Five Old Doors by Gilded8
Number of textures: 33
Texture dimensions: 4096
Minimum polygon count: 12
Maximum polygon count: 32258
Number of meshes/prefabs: 21/25
Rigging: No
UV mapping: Yes
Types of materials and texture maps (e.g., PBR): PBR, all assets have next 4K .png textures: AlbedoTransparency, MetallicSmoothness, Normal maps.
A collection of 5 doors. The 4 doors have latches, bolts, or locks that can be animated. The doors open. The pivots are positioned correctly.
This kit includes all doors with arches: https://assetstore.unity.com/packages/3d/props/exterior/five-old-doors-with-arches-272768
Separate doors: https://assetstore.unity.com/packages/3d/props/exterior/medieval-gate-of-the-fortress-268219
https://assetstore.unity.com/packages/3d/environments/fantasy/alchemy-medieval-narrow-door-258949
https://assetstore.unity.com/packages/3d/props/exterior/old-medieval-door-267662
https://assetstore.unity.com/packages/3d/props/gothic-wooden-door-317074
Price $44.99
Round Street Lamp by Gilded8
Number of textures: 4
Texture dimensions: 4096
Minimum polygon count: 4736
Maximum polygon count: 13822
Number of meshes/prefabs: 3/3
UV mapping: Yes
LOD information: No
Types of materials and texture maps (e.g., PBR): PBR, all assets have next 4K .png textures: AlbedoTransparency, MetallicSmoothness, Normal maps.
Rendered in Marmoset Toolbag 4.
This light can be used with the wall mount or separately. The emissive card can be turned off if desired.
Является частью данных паков: https://assetstore.unity.com/packages/3d/environments/urban/streetlights-set-01-368738
https://assetstore.unity.com/packages/3d/props/victorian-street-lights-and-signs-272938
Price $15.99
Household Interior Foley - Complete Collection by PolarsoundProductions
Total files: 1,496 WAV files
Total size: approx. 897 MB
Delivery format: 96 kHz / 24-bit WAV
Channel format: Mono
Microphone: RØDE NTG5
This bundle combines all three volumes of the Household Interior Foley series into one comprehensive, production-ready sound effects collection. It covers a wide range of everyday interior interactions, from doors and furniture to detailed appliance and kitchen Foley, all recorded with a strict quality-over-quantity approach.
Included Libraries:
• Volume 1: General household interactions, furniture, switches, drawers, shutters, intercoms
• Volume 2: Detailed door interactions, locks, windows, and appliance mechanics
• Volume 3: Kitchen appliances, utensils, and object handling
Library Contents (Combined)
• Doors (wood, glass, cellar, creaky, handles, locks)
• Windows and shutters
• Cabinets, drawers, and furniture
• Kitchen appliances (microwave, oven, kettle, dishwasher, toaster, coffee machine)
• Household devices and switches
• Object handling and movement Foley
• Mechanical and material interactions
Technical Specifications
Total files: 1,496 WAV files
Total size: approx. 897 MB
Delivery format: 96 kHz / 24-bit WAV
Channel format: Mono
Microphone: RØDE NTG5
File Naming & Metadata
All files follow Universal Category System (UCS) naming conventions and include embedded Broadcast Wave (BWF) metadata. Filenames clearly describe object, action, and variation for fast and efficient searching.
Usage
Suitable for film, television, games, trailers, and interactive media. All sounds are royalty-free for commercial and non-commercial use.
License
Redistribution, resale, sublicensing, or sharing of the sounds as standalone files or as part of another sound library is prohibited.
Credits
Recorded and designed by Polarsound Productions
Website: https://www.polarsoundproductions.com
Email: polarsoundproductions@gmail.com
Price $172.93
Fonts Browser + TMP Creation by bdb400 - Store
This package uses the Google Fonts API to retrive fonts.
Fonts Browser is a powerful font browser and viewer.
- Browse 1000s of fonts or keyword search for font names.
- Download selected varaints or all font varaints.
- Auto create TextMeshPro sdf files from .fft files.
Price $20.00
Zen Water Gallery by AK STUDIO ART
=== Content ===
- Number of Unique Meshes: 36.
- Number of Unique Materials: 48.
- Number of polygons: 2 to 12.882.
- Texture sizes used:
- 2048x2048 (48)
- 1024x1024 (29)
- 256x1024 (2)
- 512x512 (2)
- Types of texture maps: BaseMap, Height, MaskMap, NormalMap.
=== Statistics ===
The package includes:
- 16 FBX models.
- 29 Prefabs.
- 48 Materials.
- 81 Textures.
- 1 Demo Scene(s) with preconfigured Lightmap.
=== Notes ===
- Optimized 3D Models for performance.
- Baked GI included.
- Post Processing Setup provided.
Zen Water Gallery is a high-quality 3D environment designed for games, visualization, and cinematic scenes.
This scene blends minimalist gallery architecture with a tranquil indoor water garden, featuring a wooden walkway, natural rocks, and subtle vegetation.
Perfect for atmospheric environments, meditation spaces, or artistic showcases.
Optimized for performance and easy customization, this environment fits seamlessly into modern or stylized projects.
Price $19.99
Lobby Networking System by Beginner Games
- Seamless Photon Fusion Integration
- Fully Customizable UI and Content
- Basic Session List, Session Creation and Region change
This asset provides a fully functional lobby system using Photon Fusion.
It includes features such as region selection, session creation, and a customizable session browser to help you quickly set up and manage multiplayer games.
Price $5.00
HydroFX Buttons by Porshen - GAMEDEV
- Alpha mask requirement: button shape in white, background in black.
- Button texture requirement: transparent background, white edges, gray center.
- Texture Type: All textures must be set to "Default" (not Sprite 2D).
- Designed for fast integration into existing UI systems.
[CRITICAL: Requires Unity Visual Effect Graph package to be installed in your project]
Bring your UI to life with HydroFX Buttons, a sophisticated, highly customizable button system for Unity. Built on Unity’s Visual Effect Graph, this package delivers fluid, real-time visual feedback that makes your interface feel dynamic, responsive, and engaging.
Whether you're developing a game, app, or interactive installation, HydroFX Buttons instantly upgrades your UI with smooth wave animations on hover and satisfying ripple effects on click — mimicking the calming sensation of interacting with water.
What's inside:
- Dual Scenes: Includes "Demo" (standard showcase) and "Demo_bloom" (optimized for post-processing/emission effects).
- Ready-to-use Prefabs: Drop-in solutions for both Canvas UI and 3D world-space buttons.
- Documentation: Clean, well-commented C# script (VFXButton.cs) for full control.
- Customization: Starter set of alpha masks and textures. Fully compatible with custom textures to match your project’s unique style.
Easy Integration:
Just drag in the prefab, assign your textures, and tweak visual settings directly in the Visual Effect component Properties panel. No complex setup or code changes required.
Compatibility:
- Requires Unity Visual Effect Graph (com.unity.visualeffectgraph).
- Compatible with URP and HDRP (Built-in pipeline is not supported).
- Requires a Volume component (URP) or Post Process Volume (HDRP) for optimal rendering.
Price $5.00
Batch Renamer by Nesbit Labs by Nesbit Labs
Package Contents
- Main editor window (NL_BatchRenamer.cs)
- Built-in undo log system (stored at /Editor/UndoData/NL_RenameUndo.json)
- Clean, native UI built with UnityEditor tools
- No external dependencies
Compatibility
- Works with Built-in Render Pipeline, URP, and HDRP
- Editor-only tool (does not compile into runtime builds)
Requirements
- Unity 2020.3 or newer
Supported Platforms (Editor)
- Windows
- macOS
- Linux
Batch rename Unity assets without risking broken names or blind changes
Nesbit Labs Batch Renamer is a focused, editor-only tool built for safely renaming large groups of assets with full visibility and control.
Every change is previewed before you apply it, conflicts are clearly flagged, and you can roll back the most recent batch if needed.
Whether you're cleaning up a messy project or standardizing naming across a production folder, this tool helps you move fast without losing confidence in the outcome.
Controlled, preview-driven workflow
Rename assets using simple add or replace rules, or apply formatted names with indexed numbering.
Generate a full preview of all changes, filter results by file type, and review or exclude individual items before applying.
Conflicts are detected up front, with options to auto-fix or skip problematic entries. If something needs to be reversed, the most recent batch can be restored using the built-in rollback system.
Built for clarity and control inside Unity
Designed for developers and artists who want a clean, predictable workflow inside the Unity Editor, without relying on risky or opaque batch operations.
Features
- Add text to the beginning or end of asset names
- Replace parts of asset names with new text
- Format names with indexed numbering (e.g., Name_001, Name_002)
- Custom start index and padding length
- Preview all rename results before applying
- Select or deselect individual assets in the preview
- Detect duplicate name conflicts before applying
- Auto-fix conflicts by appending numeric suffixes
- Skip conflicting items if needed
- Filter preview results by file type (.png, .prefab, .fbx, etc.)
- Rollback support for the most recent rename batch using a saved log
- Editor-only tool (no runtime impact)
Typical Use Cases
- Clean up imported asset packs
- Standardize naming across mixed asset selections
- Add consistent prefixes or suffixes
- Apply indexed naming to environment or prop assets
- Replace inconsistent naming patterns across a project
Price $0.00
Low Poly Medieval Kitchen by Ni_Ki_Games
Number of Textures - 2
Texture size - 4096
Minimum polygon count - 7
Maximum polygon count - 199
Number of meshes/prefabs - 58
Rigging - No
UV mapping - Yes
LOD count - 1
This package contains prefabs with applied materials.
58 prefabs - Fruits, vegetables, poultry, knives, spoons, dishes
Meshes - 60 meshes + colliders for each
Materials - 2 materials
Textures - 2 textures. 1 for edibles, 1 for objects
Price $4.99
AR Sunglass Pro (No API Key) by Octopus Realm
Unity Version Required: 2020.3 LTS or higher
Render Pipeline Support: Built-in, URP, HDRP
Supported Platforms:
- Android
- iOS
- Windows
- macOS
- Linux
Architecture:
- Fully custom face tracking system
- Local processing (no external SDK or API)
- Modular controller-based structure
Development Language:
- C# (Fully editable source code)
Dependencies:
- No third-party SDK required
- No API key required
- No external license required
Included Assets:
- AR Sunglass Pro Demo Scene
- SunglassController Prefab
- Face Tracking Solution Prefab
- UI Prefabs (Snapchat-style selector)
- Screenshot Capture System
- Video Recording System
- Sample Sunglass Models
- Scriptable Settings for performance tuning
Customization Options:
- Scale offset adjustment
- Position offset adjustment
- Rotation offset adjustment
- Tracking smoothness control
- Async processing toggle
- GPU inference option (if available)
- UI layout fully customizable
- Easy integration of new FBX sunglass models
Performance Optimization:
- Adjustable input resolution
- Async processing support
- Mobile-optimized tracking
- Compatible with GPU acceleration
- Lightweight runtime architecture
Scene Setup:
- Drag-and-drop prefabs
- Inspector-based configuration
- No complex setup required
AR Sunglass Pro
Cross-Platform • No SDK • No API • Fully Local AR Try-On System
AR Sunglass Pro is a fully custom-built, real-time virtual sunglasses try-on solution for Unity. Unlike other AR plugins, it does not rely on any third-party SDK, API key, or subscription. Everything runs locally — with no watermark, no licensing cost, and no external dependencies.
Built from scratch for performance and flexibility, this plugin allows you to track faces and realistically align 3D sunglasses with smooth motion, adjustable offsets, and high accuracy across multiple platforms.
Perfect for e-commerce, fashion apps, AR experiences, social filters, and interactive marketing campaigns.
Why Choose AR Sunglass Pro?
✔ No API key required
✔ No watermark
✔ No subscription fees
✔ Fully offline processing
✔ Cross-platform support
✔ Fully editable scripts
✔ Easy sunglass integration workflow
Key Features
• Real-time face tracking and sunglass alignment
• Fully local processing (offline ready)
• Cross-platform support (Android, iOS, Windows, macOS, Linux)
• Adjustable scale, position, and rotation offsets
• Smooth tracking customization
• Screenshot capture system
• Video recording support
• Snapchat-style sunglass switching UI
• Modular SunglassController system
• Demo scene included
• Sample sunglasses included
• GPU acceleration support (if available)
• Async processing mode for better performance
Easy Sunglass Setup
No external studio or filter tool required.
Simply:
- Create your sunglass model in Blender, Maya, or any 3D tool
- Export as FBX
- Import into Unity
- Drag & drop into the controller
- Run and test
Perfect For
• Virtual eyewear try-on apps
• E-commerce integration
• Fashion brand applications
• AR-based marketing campaigns
• Social media filters
• Custom AR projects
AR Sunglass Pro gives you complete control, zero recurring costs, and full customization — making it the ideal solution for developers who want a professional AR try-on system without external SDK limitations.
Price $99.00
Replace Selected Pro by B2C3D
- Native Editor Overlay: Integrates directly into the Scene View toolbar. Fully dockable and completely unintrusive.
- Live Ghost Previews: Renders a transparent, color-customizable mesh preview of your replacements before you commit. Includes a culling distance slider to maintain high framerates in dense scenes.
- Smart Surface Alignment: Optional downward raycasting to instantly snap the new object's position and rotation to the terrain or ground normal below it.
- Match Bottom Bounds: Automatically calculates and aligns the bottom bounding box of the new mesh to the original object's base. Perfect for swapping walls, fences, or pillars of varying heights.
- Metadata Preservation: Granular toggles to precisely transfer the original object's Transform data (Keep Rotation, Keep Scale) and identity (Keep Name, Keep Layer, Keep Tag, Keep Static Flags).
- Advanced Randomization: Apply per-axis (X, Y, Z) rotation limits and custom Min/Max uniform scaling ranges. Roll new random seeds with a single click to rapidly iterate on visual variety.
- Full Undo/Redo Integration: Natively hooked into Unity's Undo stack. Instantly revert massive bulk replacements or accidental UI tweaks with Ctrl+Z.
- Persistent Preferences: Uses native ScriptableSingleton architecture. Your tool settings save automatically and survive domain reloads and Editor restarts perfectly.
- Pipeline Agnostic: 100% C# code. Contains no materials or shaders, making it fully compatible with the Built-in, URP, and HDRP pipelines out of the box.
B2C3D Replace Selected Pro is a lightweight, high-performance Editor Overlay designed to eliminate the tedium of manual object swapping in Unity. Whether you are replacing early greybox meshes with final art, scattering environment props, or iterating on a modular construction system, this tool allows you to swap hundreds of objects instantly without losing your careful scene layout.
Because it is built on Unity's modern Overlay system, it docks cleanly directly into your Scene View—no more clunky floating windows. It is completely genre-agnostic and invaluable for level designers, environment artists, and technical artists working on anything from dense FPS maps to sprawling RPG landscapes. The tool is highly customizable, letting you tweak visual ghosting colors, UI states, and exact randomization bounds to fit your project's specific workflow.
Support
<a href="https://discord.gg/5ukBGQ5sdh">Discord</a>
Price $15.00
Item Randomizer by Ade Studios
Features randomizing items both on the overworld and based on references in your code. Needs manual setup to ensure that every possible seed and randomization is possible without the need of any glitches or unintended strategies.
Works on any type of device.
Documentation included.
The Item Randomizer is a system for Unity which is intended to improve the replayability of your game by randomizing objects and references via a seed based randomization. It works perfectly with various genres such as Metroidvanias, Action Adventures and many more.
With just a bit of setup you can make your players experience your game in comepletly new ways, while always ensuring the game to be completable. Use the seed system to make it possible for your players to compete against or share their unique experiences with each other.
Price $4.99
Candy Land by Mostafa1001
Technical details
Geometry
Triangles
3855759
Quads
21306
Polygons
1
Total triangles
3898412
Vertices
2598325
Unique meshes
825
Textures and materials
Textures
114
Max texture resolution
4096
Materials
100
Vertex colors
Yes
Square textures
Yes
Animations
Animations tracks
0
Rigged animations
Yes
Morph animations
No
Number of meshes/prefabs
1
Candy land environment made with blender.
The model is very optimized and suitable for game use.
All the textures are provided.
Feel free to mail me and ask me anything (mostafaebrahiem1998@gmail.com).
Enjoy.
Price $50.00
Mini monster by _MaxDan4
Number of meshes/prefabs: 6
Tris Count: 11 720
Rigged: Yes
Animated: No
Number of Materials: 6
Number of Textures: 9
Texture Resolutions: 4096x4096
UV mapping: Yes
LOD information No
Types of materials and texture maps PBR
Low poly model of Mini Monster. The character has multiple color schemes ( 6 skins).
Texture maps 4k : PBR - BaseColor, Normal, MaskMap, Occlusion
Textures: 4K; 6 materials; 9 textures
Mini Monster
- Verts - 6 070
- Faces - 5 927
- Tris - 11 720
Price $24.99
Angry Monster by _MaxDan4
Number of meshes/prefabs: 5
Tris Count: 14 200
Rigged: Yes
Animated: No
Number of Materials: 5
Number of Textures: 18
Texture Resolutions: 4096x4096; 2048x2048
UV mapping: Yes
LOD information No
Types of materials and texture maps PBR
Low poly model of Cute Monster. The character has multiple color schemes ( 5 skins).
Texture maps 4k and 2k : PBR - BaseColor, Normal, MaskMap, Occlusion, Emissive
5 materials; 18 textures
Cute Monster
- Verts - 7 218
- Faces - 7 287
- Tris - 14 200
Price $24.99
Grumpy Monster by _MaxDan4
Number of meshes/prefabs: 5
Tris Count: 15 093
Rigged: Yes
Animated: No
Number of Materials: 5
Number of Textures: 8
Texture Resolutions: 4096x4096
UV mapping: Yes
LOD information No
Types of materials and texture maps PBR
Low poly model of Grumpy Monster. The character has multiple color schemes ( 5 skins).
Texture maps 4k : PBR - BaseColor, Normal, MaskMap, Occlusion
Textures: 4K; 5 materials; 8 textures
Cute Monster
- Verts - 15 093
- Faces - 14 721
- Tris - 29 265 (Hair: 5 838)
Price $24.99
Ornate Dagger 1 by Abd0G
Number of textures: 6
Texture Reslution: 4k
Number of meshes : 3
Number of materials : 2
Number of prefabs: 5
UV mapping: yes
LOD : yes
Tris Count :
LOD 0 : total 2896 tris
LOD 1 : total 1224 tris
Types of materials and texture maps: PBR
An Indian-inspired dagger featuring decorative filigree work, damascus steel patterns and carved jade details, The blade is inscribed with fluidly intertwined patterns, combining ornamental craft with functional design. Suitable for fantasy RPGs, historical settings, and character accessories.
Price $15.00
Ornate Dagger 2 by Abd0G
Number of textures: 6
Number of meshes : 3
Number of materials : 2
Number of prefabs: 5
UV mapping: yes
LOD : yes
Tris Count :
LOD 0 : total 2452 tris
LOD 1 : total 868 tris
Types of materials and texture maps: PBR
An Arabian-inspired dagger featuring decorative filigree work, damascus steel patterns and carved jade details, The blade is inscribed with two lines of poetry, combining ornamental craft with functional design. Suitable for fantasy RPGs, historical settings, and character accessories.
Price $15.00
MIGHTY TASKS - Kanban, Gantt, Tasks, Mindmaps, Users and more! by ShrinkRay Entertainment
Package type: 100% C# source (no DLLs). Assembly-definition boxed. Strictly Editor-only.
Footprint: 0 KB added to player builds. It is a production tool; it never touches runtime.
Performance: Highly optimized UI architecture capable of rendering thousands of tasks simultaneously.
Data Storage: Core schedule data writes directly to lightweight JSON files within ProjectSettings/MightyTasks. Perfectly aligned for Git or Perforce. Caches route cleanly to Library and UserSettings.
Tested versions: 6000+ LTS.
Platforms: Windows, macOS, Linux.
Dependencies: Zero third-party plugins. Zero SaaS accounts. Completely standalone.
Licensing: Standard per-seat EULA. Pay once, own forever. The internal user module trusts your studio seat count—no invasive DRM or connection checks.
BUILT FOR UNITY 6+
$79 early adopter price, will targeting $99 once road map is complete (such as AI integrations, tight MIGHTY ecosystem integrations and future Play Mode / Build Mode functionality)
Hello Spring Sale!
Mighty Tasks is the PERFECT complimentary asset to all the fresh new assets you're going to grab during the Spring Sale!
50% launch discount on now!
☑️MIGHTY TASKS: In-Editor Tactical Command
Stop paying a monthly tax to keep your project organized. SaaS platforms like Jira, Trello, and Monday are built for generalist project managers, not game developers. They live in a browser; your work lives in the engine. This disconnect creates a "Sync Debt" that rots your schedule the moment production hits high gear.
Mighty Tasks is the first and last management system you will ever need. If you have no system, buy this before you sign a single subscription contract. If you already use Jira, use Mighty Tasks as the deep execution layer where the high-level milestones finally meet the actual GameObjects.
🔓Subscription Immunity. Total Data Sovereignty.
You pay once. You own the pipeline forever. At an early-adopter rate of $79 (targeting $119 post-roadmap), Mighty Tasks pays for itself in two months by eliminating SaaS seat licenses. Your data never leaves your machine. It does not sync with Jira or ping Trello. Core project data writes to offline, source-control-friendly JSON files directly inside your ProjectSettings folder. Your granular execution schedule is now a first-class citizen in your Git repository, version-controlled alongside your C# scripts. Because that data is open text, you can write custom scripts, parse it, and extend the engine exactly how you please.
⚙️Deep Engine Assimilation
Web dashboards are blind to your hierarchy. Mighty Tasks is built into the Unity API. Scope tickets directly to a Scene, Area, Prefab, or specific Asset. Save exact SceneView camera angles to every task. Stop deciphering vague bug reports; click the ticket, fly straight to the broken mesh, and fix it.
⛓️Unlimited Multi-Breakdown System (MBS)
Shatter "Implement Combat" into forty atomic, executable steps. Nest sub-tasks infinitely. Parent progress, stages, and timeline spans calculate automatically from the leaf nodes. Your completion math is now deterministic, not speculative.
⚔️Capacity-Aware Kanban
Turn creeping scope into a visible hit list. The board automatically calculates studio capacity versus demand based on the specific working hours and available days of your assigned developers. Know if a sprint is mathematically impossible before you commit the team.
🛤️The Gantt Dependency Engine
Expose the domino effect. Map the critical path and visualize finish-to-start dependencies inside the editor. Drag bars to reschedule. If you push a dependency too far, the timeline physically prevents you from breaking a blocking task’s dates. This is the "Oracle" view that spots catastrophic schedule conflicts three months early.
🕸️System Topology (Map View)
Stop holding the entire game architecture in your head. The interactive spatial node graph lets you wire your logic visually. Map dependencies and connect feature loops before they turn into a tangled, unshipable nightmare.
✖️The Kill Grid (Matrix View)
Ruthless triage for the final push. The Matrix plots every leaf task on a Priority vs. Importance scatter plot. Drag a dot to the top right to mark it critical. Separate the game-breaking emergencies from the "nice-to-haves" in seconds.
🎯SceneView Vandalism (Annotations)
Draw massive red arrows directly on the render. The built-in screenshot tool lets you circle exactly what is broken in the SceneView and attach the proof to the ticket. Eliminate the "Where is this bug?" conversation forever.
🪖Frictionless Developer Deployment
Zero external logins or HR portals. Build lightweight, local profiles to track developer capacity, map their skills, and point them at the fire.
🛡️Total Immunity (7-Day Refund)
Test the system in your own trenches. If Mighty Tasks does not instantly untangle your scope creep within seven days, request a refund. We authorize it immediately, even post-download.
(Task Atlas users: One-click import for all existing Landmark and Task data. Also, deeply discounted pricing for loyal longterm Task Atlas users now in effect)
Plan. Track. Ship. All from the Editor.
❔Reach out at shrinkrayentertainment@gmail.com with any questions
Price $79.00
Easy AssetBundle Builder by Reamplyfied
Built With
- Unity EditorWindow
- UnityEditorInternal.ReorderableList
- BuildPipeline API
- AssetDatabase API
Unity Version Compatibility
- Unity 2019.4 or higher
- Supports all platforms supported by Unity's AssetBundle system
Platform Support
- Windows
- macOS
- Linux
- iOS
- Android
- WebGL
- PlayStation
- Xbox
- Nintendo Switch
- tvOS
File Details
- Main Script File: EasyAssetBundleBuilder.cs
- Data Container: EasyAssetBundleBuilderData.asset (ScriptableObject)
- Supporting Scripts: 8 editor scripts
- Total File Size: Approximately 250 KB
Dependencies
- No external DLLs required
- Pure C# implementation
- Uses only built-in Unity APIs
Key Classes
EasyAssetBundleBuilderWindow
- Main EditorWindow implementation
- Handles UI rendering and user interactions
AssetBundleGroup
- Container class for asset groups
- Stores group label, version, and asset list
AssetEntry
- Individual asset data container
- Stores asset reference, label, version, and timestamp
EasyAssetBundleBuilderData
- ScriptableObject for data persistence
- Saves all groups and settings
Core APIs Used
BuildPipeline.BuildAssetBundles()
- Primary build method for AssetBundles
- Supports all compression options and build targets
AssetDatabase.GetDependencies()
- Recursive dependency tracking
- Used for dependency analysis and duplicate detection
EditorUtility.DisplayDialog()
- User confirmation dialogs
- Warning and error messaging
Undo.RecordObject()
- Full Unity Undo system integration
- Supports Ctrl+Z / Cmd+Z for all actions
FileInfo.Length
- Real disk size calculation for dependencies
- Accurate file size reporting
Data Storage
- Project-based configuration saved inside Assets folder
- Version control friendly
- Team collaboration ready
- No external files or databases required
Build Options Supported
Compression Modes
- Uncompressed
- LZ4
- LZ4HC
- LZMA
Build Options
- Force Rebuild
- Chunk Based Compression
- Disable Write Type Tree
- Ignore Type Tree Changes
- Append Hash to AssetBundle Name
- Strict Mode
- Dry Run Build
Performance
- Batch processing for large asset collections
- Optimized dependency scanning
- Minimal Editor performance impact
- Fast build times even with hundreds of assets
Scripting Define Symbols
- No custom scripting defines required
- Works out of the box
Source Code
- Full C# source code included
- Well-commented for easy customization
- Modular architecture for extending functionality
Easy AssetBundle Builder is a powerful custom Editor tool for Unity that streamlines the process of creating, organizing, analyzing, and building AssetBundles. It replaces Unity’s default manual workflow with a visual, data-driven system designed for professional production pipelines.
Unlike the default workflow, which relies on heavy manual configuration and inspector tags, this tool provides full visibility and control through a dedicated interface.Key
Benefits
- Visual Group-Based Management: Organize assets in logical tabs.
- Per-Asset & Per-Group Control: Fine-tune build settings for individual items or entire groups.
- Built-in Versioning: Simple but powerful version tagging for assets and groups.
- Deep Dependency Analysis: Automatically map and inspect asset dependencies.
- Duplicate Detection: Instantly identify and resolve assets duplicated across multiple bundles.
- Comprehensive Metrics: Track build time, total size, and per-bundle sizes for every platform.
- Multi-Platform Targeting: Build for all target platforms from a single window.
- Multiple Compression Modes: Choose from various compression algorithms.
Features in Detail
1. Group-Based Workflow
Manage assets in a flexible, tab-based system.
- Create multiple groups with separate tabs.
- Automatic tab wrapping for an uncluttered UI.
- Independent sorting options per group.
- Assign a unique version number to an entire group.
2. Individual Asset Control
Maintain precise control over every asset in the list. Each asset supports:
- A custom, override label.
- A custom, override version number.
- Automatic detection of duplicate bundle names with an "Auto-Fix" option.
- The ability to be skipped or ignored during the build process.
3. Versioning System
Implement a clear versioning strategy (e.g., Player_v3).
- The version suffix can be toggled globally to be applied or ignored during the build.
4. Sorting Modes
Quickly reorganize your view with multiple sorting modes.
- Individual Asset Sorting:
- None (Manual Drag & Drop)
- Name (Ascending / Descending)
- Type
- Date Added (Newest / Oldest First)
- Dependency View Sorting:
- Name (Ascending / Descending)
- Size (Largest / Smallest First)
- Type
5. Build Metrics
After every build, the tool provides instant, actionable data:
- Total build time (in seconds).
- Overall build size.
- A detailed breakdown of individual bundle sizes.
- Persistent per-platform size tracking for historical comparison.
6. Dependency Analyzer
Gain full visibility into what makes up your bundles.
- Utilizes AssetDatabase.GetDependencies(assetPath, true) to map all dependencies.
- Displays a clear list of every dependent asset and its file size.
- "Click-to-Ping" functionality to instantly locate any asset in the Project view.
7. Duplicate Detection System
Prevent asset bloat by identifying dependencies shared across multiple groups.
- The system builds a dictionary: Dependency → Group → Asset List.
- Dependencies used in multiple groups are flagged with a color-coded severity scale:
- Yellow: Used in 2 groups.
- Orange: Used in 3+ groups.
- Red: Indicates a high-impact, heavy duplication.
8. Output Folder Management
Streamlined management of your build destination.
- Automatically create the target output folder if it doesn't exist.
- Safely clear the output folder before a new build.
- Automatically refresh the AssetDatabase after a build.
- Auto-select the newly built bundle in the Project view for quick access.
9. Drag & Drop System
A fast and intuitive way to populate your groups.
- Supports dragging and dropping single assets.
- Supports dragging and dropping entire folders.
- Performs recursive asset discovery on dropped folders.
- Automatic filtering to ensure only valid asset types are added.
10. Undo Support
Work with confidence, knowing every action is reversible.
- Uses Undo.RecordObject(...).
- Fully integrated with Unity's native Undo system (Ctrl+Z / Cmd+Z).
Price $5.00
