Sports Anthem Music Pack Vol2 by HONEYDOG
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
Rise Unite
Join the massive roar of the crowd in this uplifting anthem of triumph and collective strength.
#RiseUp #VictoryChant #FootballMusic
Price $99.00
Sports Anthem Music Pack Vol1 by HONEYDOG
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
Spirit Nation
Ignite the crowd with epic orchestral energy and a unified pulse of a legendary global movement.
#EpicSports #GlobalUnity #StadiumAnthem
Price $99.00
Ethereal Fantasy Music Pack Vol2 by HONEYDOG
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
Another Heaven
Ascend to a holy realm of angelic vocals and cinematic orchestration for a truly divine escape.
#HeavenlyMusic #AngelicVocals #EpicCinematic
Price $99.00
Ethereal Fantasy Music Pack Vol1 by HONEYDOG
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
Crystal Ray
Experience divine clarity through shimmering cinematic pads and holy, light-infused melodies.
#DivineMusic #CelestialAmbient #SpiritualHealing
Price $99.00
Hybrid Action Cinematic Trailer Music by CineWave Audio
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
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
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
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
- 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
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
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
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
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
- 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
- GenSpawners: Instantiate your objects.
- GenEffects: Apply visual or logic modifiers.
- 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
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
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
- Low polygon count has been optimally optimized
- Ready to use animation on Mixamo and suitable for all humanoid animations
- Texture, rig available, ready to include in the project
- Compatible with Unity and similar engines
- 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 :
- Placeholder characters for your games or prototypes
- Puppets to set up humanoid animations
- Sci-fi, futuristic, robot-like characters
Features pack:
- Low polygon count has been optimally optimized
- Ready to use animation on Mixamo and suitable for all humanoid animations
- Texture, rig available, ready to include in the project
- Compatible with Unity and similar engines
- 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
- 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
Supported OS
Local Repository: All platforms
Firebase Repository: Android, iOS
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:
- Does my game have a lot of items defined as ScriptableObjects?
- Do I find myself editing and re-editing items (ScriptableObjects)?
- Does my game have items that require constant balancing?
- Do I find it annoying to look through *files* rather than have a clean interface with all my items?
- Do I miss a possiblity to track information for each ScriptableObject individually?
- 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
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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
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
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
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
