Physically Accurate Ragdolls by Delta Tech Studios
Includes 35 C# scripts.
Physically Accurate Ragdolls is a complete impact reaction system for Unity characters.
Standard Unity ragdolls give you rigidbodies, colliders, and joints, but they do not decide how a death impact should be distributed. Most games end up applying one force to the root or whole body, so every hit feels similar. A shoulder shot, leg shot, headshot, shotgun blast, and explosion often look like the same body shove with some random limb motion.
This asset adds a higher level force solver on top of Unity ragdolls. It reads the hit bone, hit point, direction, force, current pose, animation velocity, and root movement, then applies a more believable reaction. The connected body follows the main impact while the struck bone and nearby chain lead with local articulation. This creates clearer shoulder twists, head reactions, leg kicks, arm hits, shotgun impacts, and explosion reactions.
Characters can also inherit animation and movement momentum. A running enemy can continue forward into death unless the shot has enough force to redirect them. A jumping character can carry its arc into ragdoll. The result is more physical variety without needing hand authored death animations for every scenario.
The system includes realistic and cinematic tuning through ForceProfile assets, special ImpactScenarioProfile modifiers, animation to ragdoll pose sync, momentum retention controls, per bone callbacks, micro force options, anti jitter settling, local sleep stabilization, shotgun buffering, radial explosions, editor setup tools, debug panels, and a full demo scene with standard Unity ragdoll comparison.
Feature Highlights
Bone based impact reactions
Hit point and direction aware force solving
Connected body follow with local hit articulation
Animation to ragdoll pose synchronization
Root and bone momentum inheritance
Momentum Retention control
Realistic, Cinematic, Tactical, Arcade, Heavy Armor, Light Body, and Over The Top profiles
Headshot, Leg Sweep, Shoulder Hit, Explosion, and Shotgun Blast scenarios
Automatic head and limb scenario biasing
Shotgun and burst fire multi hit buffering
Explosion force with radius, falloff, upward bias, and optional line of sight
Death micro forces with per region tuning
Per bone force weight overrides
Per bone hit callbacks for gameplay, VFX, audio, and damage logic
Anti jitter sleep stabilization
Progressive drag settling
Optional freeze on settle
Cinematic impact time scale component
Raycast and sphere cast helper APIs
Character setup wizard
Validation report for ragdoll setup problems
Hit test editor tool
Force profile editor with presets
Impact scenario editor with presets
Momentum debug panel
Price $30.00
Realistic Smoke Grenade VFX by Delta Tech Studios
Particle Systems: 1
VFX Graphs: 1
Shaders: 1
Materials: 1
Textures: 2
Prefabs: 1
A smoke grenade visual effect asset for Unity supporting both URP and HDRP pipelines. The smoke looks volumetric and realistic thanks to a clever fake sphere lighting technique that simulates how light wraps around and penetrates a cloud of smoke, giving each particle a sense of depth and roundness rather than looking like flat billboards. The flipbook animation cycles through 64 frames of pre rendered smoke, creating smooth organic motion as particles spawn from a tight point and slowly billow outward, growing in size over their lifetime through a weighted curve that starts small and expands naturally. Particles drift gently with near zero start speed and no gravity, so the smoke hangs in the air like a real grenade cloud. Depth fade ensures particles blend smoothly where they intersect scene geometry instead of clipping harshly.
The HDRP version exposes several parameters you can tweak at runtime or in the inspector: color and alpha gradient to control the smoke tint and fade over its lifetime, normal scale and normal bending factor for adjusting how strongly the lighting reacts to the normal map, size over life curve, multiply alpha and multiply size for quick global adjustments, a force vector to push the smoke in any direction (defaults to a gentle upward drift), spawn position and radius to control where particles originate, and separate base texture and normal map texture slots if you want to swap in your own flipbook sheets. The URP version lets you adjust the main color, light highlight color (HDR), flipbook grid dimensions, depth fade distance, and soft particle factor through the material properties. Both versions loop continuously and can be dropped into any scene as a prefab or VFX asset with no scripting required.
Price $4.99
Scopes And Sights Shader - System by Delta Tech Studios
10 Scripts
14 Shaders
Scope and Sights is a complete optics package for first person shooter games in Unity. It covers everything from rendering a magnified view through a scope to the glass shaders and reticle overlays that make the optic look real.
The package uses a dual render approach where a second camera captures the world through the scope and displays it on the lens. This is the same method used in modern FPS titles and it gives you true magnification that is independent from the rest of the screen.
Magnification is automatically calibrated. The system reads your main camera's field of view and figures out what the scope camera needs to be set to so that 1x actually looks like 1x. From there it handles any zoom level you want, whether that is a fixed 4x optic or a variable 1x to 6x with smooth scrolling. If a player changes their FOV in the settings, the scope stays correctly calibrated without any extra work.
Reticles are rendered directly on the scope material so they sit inside the optic naturally.
Multiple styles are included and swapping in your own is just a texture change. The optic glass shaders give you lens tinting, reflections, and a rear lens vignette effect that fades in and out as the player aims down sights.
For projects using the NVG and Thermal Effects asset, a one click integration wizard sets up night vision and thermal scope presets automatically. If that asset is not in the project, the integration stays completely hidden.
NOTE: The NVG and Thermal Effects asset is required for intergration support for these effects. Since the NVG and Thermal Effect is HDRP only this will only work on the scopes shader on HDRP Projects. Lastly, support for Thermal and NVG scopes are limited to main camera FOV aiming echniques only, no support for dual render scopes (WIP).
Sample scenes are included with working weapons, an FPS controller, and multiple scope presets so you can see everything running immediately after import. All scripts are namespace enclosed and will not conflict with your existing code.
The package is designed to drop into any FPS project with minimal setup. Most of the heavy lifting is automatic and the few things you do need to configure are exposed as simple inspector fields.
Price $25.00
Dynamic Camera Effects by Delta Tech Studios
52 custom shaders
27 shared HLSL core files
100 scripts
29 textures
15 materials
2 demo scenes
Dynamic Camera Effects is a pack of 28 full-screen post-processing effects for HDRP and URP. Every effect has a wide range of exposed settings so you can shape the look to fit your game. Tweak a few sliders and the same effect can feel completely different.
Most effects are driven by shader math and don't need any textures at all. Things like poison, electrifying, glitch, drunk, drowsy, tunnel vision, TV noise, speed lines, height vertigo, shockwave, grayscale, camera pulse, fading out, and the scan effect are all purely procedural. Just drop them in and adjust the settings.
Some effects use textures for extra detail. Blood droplets, streaks, and splashes use texture atlases for the splatter shapes. Glass cracks and bullet holes use albedo, normal, and roughness maps for realistic refraction and specular. The freeze effect uses a frost overlay with a normal map. Low health uses a blood overlay texture. Textures are included for all of these.
Grenade effects (flashbang, stun, concussion, gas) react to distance and line of sight. Closer grenades hit harder and last longer. The blood system spawns individual elements on screen with procedural dripping, drying, and lifetime. Water drops have three modes (rain, submerged, face splash) with physically based refraction. Glass cracks have specular highlights and fresnel reflection.
Both HDRP and URP share the same shader core so the effects look identical across pipelines. A demo scene is included for each with a player controller and an effect manager that lets you cycle through and test everything at runtime.
Price $75.00
Molotov VFX by Delta Tech Studios
Shader Graphs: 2
Shader Subgraphs: 1
VFX Graph Assets: 10
Custom VFX Blocks: 1
Custom VFX Operators: 2
C# Scripts: 8
A complete molotov cocktail fire effect system built with VFX Graph. Throw, impact, burn, and fade the full lifecycle is covered out of the box.
The pack includes a throwable molotov projectile that spawns a spreading fire on impact. Flames scatter outward from the point of contact, a fireball bursts on collision, burning fuel pools on the ground with animated decals, smoke rises, sparks fly, and a burnt scorch mark fades in and stays behind after the fire dies out. A lighter with its own flame and spark effects is also included.
Everything runs on VFX Graph with flipbook sprite sheet animations. Fire spread is handled through a particle-driven spawn system that places individual flames at scattered positions around the impact point. Raycasting culls flames that would clip through geometry. Dynamic point lights with randomized flickering add to the scene, and timed coroutines handle the full effect lifecycle from ignition to cleanup.
Supports both HDRP and URP. Shader graphs, materials, prefabs, and VFX assets all have separate variants for each pipeline.
Price $4.99
Silenced Guns & Reloads Sound Effects by SoundLab_1
Audio file types: wav
Number of audio files: 147
Sample rate: 44.1 kHz
This pack includes:
20 Silenced Guns
- 6 Assault Rifles
- 4 Sniper Rifles
- 5 Handguns
- 5 SMGs
13 Reloads
- 4 Assault Rifle Reloads
- 2 Sniper Rifle Reloads
- 3 Handgun Reloads
- 4 SMG Reloads
The gun sounds consist of 5 variations.
Reloading sounds feature separate samples for magazine changes, bolt actions, and slide racking.
All gunshots and reloads designed from scratch, featuring no AI-generated or third-party sounds.
Price $4.99
Realistic Gunshots by SoundLab_1
Audio file type: WAV
Sample rate: 44.1 kHz
Bit depth: 24 Bit
This pack includes 36 guns (Gunshots only):
- 12 Assault Rifles
- 5 Machine Guns
- 5 Sniper Rifles
- 4 Shotguns
- 5 SMGs
- 5 Handguns
Each gunshot has 10 variations and available in 5 different spaces:
- Open Area
- Room
- Warehouse
- Subway
- Stairwell
All gunshots and reloads designed from scratch, featuring no AI-generated or third-party sounds.
Price $15.00
Hellborn Warlord by Sculptiq Studios
🔑 KEY FEATURES
- 👹 Fully Detailed Character - Includes 4 unique skins
- 🛡️ Modular Armor - Mix and match armor parts easily
- ⚔️ Weapon Included – Ready for combat scenarios
- 💎 Accessories - Multiple horns and crown options
- 🧩 Completely Modular Setup – Easily mix and match weapons, armor, skins, and accessories for limitless variations
- 🔥 Blendshapes & Adjustable Body Parts - Includes Slim, and Fatty variants
- 🎭 Facial Expressions - ARKit-ready with additional custom expressions such as Angry, Sad, etc
- ✨ Advanced Materials & Shaders – Includes default and custom advanced shaders with Built-In, URP & HDRP support
- 🧠 Customization Script – Real-time control for skins, armor, and blendshapes
- 🎁 Weapons VFX (Free Gift) - Weapon Elemental Effects (Fire, Snow, Electric, and Dark)
◈──────────────────────◈
🎭 RIGGING
- ✅ Rigged: Yes
- 🧍 Humanoid Rig
- 🎥 Works with any humanoid animations from store
- 🎬 12 Animations Included – Sword Raise (Emote), Idle (2), Walk (2), Attack (4), Hit, Death (2)
◈──────────────────────◈
🧾 POLYCOUNT
- Hellborn Warlord (Base Body): Triangles 39890 ・ Vertices 20104
- Armor: Triangles 33718 ・ Vertices 17840
- Horns (All Head + Body): Triangles 16106 ・ Vertices 8395
- Crown : Triangles 4798 ・ Vertices 2399
- Sword: Triangles 14964 ・ Vertices 7816
◈──────────────────────◈
🎨 TEXTURES & MATERIALS
- Total Number of Textures: 151
- Texture Resolution: 4K (4096×4096)
- Total Number of Meshes: 2
- Total Number of Materials: 56 (Standard Shader + Custom Shader)
◈──────────────────────◈
🧩 SHADERS
- 🖤 Default PBR Shaders included
- 🌌 Advanced Custom Shaders with Built-In, URP & HDRP support
- Dissolve Effect
- Decal, Blood, Dirt
- Weapons Effect
🔥💀 OWNER UPGRADE 💀🔥
Own our characters? Unlock this asset at a 20% lower upgrade price ⚡
⏳ Exclusive for existing owners
📢 Discord | 📸 Instagram | 🎥 YouTube | 🕹️ Unity
◈──────────────────────◈
Born in the depths of the abyss, the Hellborn Warlord is a powerful demon shaped by hell and war. Its imposing form, heavy armor, and battle-worn details create a strong and intimidating presence.
It features interchangeable horns and a crown, allowing you to switch between a more feral or commanding look. With multiple visual variations, modular armor, and blendshapes, it offers easy and flexible customization.
High-quality textures and advanced shaders ensure it looks great across all render pipelines, making it a solid choice for boss fights, elite enemies, or dark fantasy game scenes.
💀 HIGHLIGHTS 💀
- 🔥 4 Unique Skins – Brown, Green, Purple and Red
- 🛡️ Modular Armor Set – Fully modular parts with multiple skin variations
- ⚔️ Weapon Included – Sword with multiple skin options (Blue, Green, Orange, Red)
- 💎 Accessories – Interchangeable Horns and Crown
- 💪 Blendshapes – Adjustable body types (Slim, Fatty, etc.)
- 🎭 Facial Expressions - ARKit-ready with additional expressions (Angry, Sad, etc.)
- 🌌 Advanced Shaders – Built-In, URP, and HDRP support with Decal, Blood, and Dirt layers for added realism
- 🎭 Rigged Humanoid – Works with any Unity humanoid animation
- 🎬 Animations Included – Sword Raise (Emote), Idle (2), Walk (2), Attack (4), Hit, Death (2)
- 🖼️ 4K Textures – High-resolution maps for crystal-clear surface detail
- 🧾 Optimized – Balanced for high performance in real-time scenes
- 💨 Dissolve Effect – Integrated with the main character shader for cinematic spawns and vanishes
- 🧠 Customization Script – Real-time control for skins, armor, and blendshapes
◈──────────────────────◈
🎁 FREE GIFTS INCLUDED 🎁
Enhance your project with exclusive bonus content carefully designed to boost visual impact and creative flexibility, all completely free.
🔥 Weapon VFX – Add cinematic flair with Fire, Snow, Electric, and Dark elemental effects
⚡ Custom Weapon Shader – Advanced emission, glow, and energy layering for dynamic real time visuals
◈──────────────────────◈
🌐 Join the Sculptiq Studios Community
Need assistance or want a sneak peek at upcoming releases? Connect with us and become part of the Sculptiq family:
📢 Discord | 📸 Instagram | 🎥 YouTube | 🕹️ Unity
Price $60.00
Plastic Barrels And Containers by 32cm
Total verts 16000, polys 25000.
Textures 45 (4096pix)
Prefabs 24
Meshes 6
Pack of 6 industrial drums based in real ones and with real scale. 5 texture sets for all with 3 color variations for a total of 18 different barrels.
Comes with PBR 4096pix textures including Albedo, Normal, Roughness, Metalness and AO.
Realistic scale.
Total verts 16000, polys 25000.
Separate mesh with 3 levels of LODs included.
Suitable for factories, hangars, warehouses, storages, etc..
Price $4.99
Wooden Crates Set by 32cm
Total tris 4000. 2000 verts.
Textures 88 (4096pix)
Meshes 9
Pefabs 24
Pack of 24 crates with PBR textures based in real crates.
4096pix TGA textures including: Albedo, AO, normal, Metalness, Roughness
1 material each.
Total tris 4000. 2000 verts.
Easy to convert materials to URP or HDRP
Suitable for storages, warehouses, industrial zones, etc...
Price $4.99
Smart Bookmarks – Scene View & Object Organizer by AK Dev Tools
Engine & Compatibility
- Unity Version: 2021.3 LTS or newer
- Supported Pipelines:
Built-in Render Pipeline
URP (3D & 2D SceneView supported) - Editor Only: Yes (no runtime impact, no build-time scripts)
Core Functionality
- Save Scene View camera states (position, rotation*, zoom)
- Save GameObject bookmarks
- Jump instantly to saved views or objects
- Smooth camera transitions between bookmarks
- Bookmark Favorites for quick access
- Tour Mode for automated camera walkthroughs
* Rotation is automatically ignored in 2D SceneView (Unity limitation)
Tour System
- Sequential playback of bookmarked views
- Two-phase timing model:
Camera Speed – travel time between views (seconds)
View Time – hold duration at each view (seconds) - Works in both:
3D SceneView (position + rotation)
2D SceneView (position + zoom only)
SceneView Support
- 3D Mode
Full position, rotation, zoom
Scene thumbnails captured from SceneView - 2D Mode
Position and zoom supported
Rotation safely ignored
Uses placeholder thumbnails
No editor warnings or crashes
UI & Workflow
- Unity UI Toolkit–based EditorWindow
- List View & Gallery View modes
- Context menu actions:
Add to Tour
Add to Favorites
Rename
Update Thumbnail
Delete - Quick-action icons:
Add to Tour
Delete - Tooltips for clarity (no confirmation popups)
Smart Bookmarks is a Unity Editor productivity tool designed for developers who frequently work in the Scene View.
It allows you to visually bookmark Scene View camera states and important GameObjects, making it easy to navigate large or complex scenes, confirm layouts, and perform quick walkthroughs.
The tool supports visual thumbnails, robust object tracking, and an automated Tour mode to move through bookmarked views sequentially. Bookmarks can be organized, filtered, favorited
Smart Bookmarks is editor-only, lightweight, and works independently of the render pipeline. No runtime scripts or external dependencies are required.
Price $4.99
Sound It: Adaptive Audio Source by Code Trigger
Sound It: Adaptive Audio Source is a simple and efficient solution for creating dynamic, spatial audio in Unity.
Instead of relying on multiple AudioSources or complex setups, Sound It lets you define how sound behaves using geometry and paths, making your environments feel alive with minimal effort.
🎧 Core Idea
Traditional Unity audio is point-based — which makes large or irregular sounds (like rivers, wind, or machinery) hard to represent naturally.
Sound It solves this by letting audio exist across shapes, not just points.
⚙️ Features
🔹 Mesh Audio Source
Attach sound to any mesh and make audio follow its surface naturally.
🔹 Path Audio Source
Create flowing audio along paths — perfect for rivers, roads, or moving ambiences.
🔹 Polygon Audio Source
Define custom areas where sound adapts smoothly to player position.
🚀 Why Sound It?
- Simple & Clean Workflow
No complex systems or heavy setup — just add, shape, and play. - Lightweight & Performant
Designed to be minimal and efficient. - Fast Iteration
Quickly prototype and tweak audio directly in your scene. - Affordable Alternative
Focused on core features without unnecessary complexity.
🎮 Use Cases
- Ambient zones (wind, forest, rain)
- Environmental audio (water, machines, crowds)
- Level-based sound design
- Stylized or experimental audio systems
💡 Philosophy
Sound It is built with one goal:
make adaptive audio easy, fast, and accessible.
No over-engineering. No bloated systems.
Just the tools you actually need.
Price $22.00
Object Toggler System by JFKCompany
Key Features
- Visual Logic Editor: A complete no-code interface built with Unity's modern UIElements framework, allowing you to create complex logic directly in the Inspector.
- Advanced Object Targeting: Dynamically target objects not just by manual assignment, but by Tag, Layer, Name, Component Type, or Hierarchy relationships (Parent, Children, Siblings).
- Comprehensive Action Library: Includes a wide range of built-in actions:
State: Enable, Disable, Toggle, Destroy, Reset Position.
Motion: Smooth MoveTo and RotateTo with curve support.
Visuals: Blink (Flash On/Off) and Animation support (Play/Stop/CrossFade). - Execution Flow Control: Fine-tune logic with Initial Delays, Loops (Repeat Counts), and Sequences to chain events together.
- Performance Monitoring: Built-in tools to track CPU usage, active rules, and linked triggers in real-time to ensure optimization.
- Preset System: Save your rule configurations as presets and load them instantly in other scenes or projects.
- Multi-Language Editor: The Inspector UI is fully localized and supports English, Urdu (Roman), Hindi, Russian, Chinese, and Spanish.
- Robust Event System: Uses a centralized EventManager to handle triggers, rule execution, and state changes efficiently.
- Workflow Automation: Includes an Auto-Link Tool to detect and reconnect broken trigger references in your scenes.
- Theme Support: The editor interface automatically adapts to Unity's Light and Dark themes.
Object Toggler System: Visual Interaction & Logic
Bring your Unity scenes to life without writing a single line of code.
The Object Toggler System is a robust, no-code toolkit designed to manage object interactions, state changes, and simple animations directly from the Inspector. Whether you are a level designer, artist, or programmer looking to save time, this system empowers you to create complex logic—such as "Open Door when Player enters Zone" or "Blink Light when Button is clicked"—entirely through a visual interface.
Is it Customizable?
Yes. The system is designed for high flexibility:
- Advanced Targeting: You aren't limited to dragging and dropping objects manually. You can dynamically target objects by Tag, Layer, Name, or Hierarchy relationships (Parents, Children, Siblings).
- Preset System: Create complex rule configurations once and save them as Presets to instantly reuse them across different scenes or projects.
- Global vs. Local Settings: Define global behaviors for triggers or override them locally for specific unique interactions.
Suitable Genres & Use Cases
While versatile enough for any project, this package excels in:
- ? Puzzle & Logic Games: Create pressure plates, switches, and cause-and-effect sequences easily.
- ? Architectural Visualization: Add interactivity to arch-viz scenes (e.g., toggling lights, opening doors/windows) without coding.
- ? Adventure & Horror: Trigger environmental changes, jump scares, or story events when a player enters a specific zone.
Key Features
- ? Visual Rule Editor: Create and manage logic rules using a clean, modern Inspector interface built with Unity's UIElements.
- ⚡ Diverse Actions: Support for a wide range of actions including:
State: Enable, Disable, Toggle, Destroy.
Motion: Smooth MoveTo and RotateTo functionality.
Animation: Play Legacy or Animator states.
Special: Blink, Enable for Duration, and Sequences. - ? Execution Control: Add delays, loops, and sequences to time your interactions perfectly.
- ? Performance Monitoring: Includes built-in tools to track active rules, trigger counts, and execution time (CPU usage) to ensure your game runs smoothly.
- ? Multi-Language Support: The editor UI is fully localized for English, Urdu (Roman), Hindi, Russian, Chinese, and Spanish.
- ? Auto-Link Tool: Automatically detects and reconnects triggers in your scene if references are lost.
- Windows, macOS, LinuxSupported OS:
- Full offline documentation is included in the package and can be accessed from the Unity menu: Assets > JFKCompany > ObjectTogglerSystem > Documentation
Price $19.99
Editor Auto Theme by IntenseNation
- Follow system theme
- Editor theme buttons
- Theme buttons in the toolbar
OVERVIEW
This asset allows the editor to easily switch theme to match your OS instead of manually switching it from the preferences window.
FEATURES
- Enable/disable the auto theme change
- 2 Theme detection modes to select from
- Auto theme change notification
- Organized editor windows
- Quick start guide
EASY TO USE
Enable/disable auto theme feature with a simple checkbox
TOOLBAR THEME BUTTONS
- Right click the editor toolbar
- Enable "Unsupported User Elements"
- The buttons will be displayed in the toolbar
CONTROL EVERYTHING
- Whatever you need to adjust is there, from theme detection strategy to debug messages
- Enable/disable auto theme switch easily
ORGANIZED VIEW
All the controls are organized in one editor window, easily accessible from:
Tools > IntenseNation > Editor Auto Save
QUICK START GUIDE
Everything is well-written, which makes setting up and tweaking the asset even easier. To get started check the Guide
DEPENDENCIES
This asset requires Editor Coroutines (Used by the second theme detection strategy, "Periodic")
FOLLOW INTENSENATION
Tersala | Discord | Instagram | Facebook | Threads | TikTok | Bluesky | Telegram | Reddit | X (Twitter) | Tumblr | LinkedIn | YouTube
Price $0.00
Stylized Breakable Rock by Sat Productions
- 10 Ready-to-Use Prefabs for immediate integration 🧱
- 2K Textures for high-quality visuals with optimized performance 🎨
- Simple to Use: Easy setup with no complex configurations required 🔧
- Comprehensive Documentation for straightforward implementation 📚
- Pipeline Support: Compatible with Built-in, URP, and HDRP 🌐
- Optimized for Performance: Efficient meshes and low polygon counts for smooth gameplay ⚡
- Pre-configured Colliders & Rigidbodies for physics-based interactions 🛠️
- Adjustable Explosion Power & Fade-out Effects for flexible customization 💥
- Automatic Cleanup & Destruction Delay options for dynamic gameplay ⏳
- Cross-Platform Compatibility to ensure seamless use across different platforms, like mobile. 🌍
- Vertex Count : Average between 19-560 vertices.
The Breakable Stylized Rock Pack provides highly optimized, performance-friendly, and easy-to-use breakable rocks. With 10 ready to use prefabs featuring realistic physics-based destruction, this package is perfect for action, adventure, and survival games. It includes options to adjust explosion power, fade-out effects, and toggle physics, making it ideal for dynamic environments and enhancing gameplay interaction. The package supports Built-in, URP, and HDRP render pipelines, ensuring compatibility with various projects.
If you're interested with breakable props, be sure to check out our Asset Store page for more!
Question or Support : contact@satproductions.com
You can also join our Discord Server to stay updated on new assets, exclusive discounts, and amazing deals!
Price $7.99
Scene Bookmark Tool by Houidisoft technology
Speed up your level design workflow by saving important SceneView positions and returning to them instantly.
Scene Bookmark Tool lets you capture camera position, rotation, and a visual thumbnail of your scene, so you can quickly navigate between key areas without losing context.
Designed to be simple, fast, and reliable — no setup required.
Features
- Save SceneView camera position and rotation
- Automatic thumbnail preview for each bookmark
- One-click teleport to saved positions
- Per-scene bookmark filtering
- Rename and add notes to bookmarks
- Search and organize bookmarks easily
- Keyboard shortcut to save current view instantly
- Lightweight and fully editor-based (no runtime impact)
How It Works
- Open the tool from:
Window → Scene Bookmark Tool - Move your SceneView camera
- Save a bookmark
- Click any bookmark to instantly return to that view
Use Cases
- Level design and environment art
- Large scene navigation
- Lighting setup iterations
- Debugging specific locations
- Cinematic camera planning
Why This Tool
Many bookmark tools are either too complex or require setup.
This tool focuses on:
- Simplicity
- Speed
- Clean workflow integration
No dependencies, no configuration — just install and use.
More Assets
Check out other tools by the same publisher:
Price $15.00
Hierarchy Exporter by Darnelix
Four output formats: Tree, JSON, YAML, Markdown
Four detail levels: Structure, Components, Values, Serialized
Three target types: Scene GameObjects, Prefab assets, Scene assets
Search:
VS Code–style search (case-sensitive, whole word, regex)
Preview:
Code folding with collapse/expand all
Syntax coloring with bundled JetBrains Mono font
Filtering:
Filter chips: Prefabs, Inactive, Missing Scripts
Content filters: Tag, Layer, Prefab source name
Depth limit: 1–10 levels or unlimited
Export:
File export (UTF-8 without BOM)
Clipboard copy
Performance:
Large hierarchy support — incremental traversal, parallel formatting, virtualized preview
Other:
Drag-drop target selection with recent targets dropdown
Zero dependencies
Full source code
Editor-only
Hierarchy Exporter captures any GameObject, Prefab, or Scene and presents the full hierarchy in four professional output formats — with built-in syntax coloring, code folding, search, and filtering.
Preview your hierarchy before exporting. Search with regex, filter by Prefabs, Inactive objects, or Missing Scripts, and narrow results by Tag, Layer, or Prefab source name. Control export depth from 1–10 levels or unlimited. Then export to file or copy to the clipboard in one click.
Four output formats:
- Tree (human-readable with Unicode box-drawing)
- JSON (RFC 8259 compliant)
- YAML (YAML 1.2 Core Schema)
- Markdown (CommonMark)
Four detail levels:
- Structure (names only)
- Components (types and metadata)
- Values (curated Inspector-style properties)
- Serialized (all fields, including custom MonoBehaviours)
Why Hierarchy Exporter:
- Editor-only — zero runtime code ships with your game
- Zero external dependencies
- Deterministic output — identical hierarchies produce byte-identical results across machines and platforms.
- Full source code included
Useful for debugging large Unity scenes, generating documentation, analyzing prefab hierarchies, and exporting structured scene data.
Price $15.99
Sci-Fi Cryo Pods (Capsules) by Tirgames assets
Number of textures: 150
Texture dimensions: 1024x1024/2048x2048/4096x4096
Polygon count: Capsules (2k-32,7k tris), Chamber (49.9k tris)
Number of meshes/prefabs: 22/22
Rigging: No
UV mapping: Yes
LOD information: No
Types of materials: PBR
The collection of wide variety of cryogenic capsules for storing creatures, samples, or humanoid characters in stasis state.
FEATURES:
- 14 Unique capsules
- Mid-Poly meshes with HQ PBR materials
- Glass material simulating liquid inside capsule
- Custom convex colliders
- Two skins (white/dark)
CAPSULE TYPES:
- Floor-Stand capsules: 7
- Wall-Mount capsules: 3
- Ceiling-Mount capsules: 1
- Baby womb capsules: 3
- Triple Chamber: 1
- Observation Capsule: 1
RENDER PIPELINES:
- BuiltIn - Default
- URP - via Material converter+URP upgrade
- HDRP - via Material Converter
UPGRADABLE:
- Sci-Fi Cloning Room
- Sci-Fi Research Lab
- Sci-Fi Creatures Lab 1
- Sci-Fi Creatures Lab 2
- Sci-Fi Creatures Lab 3
IMPORTANT NOTES:
- The product contain only pods, environment and creatures shown in last screenshots are not included!
Price $20.00
LivePin by KimJinWoo
Core Features
- Pin: One-click save of all component values on a GameObject during Play Mode
- Hold: Auto-capture mode that saves state every time you enter Play Mode
- Revert: Restore individual components or entire GameObjects to their original state via searchable popup
Multi-Scene Support
- Full multi-scene support including additively loaded scenes
- Handles scenes loaded dynamically at runtime
Runtime Object Persistence
- Persist GameObjects created via Instantiate() during Play Mode into the scene
- Track and apply component additions and deletions
- Preserve runtime GameObject name changes
Supported Property Types
- All primitives (int, float, bool, string, enum, etc.)
- Unity structs (Vector2/3/4, Quaternion, Color, Bounds, Rect, AnimationCurve, Gradient)
- Object references (GameObjects, Components, ScriptableObjects, Assets)
Editor UI
- Compact Inspector panel with Pin / Hold / Revert buttons and real-time status
- Hierarchy window icons showing pinned and held objects at a glance
- Shared asset warning banner for ScriptableObjects referenced across scenes
Stop losing your Play Mode changes.
Every Unity developer knows the frustration: you spend minutes tweaking values in Play Mode, only to watch them vanish the moment you press Stop. LivePin solves this by letting you save and restore any component state across Play Mode transitions — with a single click.
How It Works
Select any GameObject in the Inspector and you'll see the LivePin panel with three buttons
- Pin — Instantly captures all component values on the selected GameObject. When you exit Play Mode, pinned data is automatically written back to the scene.
- Hold — Marks a GameObject for automatic capture every time you enter Play Mode. Perfect for objects you're constantly iterating on.
- Revert — Restores components to their pre-Play-Mode state. Choose individual components or revert everything at once through a searchable popup.
Built for Real-World Workflows
LivePin handles the scenarios that simple "copy component" tricks cannot:
- Multi-Scene editing — Pin objects across additively loaded scenes, including scenes loaded at runtime.
- Prefab instances — Changes are applied back to prefab assets or overrides as appropriate.
- Runtime-created objects — GameObjects instantiated during Play Mode can be persisted into the scene permanently.
- Component additions and deletions — Added or removed components during Play Mode are tracked and applied on exit.
- GameObject renaming — Name changes made in Play Mode are preserved.
Price $15.00
Sci FI Hallway Asset Pack by Apoc Studios
Technical details
Features:
Number of Unique Meshes: 19
Collision: Automatically generated collision
LODs: No
Number of Materials and Material Instances: 17
Number of Textures: 69
Texture Resolutions: Texture size varies between 2048px & 4096px
Video Fly through: https://youtu.be/WyYfGPxUG50
Sci-Fi Hallway Environment & Asset Pack – Modular 3D Assets for Game Development
Create stunning, futuristic environments with this Sci-Fi Hallway Environment & Asset Pack, designed for game developers, 3D artists, and content creators. This high-quality asset pack includes 19 unique static meshes, allowing you to mix, match, and customize your own sci-fi corridors with ease.
Price $35.00
