficiency and CPU performance, achieving the lowest bandwidth usage, as shown by open-source benchmarks. Designed with a fundamentally different architecture from other solutions, Netick makes developing cheat-resistant multiplayer games feel almost as simple as writing single-player games. Whether you’re building a competitive shooter, a casual party game, a 200-player battle royale, or a large-scale survival game, Netick is built to handle it all. It’s also the only (state-sync) networking solution for Unity with a built-in replay system and the only free one proven to handle poor network conditions - demonstrated here.


What makes Netick vastly superior to other networking solutions is four core pillars:


Simplicity


Netick makes writing high-end, predicted multiplayer games as straightforward as writing single-player ones. Its minimalistic and intuitive API removes the need for almost all RPCs, allowing you to write simpler and easier-to-maintain code.


Robustness


While other solutions are plagued by internal de-syncs and race conditions, Netick is completely void of such issues. Netick ensures the entire networked state of the game is synced atomically and fully together in a tick-aligned manner, eliminating all race conditions and de-syncs. Your game will also behave the same way for good and bad connections. Netick is the only solution in the market that offers this guarantee. It is designed from the ground up to satisfy this requirement.


Exceptional Bandwidth Usage


Thanks to a cutting-edge Delta Snapshots algorithm, Netick achieves industry-leading bandwidth usage. Open-source benchmarks show Netick syncing more data with less cost—using 10x higher compression precision than other solutions while still requiring less bandwidth.


Radical CPU Performance


Netick is engineered for performance at scale. Built in high-performance unmanaged C# with a data-oriented approach, Netick achieves an unseen level of performance. You can have 10,000 active objects with zero additional CPU usage. In real-world tests, Netick 2 can compress and write the full transform state of 250 continuously moving objects (syncing position and rotation) to 250 clients in under ~0.35ms on a single core (modern Intel CPU).

One user called it “Dark Magic.” We call it next-gen netcode.


High-Level Features

  • Stable, clean, and powerful API.
  • Client-Side Prediction.
  • Full and Partial Delta Snapshots.
  • Full Snapshot Interpolation.
  • Remote Procedure Calls (RPCs).
  • Sandboxing
  • Physics Prediction
  • Code Gen.
  • Zero GC.

And hundreds of other features.


Learning Samples And Documentation

Our documentation is extensive, covering every area of the engine. For beginners, the best place to start is the Getting Started Guide.


Samples include a Bomberman clone and a simple FPS sample, in addition to a few other community-made samples.




Price $0.00

Quirky Series - Grassland Animals Vol 2 by Omabuarts Studio

2026, February 27 - 18:19
Quirky animals, wacky animations, and silly expressions = endless fun for your project!

Check out our BESTSELLER upgrade: [Quirky Series Ultimate Pack]


Website : https://omabuarts.com


Quirky Series - Animals Mega Pack Vol.1

Quirky Series - Animals Mega Pack Vol.2

Quirky Series - Animals Mega Pack Vol.3

Quirky Series - Animals Mega Pack Vol.4


Features


✅ Nine (9) animals pack

✅ Tiny 8x8 px texture [diffuse map only]

✅ Rigged/Skeleton

✅ 19 animations

✅ 4 Levels of Detail [min 300 up to 9k tris]

✅ Mobile, AR/VR ready

✅ Sample URP Shader included

❌ Vertex color

❌ Clean (non-overlapping) UV mapping


Animations


Attack | Bounce | Clicked | Death

Eat | Fear | Fly | Hit

Idle_A | Idle_B | Idle_C

Jump | Lay | Roll | Run | Sit

Spin/Splash | Swim | Walk


Blendshapes/Shapekeys:


eyes.blink | eyes.happy | eyes.sad | eyes.sad

eyes.annoyed | eyes.squint | eyes.shrink | eyes.dead

eyes.lookOut | eyes.lookIn | eyes.lookUp | eyes.lookDown

eyes.excited-1 | eyes.excited-2 | eyes.rabid

eyes.spin-1 | eyes.spin-2 | eyes.spin-3

eyes.cry-1 | eyes.cry-2 | eyes.trauma

teardrop-1.L | teardrop-2.L | teardrop-1.R | teardrop-2.R

sweat-1.L | sweat-2.L | sweat-1.R | sweat-2.R


Email : omabuarts@gmail.com

Website : https://omabuarts.com

Twitter : @omabuarts


Price $25.00

Audio Diaries for Ultimate Horror FPS Kit by Dizzy Media

2026, February 27 - 16:46
Get some story in without interrupting the gameplay!

Have you ever felt like your game is a bit too quiet?

Now you can spice it up with Audio Diaries!

Get some story in without interrupting the gameplay!


In order to utilize Audio Diaries you MUST OWN a copy of Ultimate Horror FPS Kit!



🌟 Features:


  • Diary Stationary Interactions (i.e single or multiple use)
  • Diary Pickup Interactions (i.e manual or auto play on pickup)
  • Diary Trigger Interactions (i.e play, stop & detect)
  • Diary Menu (i.e playback diary entries from menu)
  • Diary Localization (i.e supports audio clips & subtitles for each language)
  • Skippable Dialogue (i.e skip diary playback with button input)
  • Simple Subtitles (i.e subtitles display for diary entries)
  • Supports the New Input System

⚒️ Helper Extensions:


  • Localization Updater – Helps with catching localization languages from UHFPS localization table and assigning them to single or multiple diary entries
  • Interaction Creator – Helps with easily creating Diary interactions

🔗 UHFPS Integrations:


  • Subtitles Toggle in UHFPS Options menu (i.e ON / OFF)
  • UHFPS Dialogue System (i.e for audio playback and subtitles)
  • UHFPS Localization system (i.e diary interactions, subtitles and menu)
  • UHFPS Save System (i.e saves / loads diary states and data)

🔧 What you get:


  • Demo Scenes
  • HDRP & URP Support
  • 3 Custom Models
  • 7 Example Usages
  • Demo Animations, Models, Sounds, Graphics, etc.
  • Documentation

You can learn more about the product(s) on Discord!

Feel free to share your work there if you've used our assets in your project.


Price $29.99

StoryTool by Pavel Teslenko

2026, February 27 - 15:48
Node-based branching narrative and story graph tool for Unity, designed for dialogues, quests, and complex story-driven gameplay.
  • Node-based visual editor for branching narratives
  • Story structure represented as an event graph
  • Modular, reusable story events
  • Multiple abstraction levels for simple and complex narratives
  • Fully extensible and customizable for different game genres
  • Suitable for prototyping and production use
  • Designed for seamless integration into Unity projects

StoryTool is a narrative design tool for Unity that enables the creation of branching stories through a clean and intuitive node-based workflow.

Build your narrative as a graph of atomic events and combine them freely to create linear sequences, branching paths, or complex story structures. This approach helps keep narrative logic clear, scalable, and easy to maintain as your project grows in size and complexity.

StoryTool is well suited for a wide range of genres and use cases, including RPGs, visual novels, dialogue systems, quest chains, tutorials, and story-driven gameplay. Its flexible design supports both rapid prototyping and structured, production-ready narrative development.

The tool is designed to integrate smoothly into modern Unity project architectures and works well with dependency injection frameworks such as Zenject, making it a strong fit for clean, modular codebases.

StoryTool is actively maintained and continuously improved, with user feedback playing an important role in its evolution. The project is developed with transparency in mind, and the core UPM package is available on GitHub for review and integration:
https://github.com/00wz/StoryTool.git


Price $0.00

Dialogue Graph Overlay for Game Creator 2 - Dialogue 2 by Indie blankz

2026, February 27 - 15:09
Dialogue Graph Overlay adds a Unity 6+ visual node editor for Game Creator 2 Dialogue 2, with Play Mode Live Preview, dock panels, localization CSV tools, and graph CSV roundtrip.
  • Visual node graph for Dialogue 2: Edit Game Creator 2 conversations as a clean node graph overlay while keeping the standard Dialogue 2 workflow intact.
  • Fast graph controls: Pan / zoom / drag nodes, click-to-inspect, and wire-based editing for quick iteration on large dialogue trees.
  • Smart context menus (empty + node)
    • Create Node / Create Child / Create Sibling (includes zero-node “Create Node” support)
    • Frame Node for instant navigation
    • Selection-aware tools: Delete Selected, Align Selection, Order Selection, plus selection safety (disables ambiguous actions when multi-selecting)
  • Multi-select + box-select productivity: Work on groups of nodes easily (delete, align, order) with consistent menu parity across graph actions.
  • Search & jump: Built-in Find to search nodes by tag / actor / text and jump through matches.
  • Play Mode Live Preview: Debug conversations while running:
    • Follow the currently playing dialogue
    • Auto-frame the running node (configurable focus behavior)
    • Sync button to force re-linking if the graph doesn’t latch onto runtime immediately
  • Performance-friendly Dock Panel: Heavy editors open in a dedicated dock (keeps the main inspector responsive):
    • Animation tab
    • On Start / On Finish instruction editors
    • Hides the Sequence block automatically when the animation clip is empty
  • Dialogue Settings panel inside the graph (toggleable): Mirrors Dialogue 2 inspector sections:
    • Configuration: Dialogue Skin, Time
    • Actors: per-actor target fields with proper labels (auto re-validates when the main Dialogue component’s actors list changes)
    • Editor toggles: Height, Display Actors, Display Jumps, Display Tags
  • Cleaner node readability options:
    • Display Tags inside node body (near preview text)
    • Optional display toggles to reduce visual noise
  • Node portraits / expressions: Each node can show a top-left avatar pulled from the selected Actor Expression sprite (auto-hides when missing).
  • Graph CSV import/export (roundtrip-ready):
    • Export/import the graph structure and core node data
    • Authored text export (correct inspector text)
    • Import safety warning when replacing existing nodes
    • Auto-align after import for a clean layout
    • Stable matching via Actor GUID + ExpressionId/ExpressionIndex (with safe fallbacks)
    • Auto-assigns missing tags to keep CSV roundtrips reliable
  • Localization workflow tools:
    • Export Locale CSV with helpful context metadata
    • Apply Locale CSV to replace node text in bulk
  • Unity 6+ ready: Built and tested around Unity 6.0+ / 6.3+ editor API constraints (UI Toolkit-safe implementation).
  • Includes example scene to quickly see the overlay in action.

Dialogue Graph Overlay is an editor extension that brings a clean, productive node-based workflow to Game Creator 2 – Dialogue 2, letting you build and maintain conversations visually without changing how Dialogue 2 works internally.


Create and connect nodes using smart context menus (Create Node/Child/Sibling, Jump/Continue/Exit helpers), multi-select tools (box select, delete selected), and layout utilities (align, order, stack/arrange). A toggleable Dialogue Settings panel inside the graph mirrors key Dialogue 2 inspector settings—Dialogue Skin, Time, Actors, and editor display toggles—so you can adjust roles and targets while designing.


For debugging, Live Preview follows runtime dialogue progression in Play Mode, with a Sync button to instantly re-latch the overlay if needed. For performance and comfort, heavier editors are organized into a dock panel (including animation/instruction sections), and the animation UI automatically hides sequence controls when no clip is assigned.


For pipelines and collaboration, Graph CSV import/export supports stable roundtrips and safer workflows: it exports authored node text correctly, warns before overwriting existing nodes, auto-aligns after import, and restores Actor + Expression data (avatars) using more reliable identifiers. Localization workflows are included via Locale CSV export/apply tools for bulk text updates. Built with Unity 6+ editor compatibility in mind, Dialogue Graph Overlay is made for teams who want faster iteration and cleaner dialogue maintenance.


-----------


FAQ

  • Does this replace Dialogue 2? No. It is an editor overlay that edits the same Dialogue Content you already use in Dialogue 2.
  • Where are node positions saved? On the Dialogue GameObject via a DialogueGraphMeta component.
  • Can I keep using the default Inspector list? Yes. The overlay is optional and complements the Dialogue component Inspector.
  • Will this affect my build size? Editor windows are excluded from builds. The runtime component only stores layout metadata.
  • Is Unity 6.3 supported? Yes. This build avoids UI Toolkit APIs that differ across Unity 6.x and is compatible with Unity 6.0+.

-----------


Note: What CSV Import/Export Includes (and Doesn’t)


Graph CSV (Import/Export)

Included (roundtrips):

  • Graph structure: parent/child relationships + sibling order
  • Node identifiers: Tag (auto-filled if empty for stable roundtrips)
  • Node type: Text / Choice / Random
  • Actor: via Actor GUID (fallback: Actor name)
  • Expression: via ExpressionId (fallback: ExpressionIndex) → restores node avatar
  • Node text: authored inspector text (exports correctly)
  • Basic flow control: JumpTag / Continue / Exit flags (depending on your columns)

Not included (resets to defaults on import):

  • Conditions
  • On Start / On Finish instructions
  • Audio settings
  • Animation clip + sequence/timeline tracks
  • Duration settings and other advanced node properties
  • Any custom/extended per-node data not represented in the CSV columns

Graph CSV is meant for structure + core dialogue content, not full fidelity serialization of every node feature.


Localization CSV (Locale Export / Apply)

Included (used to replace text):

  • Node Tag/ID reference to locate the correct node
  • Localized text entries (the main thing you translate/edit)
  • Helpful context columns (for safe translation workflows)

Not included / not changed:

  • Node structure (parents/children/order)
  • Actor / Expression / avatars
  • Conditions, instructions, audio, animation, duration
  • Any non-text node settings

Localization CSV is meant only for bulk text translation/updates, not editing the graph or node configuration.


Price $49.99

Dark atmosphere by ionoesco

2026, February 27 - 14:56
Dark ambient soundscapes and haunting melodies crafted to immerse players in horror, noir, and mystical worlds. Perfect for games, trailers, and cinematic storytelling.

Seamless loops and full-length tracks


All files are 44kHz/24bit stereo wav.

Immerse yourself in a world of shadows and twilight. This dark music pack is designed for those seeking a soundtrack to nightmares, mystical tales, and tense noir atmospheres. Inside you’ll find a collection of enveloping ambient textures and melancholic melodies, perfectly suited for horror games, trailers, and cinematic projects.


Price $8.00

Backend Starter Kit for Unity by Cool Kats

2026, February 27 - 14:49
Kickstart your game’s backend with this Unity starter kit, offering plug-and-play systems for login, chat, leaderboards, inventory, and in-game currency.

Features

  • Modular C# manager scripts for backend integration
  • Player login and authentication system
  • Chat system using shared data groups
  • Leaderboard and player statistics management
  • Inventory and virtual currency handling
  • Basic shop and marketplace logic
  • Polling-based data refresh with configurable intervals
  • Clean, extensible code structure designed for customization
  • Sample scene included to demonstrate setup and usage
  • Sample server-side script provided for backend logic
  • Shop and virtual currency features require server-side script configuration

Supported Platforms

  • Windows
  • macOS
  • Linux
  • Android
  • iOS

Render Pipeline Compatibility

  • Built-in Render Pipeline
  • Universal Render Pipeline (URP)
  • High Definition Render Pipeline (HDRP)

Dependencies

  • Requires installation of an official backend SDK (installed separately)

Documentation

  • PDF documentation included with setup and usage instructions

Backend Starter Kit for Unity is a lightweight, script-only framework designed to help developers quickly integrate cloud backend features into their Unity projects.

This package provides ready-to-use manager scripts for common backend functionality, including:

  • Player login and authentication
  • Chat using shared data groups
  • Leaderboards and player statistics
  • Inventory and virtual currency handling
  • Basic shop and marketplace logic

The architecture is modular and easy to understand, making it suitable for learning, rapid prototyping, and production environments. Each manager can be customized or extended to support different game genres, including casual, mobile, and online multiplayer games.

Cloud Script Support

A sample cloud script file is provided for server-side logic. Certain systems — such as shop validation and virtual currency updates — require server-side script execution to function securely. The script must be uploaded to your backend service dashboard under the Cloud Script / Revisions section.

Core features such as login, chat, and leaderboards can operate without server-side scripting if desired.

Compatibility

  • Script-only package (no shaders, materials, or art assets included)
  • Compatible with Built-in Render Pipeline, URP, and HDRP
  • Requires installation of an official backend SDK (installed separately)

Price $4.99

ScreenshotKit by daCruz.dev

2026, February 27 - 14:26
ScreenshotKit is a Unity Editor tool designed to streamline your screenshot and GIF capture workflow. It provides powerful capture capabilities while staying out of your way.

Tech Specs

- Quick capture with configurable keyboard shortcuts

- Scene View capture support

- Resolution presets (1080p, 1440p, 4K, custom)

- Size multiplier up to 8x

- Transparent background support

- PNG, TGA, and JPEG export formats (more comming) 


Batch Capture

- Multi-camera sequential capture

- Per-camera preview and individual snap buttons

- Auto-detect all scene cameras


GIF Recording

- Play Mode recording with auto-start option

- Frame rates: 5, 10, 15, 30 fps + custom (1-244 fps)

- Resolution scaling: Full, Half, Quarter (capped at 1024px)

- 4 Quality modes


Cryptomatte Passes

- Object ID (unique color per GameObject)

- Material ID (unique color per material)

- Alpha/Mask

- Depth Linear and Depth Raw

- Lightmap visualization

- Segmentation by GameObject or Material


File Management

- Configurable save location (project-relative or absolute)

- Filename components: prefix, camera name, suffix, resolution, timestamp

- Recent screenshots gallery with thumbnails

- Open folder after capture option


Editor Integration

- Scene View toolbar overlay

- Configurable keyboard shortcuts

- Render pipeline detection (Built-in, URP, HDRP)


ScreenshotKit is a powerful Unity Editor tool built to streamline how you capture screenshots, renders, and GIFs from your projects. Designed to stay out of your way, it gives you fast, precise control over image capture whether you are preparing marketing shots, documenting development progress, or generating technical render passes.

From quick one-off screenshots to multi-camera batch captures and advanced Cryptomatte-style passes, ScreenshotKit is built for modern Unity workflows across Built-in, URP, and HDRP.


Fast & Flexible Capture

Exactly what you need do document you game with minimal setup


Batch Capture (Multi-Camera)

Ideal for marketing shots, comparisons, and automated workflows:


GIF Recording

Create lightweight, high-quality animated previews directly from Play Mode:

Perfect for showcasing gameplay, mechanics, and visual effects.


Cryptomatte & Render Passes

Generate technical passes for compositing, debugging, or analysis:


File Management & Organization

Keep your output clean and production-ready:


Seamless Editor Integration

Designed to feel native to Unity


Who Is This For?

  • Game developers preparing store pages and trailers
  • Technical artists needing render passes and segmentation
  • Artists capturing high-quality portfolio work
  • Teams that want fast, repeatable, and reliable capture workflows

ScreenshotKit removes friction from the capture process, letting you focus on presenting your work at its best quickly, consistently, and professionally.


Price $15.99

Simple QTE: Quick Time Events made easy w/ JSON support & 11 QTE types by Living Failure

2026, February 27 - 14:15
Complete QTE framework with 11 QTE event types including composites. JSON import/export for AI-generated configs. Works with Legacy & New Input System. Zero allocation, ScriptableObject-based design.

SYSTEM REQUIREMENTS


Unity Version: 2020.3 LTS or newer (2022.3 LTS recommended)

.NET: Standard 2.0 or newer

Render Pipeline: Any (Built-in, URP, HDRP)

Input System: Legacy Input Manager or New Input System 1.4+

Platforms: All platforms supported by Unity



PACKAGE CONTENTS


Runtime Scripts: 27 C# files

- 11 QTE config classes (ScriptableObject)

- 11 evaluator classes

- 1 lifecycle controller (QTEInstance)

- Input abstraction layer (4 files)


Editor Scripts: 25+ C# files

- 11 custom Inspector editors

- Import/Export Wizard

- Schema exporter modules (per-type + combiner)

- Timing phase editor

- Property drawers


Documentation: 10 HTML pages

Demo: 12 demo managers + 12 UI scripts

Test Data: 5 sample JSON files



NAMESPACES


SimpleQTE - Runtime classes

SimpleQTE.Editor - Editor tools

SimpleQTE.Demo - Demo scene scripts



ARCHITECTURE


Config Layer


    ScriptableObject-based configuration for each QTE type.

    Create via Assets menu or ScriptableObject.CreateInstance at runtime.

    All configs inherit from QTEConfig base class.



Evaluator Layer


    Pure C# classes implementing IQTEEvaluator interface.

    No MonoBehaviour dependency.

    Receives deltaTime and input, returns QTEResult.

    Stateless design allows reuse or disposal.



Instance Layer


    QTEInstance manages lifecycle: Created, Running, Completed, Cancelled, Disposed.

    Bridges game code to evaluators.

    Exposes events for state changes, progress updates, and completion.




INPUT SYSTEM


Dual-system support via compile-time detection:

- ENABLE_INPUT_SYSTEM defined: Uses New Input System API

- Not defined: Falls back to Legacy Input Manager


IQTEInputSource interface:

- IsPressed(): Button currently held

- WasPressedThisFrame(): Just pressed this frame

- WasReleasedThisFrame(): Just released this frame

- GetStickValue(): Analog stick position (Vector2)


QTEInputAdapter default implementation handles:

- Gamepad buttons (face, triggers, bumpers, d-pad, stick clicks)

- Keyboard fallbacks for all inputs

- Analog stick with keyboard simulation (WASD, IJKL)


QTEInput enum (14 platform-neutral button names):


    FaceSouth, FaceEast, FaceWest, FaceNorth

    DPadUp, DPadDown, DPadLeft, DPadRight

    LeftTrigger, RightTrigger, LeftBumper, RightBumper

    LeftStickButton, RightStickButton



QTEStick enum:

LeftStick (WASD/Arrows fallback), RightStick (IJKL fallback)



PERFORMANCE


- Zero GC allocation per Tick() call

- Evaluators use struct-based state

- No LINQ or delegates in hot paths

- Injected deltaTime supports slow-motion and frame stepping



QTE RESULT


QTEResult struct (immutable):

- ResultType: Perfect, Success, PartialSuccess, Failure, Timeout, Cancelled

- Accuracy: 0-1 normalized accuracy value

- CompletionTime: Time when QTE completed

- IsSuccess: True if Perfect, Success, or PartialSuccess

- IsPerfect: True if Perfect



QTE INSTANCE LIFECYCLE


States: Created -> Running -> Completed (or Cancelled/Disposed)


Methods:

- Start(): Begin QTE evaluation

- Tick(float deltaTime): Update each frame

- Cancel(): Stop QTE with Cancelled result

- Dispose(): Clean up resources


Events:

- OnStateChanged(QTEInstanceState)

- OnProgressChanged(float)

- OnCompleted(QTEResult)



TIMING SYSTEM


QTETimingProfile (shared timing config):

- mode: Open or Windowed

- enableTimeout: Optional time pressure

- promptLeadTime: Delay before active phase

- timeLimit: Total duration

- useRandomTimeLimit: Randomize between min/max

- useSpeedCurve: Countdown speed varies over time

- speedMode: Curve (AnimationCurve) or Phases (discrete ranges)


TimingPhase (for Phases mode):

- durationPercent: 1-100, phases must total 100%

- multiplier: Speed/decay multiplier for this phase


PingPong uses inline timing (like Mash/StickWaggle) with the same features.



RELEASE MODES


Available for: LinearPrecision, RotationalPrecision, Arc, RotationalSpin


- Continue: Input position maintained on release

- Decay: Drifts back to rest position over time

- Reset: Snaps back to start position

- Fail: Releasing input fails the QTE



COMPOSITE SYSTEM


CompositeStep:

- Atomic: Single QTE config reference

- Parallel: Multiple QTEs running simultaneously

- delayBefore: Optional delay before step

- onSuccessGoTo / onFailGoTo: Branching to other steps


ParallelLogic:

- All (AND): Every item must succeed

- Any (OR): At least one succeeding = success


Events:

- OnStepStarted(int stepIndex)

- OnStepCompleted(int stepIndex, QTEResult)

- OnBranchTaken(int fromStep, int toStep)

- OnCompositeCompleted(QTEResult)



PINGPONG SYSTEM


PingPongZone:

- position: Center on bar (0-1)

- range: Half-width of zone

- zoneType: Success, Perfect, Penalty

- penaltyEffect: Fail, AccuracyPenalty, LoseProgress

- randomizePosition: Randomize zone position each run

- randomizeRange: Randomize zone size between rangeMin/rangeMax


PingPongMode:

- AnyOne: Hit any target zone to win

- Sequence: Hit all zones in position order

- FreeOrder: Hit all zones in any order


PingPongMissEffect:

- Nothing: Cursor keeps bouncing

- Fail: Instant fail

- AccuracyPenalty: Lose accuracy on miss



JSON SYSTEM


Import:

- Full-fidelity deserialization (all config fields supported)

- Validation with error and warning reporting

- Two-pass import (atomics first, composites resolve references)


Export:

- Schema generation for AI tools (Claude, ChatGPT, Cursor)

- JSON or Markdown format

- Master schema (all 11 types) or single-type export


Supported formats:

- Full wrapper: { "metadata": {...}, "qtes": [...] }

- Single entry: { "type": "Press", "name": "...", "press": {...} }

- Array: [ { "type": "Press", ... }, { "type": "Hold", ... } ]



EDITOR TOOLS


Custom Inspectors:

- Visual timeline showing prompt/success/perfect zones

- D-pad picker for directional QTEs

- Arc and angle visualizations

- Bar preview with zone colors for PingPong

- Curve editors with phase alternative

- Real-time validation display


Import/Export Wizard (Window > SimpleQTE):

- Import-Export Wizard: Load JSON, validate, select entries, import

- Export Schema: Generate AI-ready documentation (per-type or master)

- Copy Schema to Clipboard: Quick paste into AI chat

- Documentation: Open any doc page directly from Unity



API QUICK START


// Create and run a QTE

var config = Resources.Load<PressQTEConfig>("MyPressQTE");

var input = new QTEInputAdapter(QTEInput.FaceSouth);

var instance = new QTEInstance(config, input);


instance.OnCompleted += result => {

    if (result.IsPerfect) Debug.Log("Perfect!");

    else if (result.IsSuccess) Debug.Log("Success");

    else Debug.Log("Failed");

};


instance.Start();


// In Update loop

instance.Tick(Time.deltaTime);



DEPENDENCIES


None. No external packages required.

New Input System package optional (auto-detected).


Simple QTE is a complete Quick Time Event framework for Unity. Create cinematic action sequences, boss finishers, and interactive moments with 11 fully-featured QTE types. Works with both Legacy Input Manager and New Input System out of the box.


Three ways to create QTEs:

- Design in the Inspector with visual timeline editors (ScriptableObject configs)

- Generate from JSON using the built-in import/export system (perfect for AI-assisted workflows)

- Create at runtime via code (ScriptableObject.CreateInstance or direct evaluator access)



11 QTE TYPES


Button-Based:

- Press: Single button press with Open or Windowed timing modes

- Hold: Hold button until meter fills, optional release decay

- Mash: Rapid presses to reach target (Count or Value modes), rapid bonus system

- PingPong: Bouncing cursor on a bar, press when over target zone (golf swing, penalty kick, fishing style)


Stick-Based:

- StickWaggle: Waggle stick back and forth on configurable axis

- Directional: Push stick in correct direction, 8-direction support

- LinearPrecision: Find sweet spot on horizontal bar and hold

- RotationalPrecision: Rotate to target angle and hold

- Arc: Traverse arc from start to end angle (God of War style)

- RotationalSpin: Rotate stick N full times (door crank style)


Advanced:

- Composite: Combine multiple QTEs in sequence or parallel blocks with branching



KEY FEATURES


Dual Input System Support

Works with Legacy Input Manager and New Input System 1.4+. No configuration needed - auto-detects at compile time.


JSON Import/Export

Full-fidelity JSON serialization. Export schema documentation for AI tools. Import AI-generated configs directly into your project. Includes 5 sample JSON files demonstrating all QTE types.


Advanced Timing System

- Random time limits for unpredictability

- Speed curves: countdown accelerates or decelerates over time

- Decay curves: decay rate changes over time

- Timing phases: designer-friendly alternative to curves

- Optional timeout: disable time pressure for accessibility


Composite QTEs

Build complex sequences with:

- Sequential steps (do A, then B, then C)

- Parallel blocks (do A AND B simultaneously)

- Logic gates (ALL must succeed vs ANY can succeed)

- Branching (custom success/fail paths, recovery routes, alternate endings)


Release Modes

For precision and rotation QTEs:

- Continue: cursor stays where it is

- Decay: cursor drifts back to rest position

- Reset: cursor snaps back to start

- Fail: releasing fails the QTE


Custom Editors

11 visual Inspector editors with:

- Timeline visualization showing prompt/success/perfect zones

- D-pad direction picker for Directional QTEs

- Arc and angle visualizations

- Bar preview with zone visualization for PingPong

- Real-time validation with error display

- Tooltips with examples



RUNTIME ARCHITECTURE


- Pure C# evaluators: no MonoBehaviour inheritance required

- Zero GC allocation per tick

- Injected deltaTime for slow-motion and frame stepping support

- Clean event system: OnStateChanged, OnProgressChanged, OnCompleted

- Immutable QTEResult struct with accuracy, timing, and score data



WHAT'S INCLUDED


Runtime Scripts:

- 11 QTE config classes (ScriptableObject)

- 11 evaluators with complete logic

- QTEInstance lifecycle controller

- Input abstraction layer (IQTEInputSource)

- QTEInputAdapter for both input systems


Editor Scripts:

- 11 custom Inspector editors

- Import/Export Wizard window

- Schema exporter for AI tools

- Timing phase editor with visual timeline


Demo and Documentation:

- Demo managers and UI for all 11 types

- 10 HTML documentation pages

- 5 sample JSON files (God of War, Resident Evil, Heavy Rain, Spider-Man, Edge Cases themes)



USE CASES


- Boss finishers and cinematic kills

- Parry based gameplay with QTE prompts

- Door cranks and valve wheels

- Lockpicking and safe cracking

- Button mashing escape sequences

- Precision aiming minigames

- Golf swing / penalty kick meters

- Fishing minigame reeling

- Dialogue wheel selections

- Struggle and grapple moments

- Charge attacks

- Multi-input combo sequences

- Timeline cutscene interaction with QTE


SUPPORT


- Full HTML documentation included

- Sample JSON files for reference

- Demo scenes for all QTE types



Price $39.99

Alien sci-fi warrior 01 by a4m

2026, February 27 - 14:12
High-quality sci-fi alien soldier character

Number of Unique Meshes: 6

Vertex Count: 8961(All)

Rigged: (Yes)

Number of Characters: 1

Animated: (No)

Number of Materials: 4

Number of Textures: 16

Texture Resolutions: (4096x4096)

Rigged with Humanoid

High-quality sci-fi alien soldier character designed for games, cinematics, and concept projects.

The model combines organic forms with a technological armored suit, creating the look of an extraterrestrial fighter from a futuristic universe.

Model Features:

  • Asymmetrical armor with technological modules
  • Developed anatomy and expressive alien morphology
  • High-detail materials: metal, fabric, organic surfaces
  • Ideal for NPCs, enemies, soldiers, and sci-fi concept designs
  • Modular
  • Hight Quality Model & PBR Materials
  • LowPoly - Game Ready
  • Reasonable poly count
  • Optimized the density of the textures

Asset has no animations, but rigged with Humanoid skeleton, so you can easy retarget animations.


Price $40.00

Quirky Series - Dinosaur Animals Vol 3 by Omabuarts Studio

2026, February 27 - 13:34
Quirky animals, wacky animations, and silly expressions = endless fun for your project!

Check out our BESTSELLER upgrade: [Quirky Series Ultimate Pack]


Website : https://omabuarts.com


Quirky Series - Animals Mega Pack Vol.1

Quirky Series - Animals Mega Pack Vol.2

Quirky Series - Animals Mega Pack Vol.3

Quirky Series - Animals Mega Pack Vol.4


Features


✅ Nine (9) animals pack

✅ Tiny 8x8 px texture [diffuse map only]

✅ Rigged/Skeleton

✅ 19 animations

✅ 4 Levels of Detail [min 300 up to 9k tris]

✅ Mobile, AR/VR ready

✅ Sample URP Shader included

❌ Vertex color

❌ Clean (non-overlapping) UV mapping


Animations


Attack | Bounce | Clicked | Death

Eat | Fear | Fly | Hit

Idle_A | Idle_B | Idle_C

Jump | Lay | Roll | Run | Sit

Spin/Splash | Swim | Walk


Blendshapes/Shapekeys:


eyes.blink | eyes.happy | eyes.sad | eyes.sad

eyes.annoyed | eyes.squint | eyes.shrink | eyes.dead

eyes.lookOut | eyes.lookIn | eyes.lookUp | eyes.lookDown

eyes.excited-1 | eyes.excited-2 | eyes.rabid

eyes.spin-1 | eyes.spin-2 | eyes.spin-3

eyes.cry-1 | eyes.cry-2 | eyes.trauma

teardrop-1.L | teardrop-2.L | teardrop-1.R | teardrop-2.R

sweat-1.L | sweat-2.L | sweat-1.R | sweat-2.R


Email : omabuarts@gmail.com

Website : https://omabuarts.com

Twitter : @omabuarts


Price $25.00

Quirky Series - Dinosaur Animals Vol 1 by Omabuarts Studio

2026, February 27 - 13:19
Quirky animals, wacky animations, and silly expressions = endless fun for your project!

Check out our BESTSELLER upgrade: [Quirky Series Ultimate Pack]


Website : https://omabuarts.com


Quirky Series - Animals Mega Pack Vol.1

Quirky Series - Animals Mega Pack Vol.2

Quirky Series - Animals Mega Pack Vol.3

Quirky Series - Animals Mega Pack Vol.4


Features


✅ Nine (9) animals pack

✅ Tiny 8x8 px texture [diffuse map only]

✅ Rigged/Skeleton

✅ 19 animations

✅ 4 Levels of Detail [min 300 up to 9k tris]

✅ Mobile, AR/VR ready

✅ Sample URP Shader included

❌ Vertex color

❌ Clean (non-overlapping) UV mapping


Animations


Attack | Bounce | Clicked | Death

Eat | Fear | Fly | Hit

Idle_A | Idle_B | Idle_C

Jump | Lay | Roll | Run | Sit

Spin/Splash | Swim | Walk


Blendshapes/Shapekeys:


eyes.blink | eyes.happy | eyes.sad | eyes.sad

eyes.annoyed | eyes.squint | eyes.shrink | eyes.dead

eyes.lookOut | eyes.lookIn | eyes.lookUp | eyes.lookDown

eyes.excited-1 | eyes.excited-2 | eyes.rabid

eyes.spin-1 | eyes.spin-2 | eyes.spin-3

eyes.cry-1 | eyes.cry-2 | eyes.trauma

teardrop-1.L | teardrop-2.L | teardrop-1.R | teardrop-2.R

sweat-1.L | sweat-2.L | sweat-1.R | sweat-2.R


Email : omabuarts@gmail.com

Website : https://omabuarts.com

Twitter : @omabuarts


Price $25.00

Quirky Series - Dinosaur Animals Vol 4 by Omabuarts Studio

2026, February 27 - 13:19
Quirky animals, wacky animations, and silly expressions = endless fun for your project!

Check out our BESTSELLER upgrade: [Quirky Series Ultimate Pack]


Website : https://omabuarts.com


Quirky Series - Animals Mega Pack Vol.1

Quirky Series - Animals Mega Pack Vol.2

Quirky Series - Animals Mega Pack Vol.3

Quirky Series - Animals Mega Pack Vol.4


Features


✅ Nine (9) animals pack

✅ Tiny 8x8 px texture [diffuse map only]

✅ Rigged/Skeleton

✅ 19 animations

✅ 4 Levels of Detail [min 300 up to 9k tris]

✅ Mobile, AR/VR ready

✅ Sample URP Shader included

❌ Vertex color

❌ Clean (non-overlapping) UV mapping


Animations


Attack | Bounce | Clicked | Death

Eat | Fear | Fly | Hit

Idle_A | Idle_B | Idle_C

Jump | Lay | Roll | Run | Sit

Spin/Splash | Swim | Walk


Blendshapes/Shapekeys:


eyes.blink | eyes.happy | eyes.sad | eyes.sad

eyes.annoyed | eyes.squint | eyes.shrink | eyes.dead

eyes.lookOut | eyes.lookIn | eyes.lookUp | eyes.lookDown

eyes.excited-1 | eyes.excited-2 | eyes.rabid

eyes.spin-1 | eyes.spin-2 | eyes.spin-3

eyes.cry-1 | eyes.cry-2 | eyes.trauma

teardrop-1.L | teardrop-2.L | teardrop-1.R | teardrop-2.R

sweat-1.L | sweat-2.L | sweat-1.R | sweat-2.R


Email : omabuarts@gmail.com

Website : https://omabuarts.com

Twitter : @omabuarts


Price $25.00

Quirky Series - Dinosaur Animals Vol 2 by Omabuarts Studio

2026, February 27 - 13:19
Quirky animals, wacky animations, and silly expressions = endless fun for your project!

Check out our BESTSELLER upgrade: [Quirky Series Ultimate Pack]


Website : https://omabuarts.com


Quirky Series - Animals Mega Pack Vol.1

Quirky Series - Animals Mega Pack Vol.2

Quirky Series - Animals Mega Pack Vol.3

Quirky Series - Animals Mega Pack Vol.4


Features


✅ Nine (9) animals pack

✅ Tiny 8x8 px texture [diffuse map only]

✅ Rigged/Skeleton

✅ 19 animations

✅ 4 Levels of Detail [min 300 up to 9k tris]

✅ Mobile, AR/VR ready

✅ Sample URP Shader included

❌ Vertex color

❌ Clean (non-overlapping) UV mapping


Animations


Attack | Bounce | Clicked | Death

Eat | Fear | Fly | Hit

Idle_A | Idle_B | Idle_C

Jump | Lay | Roll | Run | Sit

Spin/Splash | Swim | Walk


Blendshapes/Shapekeys:


eyes.blink | eyes.happy | eyes.sad | eyes.sad

eyes.annoyed | eyes.squint | eyes.shrink | eyes.dead

eyes.lookOut | eyes.lookIn | eyes.lookUp | eyes.lookDown

eyes.excited-1 | eyes.excited-2 | eyes.rabid

eyes.spin-1 | eyes.spin-2 | eyes.spin-3

eyes.cry-1 | eyes.cry-2 | eyes.trauma

teardrop-1.L | teardrop-2.L | teardrop-1.R | teardrop-2.R

sweat-1.L | sweat-2.L | sweat-1.R | sweat-2.R


Email : omabuarts@gmail.com

Website : https://omabuarts.com

Twitter : @omabuarts


Price $25.00

Seamless Moss Textures by Pedro Verpha

2026, February 27 - 13:02
Seamless moss textures, optimized for terrain use.

• Texture Resolution: 2048 x 2048
• Texture Type: Seamless / Tileable
• File Format: .png
• Texture Maps Included: Albedo (Base Color), Normal, Height, Ambient Occlusion, Metallic, Smoothness, Edge Mask.

Moss Textures Pack contains seamless 2048x2048 textures with Ambient Occlusion, Edge, Height, Normal, Smoothness, and Metallic maps.


All maps are in .png format and fully optimized for mobile and low-spec systems, giving you great-looking results with minimal performance cost.


Price $4.99

PolyPeople Series - Zombies by Simply Poly Lab

2026, February 27 - 13:02
Versatile low-poly zombies with customizable colors—perfect for diverse NPC crowds.
  • 3 base color textures (512×512)
  • UV-mapped models, ready for texturing
  • 1 standard materials + 3 customizable color materials (Shader Graph-based)
  • No LODs included
  • Tested and optimized for Unity 6 (URP).

This asset is suited for crowd scenes, casual games, or as background characters for mid- to long-range views.


  • 8 unique stylized low-poly characters.
  • Each character comes with 4 prefab versions (one for each of the 4 included materials).
  • All characters are Humanoid rigged(Non-rigged versions are also included for use with auto-rigging tools).
  • Includes Shader Graph materials that allow customization of skin, hair, and clothing colors.
  • Character models range from 528 to 582 triangles.
  • Compatible with motion libraries such as Mixamo.
  • No animations included.

All models are provided in T-pose.


Note:

  • Due to the simplified geometry, it may not fully accommodate fine or highly detailed animations.
  • Custom (Shader Graph) Materials: Designed for URP only.
  • Standard Materials: These are simple texture-based materials and should work in the Built-in Render Pipeline, although they have been primarily tested in URP.

Series Compatibility:

This pack is designed to match the scale and overall style of the PolyPeople: CityPeople series. While some mesh details have been slightly adjusted for the Zombie theme, the overall aesthetic remains consistent—so you can mix and match them to build a seamless, unified world.



Price $4.99

SuperHero Controller | Physics based SuperHero System & Template by Golem Kin Games

2026, February 27 - 13:01
Arcade-style superhero controller for Unity with ground movement, super jumps, flight, wall climbing, combat, destruction, NPCs, vehicles, HUD, camera, and audio. Modular, event-driven.

Unity Version

  • Built with Unity 2021 LTS+
  • Compatible with newer Unity versions (including Unity 6)
  • Uses standard Unity components and APIs only

Render Pipeline

  • Built-in Render Pipeline
  • Universal Render Pipeline (URP) compatible
  • HDRP compatible (no pipeline-specific shaders)

Platforms

  • Windows
  • macOS
  • Linux
  • WebGL
  • Android
  • iOS
  • Console-ready (controller-friendly input setup)

Dependencies

  • No third-party packages required
  • Uses Unity Physics (Rigidbody-based movement)
  • Uses UnityEvents for extensibility
  • TextMeshPro used for HUD text (optional)

Input

  • Keyboard & Mouse
  • Gamepad / Controller support
  • Uses Unity Input System–agnostic input handling
    (works with legacy Input Manager or Input System via mapping)

Architecture

  • Modular, component-based design
  • Event-driven systems using UnityEvents
  • State-based movement logic for hero controller
  • All gameplay systems decoupled and reusable
  • Designed for easy extension and customization

Performance

  • Optimized for real-time gameplay
  • Physics interactions tuned for stable Rigidbody behavior
  • Minimal per-frame allocations
  • Uses non-alloc physics queries where applicable
  • Gizmos and debug visuals only active in editor

Code Quality

  • Clean, readable C#
  • Namespaced under GolemkinGames
  • One class per file
  • Inspector-friendly with tooltips and headers
  • No hard-coded scene references
  • No static singletons required for core gameplay

Included Systems

  • Rigidbody-based Superhero Controller
  • State-driven third-person camera
  • Event-driven audio controller
  • Health & respawn system
  • Combat and hit detection
  • Destructible object framework
  • NPC pedestrian controller
  • NPC vehicle controller
  • Bomb enemy AI
  • Coin collectible system
  • HUD (health and coins)

Animator Requirements

  • Mecanim Animator supported
  • Uses standard parameters:
    Float: Speed
    Bool: Grounded, Flying, Climbing
    Triggers: Jump, SuperJump, Fly, Fall, Land, Punch
  • Animator Controller not included (character-agnostic)

Physics Requirements

  • Rigidbody required on hero
  • CapsuleCollider required for hero
  • Colliders required for destructible objects and enemies
  • Uses layer masks for:
    Ground detection
    Climbable surfaces
    Punchable targets
    Camera collision

Multiplayer

  • Single-player focused
  • Not networked out of the box
  • Can be adapted for multiplayer with authoritative physics handling

Documentation

  • Comprehensive inline code comments
  • Scene gizmos for visual debugging
  • Example setup instructions included in package

Package Contents

  • C# source code
  • Example prefabs
  • Example demo scene
  • No art, characters, or animations included

File Size

  • Lightweight code-only asset
  • Minimal footprint (no textures, meshes, or audio required)

SUPERHERO CONTROLLER is a complete, arcade-style superhero gameplay framework built for fast iteration and satisfying moment-to-moment movement. Designed around Rigidbody physics, it delivers responsive ground movement, massive charged jumps, smooth free-flight, wall climbing, punch-based combat, and cinematic landings—perfect for open-city superhero games, prototypes, or full productions.

This asset goes far beyond a basic character controller. In addition to the hero, it includes a full supporting ecosystem: pedestrian NPCs, traffic vehicles, destructible objects, bomb enemies, collectible coins, a HUD system, a third-person camera, and an event-driven audio controller. Drop it into a scene and start playing immediately.


Core Hero Features

  • Walk, run, sprint, and responsive ground movement
  • Charged Super Jump for leaping buildings
  • Toggleable Flight Mode with acceleration, tilt, roll correction, and fast flight
  • Wall climbing, wall jumping, and ledge mantling
  • Punch-based combat with knockback and hit effects
  • Health system with respawning and checkpoints
  • Rigidbody-based physics for natural interactions

Movement States

The controller internally manages movement using a clean state system:

  • Grounded
  • Jumping
  • Falling
  • Flying
  • Climbing

This makes it easy to extend or customize behavior for your own mechanics.

Combat & Destruction

  • Box-based punch hit detection
  • Damage, knockback, cooldowns, and hit VFX
  • Fully featured Destructible System:
    Destroy
    Spawn debris
    Ragdoll
    Replace with destroyed prefab
  • Health, invulnerability, effects, sounds, and events

City Sandbox Systems

Populate your world instantly with included NPC controllers:

Pedestrians

  • Waypoint paths or free wandering
  • Idle pauses and obstacle avoidance
  • Optional fleeing behavior from threats

Vehicles

  • Road waypoint driving
  • Speed variation and corner slowing
  • Obstacle and pedestrian detection
  • Optional brake lights and wheel animation

Bomb Enemies

  • Chase-and-explode enemy behavior
  • Warning flashes and beeping
  • Explosion damage, knockback, and VFX

Camera, HUD & Audio

  • State-based third-person camera (ground, flight, climbing)
  • Dynamic FOV based on speed
  • Collision-aware camera system
  • HUD with animated health bar and coin counter
  • Fully event-driven audio controller for footsteps, flight, combat, and impacts

Events & Extensibility

Nearly every major action exposes UnityEvents:

  • Jump, Super Jump, Land, Fly Start/End
  • Climb Start/End, Wall Jump
  • Punch, Speed Change
  • Health Change and Death

Perfect for hooking in your own VFX, audio, UI, or gameplay logic without modifying core code.

Quick Setup

  1. Add a Rigidbody and CapsuleCollider to your hero
  2. Add SuperheroController
  3. (Optional) Add Camera, HUD, and Audio controllers
  4. Press Play

Defaults are tuned to feel good out of the box, with extensive inspector controls for fine-tuning.

Ideal For

  • Superhero games
  • Open city sandboxes
  • Prototypes and vertical slices
  • Arcade-style action games
  • Physics-driven character gameplay

Included Scripts

  • SuperheroController
  • SuperheroCamera
  • SuperheroAudioController
  • SuperheroHUD
  • Destructible
  • PedestrianController
  • VehicleController
  • Coin
  • BombEnemy

Price $35.00

HQ Bikes Pack by Artista Studio 3D

2026, February 27 - 12:58
A high quality collection of 32 unique 3D motorcycles or bikes, designed for racing, open world, and simulation games. Optimized for performance and ready to drop into your projects

Number of textures: 33

Texture dimensions: 512 x 512, 1024 x 1024

Polygon count:


Bike1: 37.4k

Bike2: 50.1k

Bike3: 52.7k

Bike4: 42.7k

Bike5: 57.5k

Bike6: 37.7k

Bike7: 49.7k

Bike8: 46.1k

Bike9: 56.7k

Bike10: 58.9k

Bike11: 56k

Bike12: 51.4k

Bike13: 32.9k

Bike14: 37.3k

Bike15: 51.7k

Bike16: 36.3k

Bike17: 51.5k

Bike18: 47.6k

Bike19: 63.2k

Bike20: 39.3k

Bike21: 74k

Bike22: 59k

Bike23: 68.8k

Bike24: 61.5k

Bike25: 39.3k

Bike26: 50k

Bike27: 57.2k

Bike28: 67.8k

Bike29: 36.9k

Bike30: 48.9k

Bike31: 34.2k

Bike32: 62.1k


Minimum polygon count : 32.9k

Maximum polygon count: 74k

Number of prefabs: 32

Rigging: Yes

UV mapping: Yes

HQ Bikes Pack is a versatile collection of 32 detailed 3D motorcycle models, crafted for developers building bike racing games, open world games, bike simulation games, or other simulators.


This pack includes a wide variety of bike styles (vespa bikes, dirt bikes, racing bikes, sport bikes, naked bikes, chooper bikes and scifi futurisitic bike) allowing you to populate your game world with diverse vehicles without needing multiple assets. Each model features clean geometry, consistent scaling, and visually appealing materials suitable for modern game environments.


Whether you’re creating a fast-paced street racer, a sandbox driving game, or a casual mobile experience, this pack provides a ready to use solution that saves development time and enhances visual quality.


The bikes are designed with both visual fidelity and performance in mind, making them suitable for PC and mobile platforms.


The color of each bike is changeable and each 3D model had logical pivot points to animate. Each bike had separated Front Body, Back Body, Bike Stand, Front Wheel, Back Wheel, Bike Handle, some bikes have Needle for speed or rpm and some have Digital meter and each object had their logical pivot points for animation.


Price $40.00

Pages