Multiplayer Engine – Pro Edition (P2P & Dedicated Server) by Ignitive Labs
Multiplayer Engine – Pro Edition is built on a modular architecture that bridges the gap between low-level networking and high-level game logic. It automates the "boring" parts of backend integration so you can focus on gameplay.
🔌 Networking & Architecture
- Hybrid Support: Seamlessly switch between Peer-to-Peer (P2P) for cost-effective co-op and Dedicated Game Servers (DGS) for authoritative competitive play.
- Netcode Foundation: Built on industry-standard frameworks with custom wrappers for Steamworks, UGS, and PlayFab.
- Network Smoothing: Interpolation for fluid proxy movement.Latency Mitigation: Advanced Character Controller features:
Client-Side Prediction: Instant input feedback for players.
Server Reconciliation: Corrects position desyncs without jitter.
Lag Compensation: Rewind-based hit detection for fair combat.
☁️ Integrated Services & SDKs
The engine includes a Setup Wizard that handles the API handshakes and SDK installations for:
- Matchmaking: Ticket-based queuing and lobby management.
- Orchestration: Integrated deployment flows for Edgegap, AWS GameLift, and PlayFab Multiplay.
- Transport Layers: Optimized for high-frequency data transmission and reliability.
📦 Package Content
- One-Click Setup Wizard: Automates Project Settings, Scripting Define Symbols, and dependency fetching.
- Scalable MMORPG type matchmaking.
5v5 Draft/Pick Lobby. - Flexible Team-ID management.Gameplay Systems:
Extensible Health/Damage interface.
Network-synced Melee and Projectile systems.
💻 Requirements & Compatibility
- Unity Version: 2021.3 LTS or higher (Recommended).
- Render Pipelines: Built-in, URP, and HDRP compatible.
- Scripting: C# (Full Source Code included).
- Target Platforms: PC (Windows/Mac/Linux), Consoles, and Mobile (depending on backend provider).
📖 Documentation & Support
Your purchase includes comprehensive technical documentation designed for both beginners and senior engineers.
- Quick Start: Go from empty project to networked player in under 5 minutes.
- API Reference: Detailed breakdowns of core networking classes.
- Dev Support: Join our Discord for direct technical assistance and bug reporting.
Built for : Unity Gaming Services | Steam | PlayFab | Edgegap
Peer-to-Peer Networking and Dedicated Server Support
Multiplayer Engine – Pro Edition is a fully integrated system that supports both Peer-to-Peer (P2P) and Dedicated Server architectures — giving you the flexibility to build anything from small co-op games to competitive 5v5, battle-royale or MMORPG experiences.
🌐Supported Platforms:
- Steam
- Unity Gaming Services
- PlayFab
📦 Dedicated server providers supported:
- Edgegap
- Amazon GameLift
- PlayFab
⚙️ One-Click Setup System
No more complex manual configurations.
Our built-in Setup Wizard allows you to:
- Select networking architecture (P2P or Dedicated)
- Choose backend & service provider
- Automatically install required SDKs
- Configure services & dependencies
- Apply necessary project settings
With a single click, the system sets up everything for you.
This is a true plug-and-play solution designed to save weeks of development time.
🎮 Matchmaking & Game Modes
The engine includes fully functional examples of:
- Matchmaking system
- Persistent server support
- 5v5 custom match system
- Draft-pick lobby example
- Team-based lobby system (flexible team sizes)
- Multi-team match configurations
You can easily configure different team structures and match styles to fit your game design.
🧠 Advanced Character Controller
Includes a professional multiplayer-ready character controller with:
- Client-side prediction
- Server reconciliation
- Lag compensation
- Network smoothing
Also included:
- Basic P2P character controller
- Shooting system
- Melee attack system
- Health & damage system
📘 Documentation & Learning Resources
After installation, you’ll get access to:
- Complete setup documentation
- Step-by-step dashboard configuration guides
- Dedicated server deployment guide
- Full video tutorials on YouTube (Comming Soon!)
- Continuous updates & improvements
📜 Third-Party Usage
- Feather Icons by Google (MIT License)
- Unity Assets for demo use
Depending on your chosen backend integration, the following dependencies will be initalled:
- Edgegap SDK (if using Edgegap Servers)
- Steamworks.net (if using steam as backed)
- PlayFab.SDK, PlayFab-Party.SDK, and Playfab-Multiplayer.SDK (if using playfab as backed)
See the included Third-Party Notices.txt for details.
💬 Community & Support
Need help with setup, bugs, or updates?
Feel free to contact us anytime:
🌐 Discord - https://discord.gg/59cFVYavpd
We’re happy to assist you!
We provide:
- Active support via Discord
- Direct assistance when needed
- Official website with extended documentation and updates
You’re never left alone during development.
If you're building a competitive multiplayer game or planning scalable online experiences, Multiplayer Engine – Pro Edition gives you everything you need — in one package.
Price $60.00
Time Paradox Engine: Time Manipulation System by RG Poly
Play DEMO there is much more to see
AI ASSISTENT AND DOCUMENTATION
🌪️ WHAT CAN TIME PARADOX ENGINE SLOW DOWN AND REWIND?
Physics & Movement
- Player & Enemy Rigidbodies (3D & 2D): Full velocity and angular momentum tracking.
- NavMeshAgent AI: Perfect slow-motion pathfinding with anti-slip momentum braking.
- Custom Projectiles: Arrows, bullets, and rockets (Kinematic or Physics-based).
- Kinetic Accumulators: Absorb hits during a Time Stop and release the kinetic energy all at once.
- Hinge Joints: Automatically suspended during rewinds to prevent physics glitches.
Visuals, VFX & Audio
6. Shuriken Particle Systems: RAM Cache, Procedural Resimulation, or Reverse Playback modes.
7. VFX Graph: Native scrubbing backward with Time Slicing & Distance Culling.
8. Shader Properties: Slow down scrolling textures, water ripples, or glowing emissions via MaterialPropertyBlocks.
9. Cinemachine Cameras: Anti-damping teleportation ensures your camera doesn't drift through walls during a rewind.
10. Audio Sources: Dynamic pitch scaling and automatic Low-Pass Filters during anomalies.
11. URP/HDRP Volumes: Smooth post-processing transitions for Time Stop and Slow-Motion.
Logic, UI & Custom Code (Via The Math Bridge)
12. Ammo & Heat levels
13. Wind Zones:
14. Cooldown timers and Quest clocks:
15. Environmental Puzzles: Un-press pressure plates, un-open heavy doors, and reverse moving platforms.
20. Animator State Machines: Seamlessly scrub walk/attack animations backward, including bone-perfect historical snapshots.
🔥 NEW IN THIS VERSION:
- Time Echoes (Paradoxes): Rewind time and spawn a physical "Ghost" clone that replays your recorded history! Complete with synchronized Animator states, procedural bone mapping, and separate event triggers for ghosts
- Kinetic Accumulator (Stasis Impact): Hit a frozen object multiple times to build up potential energy, set the delay between,
- Expression Tree Math Bridge: Eliminated slow C# Reflection.Bind your custom variables (HP, Stamina, Light Intensity) via the Inspector, and the system compiles lambda delegates in real-time for zero-overhead manipulation.
- Decoupled Animation Framerate: Record heavy procedural bone histories at 15 FPS, while the engine mathematically up-samples and interpolates them back to 50 FPS during rewind for perfectly smooth playback.
⚡ AAA PERFORMANCE (ZERO GC & MULTITHREADING)
Built with high-performance C# and NativeArrays. Time Paradox Engine processes thousands of objects simultaneously using IJobParallelForTransform and the Burst Compiler. Circular buffers use O(1) bitwise operations. It allocates zero memory during standard gameplay loops. Fully optimized for Desktop, Consoles, Mobile, and VR.
🛑 ADVANCED LOCAL ANOMALIES (ZONES)
- Local Rewinds: Objects inside a zone are forced to walk backward in time, while the rest of the world plays normally forward.
- Kinetic Zones (Superhot Style): Time only moves when the player moves.
- Non-Alloc Object Pooling: Zones handle hundreds of overlapping projectiles without frame drops using pooled targets and Unity's non-alloc physics APIs.
⚠️ WHAT DOES IT TAKE TO REWIND A CUSTOM CONTROLLER? (HONESTY FIRST)
No asset can magically rewind an unoptimized, hardcoded spaghetti script. However, Time Paradox Engine is designed to seamlessly integrate with 99% of custom controllers if you follow our simple interfaces:
- The Kill-Switch: Your script must survive being temporarily disabled during a rewind. Our Component Manager handles this automatically.
- The Adapter Interface: Implement the tiny ITimeWarpCharacterAdapter interface to replace Time.deltaTime with our scaled local time, ensuring perfect slow-motion.
- The State Listener: Implement ITimeWarpStateListener to get notified the exact frame a rewind ends, allowing your AI to instantly acquire new targets.
💬 24/7 DEDICATED AI ASSISTANT.
Chat with the Time Paradox Support AI Here: it was trained to help you set up everything in editor
❓ FAQ
Does it work with my custom Player Controller?
Yes! Swap your Time.deltaTime for GetLocalDeltaTime() via our simple interface, and your controller instantly becomes "Time-Aware" for slow-motion. or use custom channel and Bridge to get the values from the script working with Time Paradox
Can I create "Ghosts" that replay my actions?
Absolutely. The Time Paradox Module extracts positional history, Animator states, and custom events (like "Shoot" or "Jump") to spawn a physical clone that perfectly replays past actions and can even push physical objects out of its way.
Can I rewind the whole scene?
You can, but we give you the tools to do it smartly. By using Auto-Setup Layer Rules, you ensure the engine only records objects that actually matter, preventing massive RAM bloat compared to brute-force global rewinds.
Does it handle death and destroyed objects?
Yes. The lifecycle module safely hides "dead" objects instead of destroying them, allowing them to perfectly resurrect if time is rewound before their death frame.
Kyle Robot Character not included
Version on Unity 6
Let’s create something timeless ❤️
Price $75.00
Winter Piano - Premium Music Collection by BT LOOPS
Technical Information
Audio Format: WAV
Sample Rate: 48kHz / 24bit
Style: Solo Piano, Cinematic, Impressionism
Looping: Easily editable
Royalty-Free: Yes (commercial & non-commercial use) - NO COPYSTRIKES!
Number of original music pieces: 6
Number of alternative versions and loop tracks: 7
Number of all Audio Wavs: 23
Minutes of audio from original music pieces: 19 min (19:04')
Minutes of all audio provided: 37 min (0:37:15')
Winter Piano is an emotional piano music asset pack designed for indie games, animations, and films. Inspired by French Impressionism, it delivers warm, melancholic, and cinematic moods perfect for winter-themed and story-driven projects.
The tracks are clear, minimal, and easy to use — ideal for menus, cutscenes, exploration scenes, and background music that supports gameplay without distraction.
Content:
6 original solo piano compositions
Handcrafted, expressive performances
Cinematic and impressionistic mood
Suitable for linear scenes and ambient storytelling
Track Use Suggestions:
First Snowflakes – opening scenes, exploration, calm environments
Iceskaters – lively winter towns, social hubs, light gameplay
The Longest Night – emotional cutscenes, slow narrative moments
Ice Ballerina – dramatic sequences, character focus
Last Swan – solitude, loss, atmospheric transitions
Lazy Morning – safe zones, endings, warm narrative moments
Price $19.99
Stylized Cursed Knight by N-hance Studio
Development Render Pipeline: Built-In (Unity 2022) & URP (Unity 6)
Rigged: Yes
Humanoid Rig: Yes
Number of Characters: 1
Number of Weapons: 1
Number of Animations: 60
Number of Prefabs:
- Unity 2022:
- Mobile Prefabs: 3
- PC Prefabs: 3
- Unity 6:
- URP Prefabs: 3
Triangle Count:
Body: 25,876
Sword: 3,794
Number of Textures: 13
Texture Resolutions: 2048x2048, 4096x4096
Number of Materials:
- Unity 2022:
- Mobile Shaders: 6
- PC Shaders: 6
- Unity 6:
- URP Shaders: 6
Join the N-hance Studio community
_____________________________________________________________________________
Attention:
If you plan to use our assets, including this one, in any NFT or blockchain projects, please reach out to us via email first!
_____________________________________________________________________________
Asset Description:
This package is designed for stylized / fantasy games. This asset is well detailed and can be used for First and Third Person camera.
Various color Materials, animations & Weapon Component for wide customization included!
Features:
- PBR Setup
- 3 Hand-painted skin colors (see screenshots for details)
- Weapon Asset
- 60 animations
- Humanoid Rig
- PBR Stylized Material:
- 6 Hand-painted Diffuse Maps
- 2 Normal Maps
- 1 Emissive Map
- 2 Metallic & Smoothness Maps
- 2 Ambient Occlusion Maps
- Style Variations:
- Green Cursed Knight
- Purple Cursed Knight
- Red Cursed Knight
Check out our Packs & Bundles:
- Bundles:
- Elementals Bundle
- Nature Bundle
- Sea Animals Bundle
- Creatures Bundle #1
- Creatures Bundle #2
- Enemy NPC Bundle #1
- Enemy NPC Bundle #2
- 250 Materials Bundle
- Spell Icons Ultimate Bundle
- Packs:
Price $29.99
Haystack (DI) by ReckDev
- Attribute-based dependency injection system ([Inject], [Install], etc.)
- Direct injection for scene-based objects
- Indirect injection with custom key support for runtime systems
- Collider and Collider2D injection for gameplay interactions (trigger, collision, overlap)
- Manual binding and resolving (Bind, Resolve, TryResolve, ResolveAll)
- Support for singleton and transient lifetimes via factory bindings
- Static dependency injection support
- Lightweight container-style architecture (no heavy setup required)
- Runtime configuration system for execution control and safety
- Coroutine-based initialization (WebGL-friendly, no async dependency issues)
- Debug and validation tools (TryResolve, IsBound, verbose logs)
- Dependency unbinding system (including UnbindAfterInjection behavior)
- Runtime refresh and reset system (Haystack.Refresh, Haystack.Reset)
- Support for inactive object injection and delayed execution
- Cross-platform compatibility (Desktop, Mobile, WebGL)
- Editor tools and configuration assets included
- Demo scenes and sample scripts included
- Backward compatibility with legacy attribute aliases
Haystack is a lightweight and flexible dependency injection framework designed for Unity developers who want cleaner architecture, better scalability, and faster development workflows. It provides a simple yet powerful way to manage dependencies across gameplay systems without heavy setup or complex configurations.
The framework supports multiple injection approaches including direct injection for scene-based objects, indirect injection for runtime and dynamic systems, and collider-based injection for interaction-driven mechanics such as triggers, pickups, and combat systems. This makes it highly adaptable for different types of projects, from small prototypes to large-scale games.
Haystack is built with performance and platform compatibility in mind, ensuring stable behavior across desktop, mobile, and WebGL builds. It avoids common issues related to async workflows by supporting coroutine-based initialization, making it especially suitable for WebGL environments.
Developers can use attributes to define dependencies clearly, reducing tight coupling and improving code readability and maintainability. The framework also includes manual binding and resolving options, allowing a lightweight container-style workflow for advanced use cases.
Key features include:
- Attribute-based dependency injection for clean and organized code
- Direct and indirect injection systems for flexible workflows
- Collider and Collider2D injection for gameplay interactions
- Manual binding and resolving for lightweight container control
- Runtime configuration settings for performance and behavior tuning
- Debug-friendly tools such as TryResolve, unbinding, and validation helpers
- Support for both singleton and transient dependency lifetimes
Haystack is suitable for any game genre, including multiplayer, simulation, RPG, FPS, and mobile games. It is designed to scale with your project while remaining easy to use for both beginners and experienced developers.
The package includes runtime systems, editor tools, configuration assets, and demo examples to help you get started quickly.
Price $4.99
Mega Low Poly Weapon Demo by Graphset
Each model has:
Tris: 90-2000
Verts: 190-3000
Size: 12kb - 52kb
_______________________
Texture: 2 (512x512)
Works on versions with URP and HDRP
_______________________
Amount: 5
This is a demo version of the full package: Mega Low Poly Weapon Pack
Price $0.00
Stylized Weapon Pack - VALENTINE pack by Aloya Productions
- Total Triangles: 12,956
- Rigging: Bow is rigged; others are static.
- Optimization: All-in-One Material.
- Textures: 2 Texture Maps total.
Add a dash of love to your combat! The Valentine Weapon Pack focuses on elegance and charm, featuring flowing lines and a gentle color palette. Designed for "Magical Girl" themes or seasonal rewards, these 6 high-quality weapons provide a polished look while remaining exceptionally performance-friendly for any stylized game.
Price $4.99
Stylized Weapon Pack - HALLOWEEN pack by Aloya Productions
- Total Triangles: 7,673
- Rigging: Bow is rigged; others are static.
- Optimization: All-in-One Material.
- Textures: 2 Texture Maps total.
Celebrate the spooky season with a touch of warmth! The Cozy Halloween Weapon Pack replaces terror with playfulness, featuring rounded shapes and vibrant colors. Optimized for mobile and indie projects, these 6 weapons (Hammer, Axe, Lance, Sword, Shield, Bow) are ready to bring a festive "spooky-cute" vibe to your world.
Price $4.99
Ultimate Energy System – Modular Power & Wiring Framework by Nogue
- Modular energy system framework built for gameplay, not real-world simulation
- Request-based energy flow (consumers request, sources respond)
- Generators (fuel-based and renewable sources)
- Battery storage with configurable capacity and input/output limits
- Switches for manual and logical power control
- Support for continuous and action-based power consumers
- Visual wiring system for building power networks
- Plug-and-play components with clean, simple interfaces
- ScriptableObject-driven configuration for generators, batteries, and consumers
- Clean, readable C# architecture designed to scale with gameplay
- Multiple focused demo scenes covering common use cases
- Full source code included
📚 Documentation & Support
- Documentation: https://doc.nogue.dev/docs/assets/ues
- Community & Support: Discord (https://discord.gg/kbwnyGhYMP)
Ultimate Energy System (UES) is a modular, gameplay-ready energy framework for Unity, built for survival, base-building, crafting, automation, and simulation games.
It allows you to design clear, predictable power networks using generators, batteries, switches, wiring, and custom consumers — without dealing with complex real-world electrical simulation.
UES is built around a request-based energy flow:
- Consumers request power
- Sources respond
- Energy flows through the network in a controlled and transparent way
This model makes power behavior easy to reason about, easy to debug, and safe to scale inside real gameplay scenarios.
🔌 Core Features
- Modular EnergyNode architecture
- Generators (fuel-based and renewable)
- Batteries with configurable input/output limits
- Switches to manually control power flow
- Continuous and action-based power consumers
- Visual wiring system
- Clean, readable C# code
- ScriptableObject-driven configuration
- No hidden automation — full developer control
🧪 Included Demo Scenes
The package includes focused demo scenes, each demonstrating a specific use case:
- Generator → Light (continuous consumption)
- Generator → Battery → Light
- Generator → Battery → Switch → Light
- Solar → Door (action-based consumption)
- Solar → Battery → Door
All demo scenes work out of the box and are designed to be copied directly into your project.
🎮 Ideal For
- Survival games
- Base-building & crafting systems
- Sandbox & automation projects
- Factory / industry gameplay
- City builders and simulation games
⚠️ Design Philosophy
UES is not a real-world electrical simulator.
It intentionally avoids:
- Smart grids
- Automatic load balancing
- Implicit priorities
- Hidden energy redistribution
This keeps the system transparent, predictable, and gameplay-friendly.
🚧 Roadmap
🔹 Version 1.1 (Free Update)
Planned improvements based on real-world usage and community feedback:
- Power priority support (critical vs non-critical consumers)
- Improved battery behavior with multiple consumers
- Additional demo scenes covering edge cases
- Extended debugging and diagnostics helpers
- Minor performance and stability improvements
Price $29.99
Traffic Engine - Crowd by Blackbyte Games
Simulation Pipeline
- Execution order: NavigationSystem → QueuingSystem → AwarenessSystem → ObstacleAvoidanceSystem → SurfaceSystem → MovementSystem
Spatial Hashing
- Simulation cell size: 5 m, spawn cell size: 2 m
- O(1) neighbor queries per agent
- Secondary snapshot map provides O(1) position, velocity, and state reads across systems without structural queries
LOD
- Three tiers: High 0–50 m, Medium 50–120 m, Low 120 m+
- Implemented via enableable components — no structural entity changes during transitions
- Full simulation at High, obstacle avoidance skipped on alternate frames at Medium, navigation and movement only at Low
- Distances configurable via the authoring inspector
Obstacle Avoidance
- Forward sphere cast confirms a real obstacle before avoidance engages
- Nine scan rays fanned ±82.5° around the lane forward axis
- Per-ray boundary corridor depth computed before casting — prevents false rejections at lane seams and narrow corners
- Rays scored on goal alignment, absolute clearance, and temporal stability
- Committed direction persists across frames to prevent oscillation
Queuing & Traffic Signals
- Forward scan distance: 4 m
- Forward cone threshold: cos(53°) ≈ 0.6
- Minimum 3 blocking agents required before a congestion stop triggers
- Yields immediately when an avoidance commitment is active
Agent Separation
- ORCA-style separation forces via spatial hash neighbor lookups
- Head-on encounters resolve to opposite sides using XOR of entity indices — no shared state or write contention
Surface Conforming
- Two raycasts per agent per frame: center probe for Y-authority, forward probe for surface look-ahead
- Three consecutive misses required before fall state engages — absorbs transient gaps at step edges and physics seams
Spawner
- Boundary compatibility pre-computed once per spawner at startup — O(1) per spawn attempt
- Up to 20 placement candidates attempted per agent
- Collider avoidance on spawn configurable via layer mask
Editor Menu (Tools → Traffic Engine → Crowd)
- Create Spawner in Scene — places TrafficCrowdSpawnerAuthoring directly inside your DOTS Sub-scene, ready to bake
- Validate Scene Setup — runs all pre-play checks and surfaces missing or misconfigured dependencies
- Debug Mode → Enable / Disable — adds or removes the TRAFFIC_ENGINE_DEBUG scripting define and recompiles automatically
- Create Visual Debug Config — creates the debug config ScriptableObject under Assets/Resources/
- Open Documentation — opens online documentation in the default browser
Debug Visualization
- Enabled via TRAFFIC_ENGINE_DEBUG scripting define — zero cost in release builds, all debug code stripped
- Eight independently toggleable categories: Core, Entity ID, Navigation, Avoidance, Queuing, Awareness, Movement, Surface
- Core draws a LOD-tier ground disc per agent
- Entity ID shows a screen-space label with entity index, speed, and current state
- Navigation draws the desired velocity arrow
- Avoidance draws the forward detect cast, all 9 cone rays, committed direction arrow, and obstacle contact point
- Queuing shows a state tick above the agent head
- Awareness draws the ORCA influence radius ring and separation force arrow
- Movement overlays DesiredVelocity and smoothed Velocity as two separate arrows
- Surface draws every probe raycast line colored by outcome
- Strict one-hue-per-semantic-role color contract: Blue = navigation intent, Green = valid state, Red = blocked or failed, Yellow = committed avoidance or congestion hold, Orange = separation force, White = boundary too narrow, Magenta = full probe range, Cyan = forward step hit, Gray = ORCA influence radius
- LOD filter and configurable max draw distance (150 m default) keep overhead manageable in large scenes
Requirements (most packages are automatically included)
- Unity 6.0 or newer
- com.unity.entities
- com.unity.entities.graphics
- com.unity.burst
- com.unity.collections
- com.unity.mathematics
- com.unity.physics
- Lane Graph
Package Contents
- 30+ C# source files
- 2 sample scenes - Basic and Advanced setup.
- One sample prefab showcasing Animecs based pedestrian character setup.
- Doxygen-style documentation throughout
Ideal For
- Urban simulations and city builders
- Open-world games with high pedestrian counts
- Architectural visualisations
- Any project requiring large crowds without sacrificing frame budget
Up and running in under a minute.
Create your pedestrian prefab, add TrafficCrowdAgentAuthoring. Drop a TrafficCrowdSpawnerAuthoring in your scene, point it at the prefab, set your count — done. Thousands of fully simulated DOTS entities, live in your scene with zero boilerplate.
📖 Documentation | 💬 Discord | 📧 Email Support
TrafficEngine Crowd is a DOTS-native pedestrian simulation plugin for Unity. Every system runs as a Burst-compiled parallel job — no MonoBehaviour overhead, no polling loops. The simulation is built to hold frame budgets at crowd sizes where traditional approaches break down.
Agents navigate a lane graph using spline-based look-ahead, respond to traffic signals, queue behind congestion, avoid static obstacles, separate from each other, and conform to terrain surfaces including stairs and ramps. Each behaviour is isolated to its own system with a clear ownership contract — navigation writes intent, downstream systems modify it, movement commits the final result.
Navigation - Agents follow lane splines with a 2 m look-ahead for smooth directional sampling. Lane transitions, boundary containment, and dead-end reversals are all handled within the navigation pass.
Queuing & Traffic Signals - Each agent scans forward for red signals and congestion. A stop is only triggered by genuine blockage — preventing false stops from isolated stationary pedestrians. Queuing yields immediately if an avoidance commitment is active.
Agent Separation - ORCA-style separation forces are applied between neighbouring agents using spatial hash lookups. Head-on encounters automatically resolve to opposite sides with no shared state or write contention.
Obstacle Avoidance - A forward cast confirms a real obstacle before avoidance engages. Nine candidate rays fan around the lane forward axis, each measuring its navigable corridor depth against the lane boundary polygon before casting, then scoring on alignment, clearance, and temporal stability. The committed direction persists across frames to prevent oscillation.
Surface Conforming - Two raycasts per agent per frame keep agents grounded on terrain, ramps, and stairs. A grace period absorbs transient misses at step edges and physics seams before fall state engages.
LOD System - Three distance tiers implemented via enableable components. Full simulation at close range, progressively reduced at distance. No structural entity changes occur during transitions — just component enable/disable.
Spawner - Agents spawn inside valid lane boundaries with boundary compatibility pre-computed once at startup. Collider avoidance on spawn is configurable via layer mask to prevent agents spawning inside geometry(eg. obstacles).
Price $39.99
Stylized Low Poly kitchen Pack by AIRIDEV
Asset Count
• 28 Unique Assets
• Modular kitchen system included (Cabinets, Counters, and Appliances)
• Fully configured Prefabs included
• Demo Scene included to showcase kitchen layout
Included Assets
Cabinets & Counters
• Base Cabinet (Standard)
• Base Cabinet (Corner - L-shaped)
• Upper Cabinet (Wall-mounted)
• Upper Cabinet (Corner)
• Countertop (Straight Section)
• Countertop (L-shaped Corner)
• Kitchen Island
Major Appliances
• Refrigerator (Two-Door)
• Stove / Range (4-burner with Oven)
• Sink (Under-mount with Faucet)
• Dishwasher (Built-in)
• Microwave (Over-range)
Furniture
• Kitchen Table (Rectangular)
• Kitchen Chair (x4 – same design)
• Bar Stool (x2 – same design)
Small Props
• Cooking Pot with Lid
• Frying Pan
• Utensil Holder with Utensils
• Cutting Board with Knife
• Electric Kettle
• Toaster
• Coffee Maker
• Fruit Bowl with Fruit
Polygon / Vertex Count
• All assets are optimized for performance and real-time rendering.
Small Props:
• 150 – 350 triangles
Medium Assets:
• 300 – 600 triangles
Large Assets:
• 600 – 1000 triangles
Total Pack Estimate:
• ~12,000 – 18,000 triangles
Optimized Geometry:
• Clean topology suitable for modular placement
• Game-ready meshes optimized for Mobile, PC, and Console projects
Scale
• Real-world scale used throughout the pack
• 1 Unit = 1 Meter
Standard Dimensions:
• Counter Height: 0.9m
• Table Height: 0.75m
• Upper Cabinets Placement: ~1.4m above floor
Textures
• Stylized low-poly textures
• Format: PNG
• Clean color-based materials
Texture Style:
• Wood (light, medium, dark)
• Metal (chrome, stainless steel)
• Simple PBR-inspired look
Materials
• Materials are pre-configured and ready to use
• Optimized for performance and consistency
Material Types:
• Wood Materials (Cabinets, Furniture)
• Metal Materials (Appliances, Handles)
• Plastic Materials (Small appliances)
• Glass Materials (Oven, Microwave, Coffee Maker)
• All materials are properly assigned to prefabs
Prefabs
• All models are available as ready-to-use prefabs inside:
• Assets/Prefabs/
Each prefab features:
• Correct real-world scale
• Proper pivot placement
• Clean hierarchy
• Pre-assigned materials
Pivot Points
• Base Cabinets: Bottom center
• Upper Cabinets: Back center (for wall mounting)
• Appliances: Bottom center
• Countertops: Bottom back edge
• Small Props: Bottom center
Performance
• Lightweight and optimized for real-time performance
• Mobile-friendly asset design
• Suitable for simulation, interior design, and stylized games
• Efficient draw calls using optimized geometry
Scene Included
• Kitchen demo scene included
• Demonstrates modular placement of cabinets and appliances
• Shows realistic kitchen layout composition
This Low Poly Kitchen 3D Pack provides a complete stylized kitchen environment suitable for mobile, PC, and WebGL projects. The pack includes modular kitchen furniture, props, and a ready-to-use demo scene that helps you quickly set up a modern kitchen interior.
All assets are optimized for performance and designed with a clean low poly art style, making them ideal for simulation games, tycoon games, interior design apps, educational projects, and prototypes.
The modular structure allows you to easily customize layouts and create multiple variations of kitchen environments. Materials and textures are organized for quick editing, enabling fast color or style adjustments according to your project needs.
Key Features
• Complete kitchen environment
• Modular kitchen layout
• Optimized low poly models
• Includes demo scene
• Game-ready assets
• Clean topology
• Easy to customize materials
• Suitable for mobile, PC, and WebGL
• Organized folder structure
Assets Included
• Kitchen cabinets (upper & lower)
• Kitchen island counter
• Refrigerator
• Sink and faucet
• Stove and kitchen appliances
• Table and chairs
• Decorative props
• Materials and textures
• Prefabs
• Demo scene setup
Price $15.00
Stylized Bedroom Props Pack by AIRIDEV
Asset Count
• 22 Unique Assets
• Modular bedroom setup included (Beds, Storage, Furniture, and Decor)
• Fully configured Prefabs included
• Demo Scene included to showcase room layout
Included Assets
Beds
• Single Bed
• Double / Queen Bed
• Bunk Bed
Storage
• Nightstand (Modern)
• Nightstand (Classic)
• Wardrobe / Closet (2-door)
• Dresser (Chest of Drawers)
• Small Desk
• Desk Chair
Accessories
• Bedside Table Lamp
• Wall Mirror (Large)
• Bedroom Rug
• Small Bookshelf
• Laundry Basket / Hamper
• Waste Basket
• Reading Lamp
• Alarm Clock
Wall Decor & Small Items
• Wall Art (Landscape - Large)
• Wall Art (Portrait - Medium)
• Wall Art (Abstract - Small)
• Small Potted Plant (Succulent)
• Decorative Pillow (Throw Pillow)
Polygon / Vertex Count
• All assets are optimized for performance and real-time rendering.
Small Decor:
• 20 – 250 triangles
Medium Assets:
• 250 – 500 triangles
Large Assets:
• 600 – 1,500 triangles
Total Pack Estimate:
• ~10,000 – 14,000 triangles
Optimized Geometry:
• Clean topology suitable for interior environments
• Game-ready meshes optimized for Mobile, PC, and Console projects
Scale
• Real-world scale used throughout the pack
• 1 Unit = 1 Meter
Standard Dimensions:
• Single Bed: 1.0m × 2.0m
• Double Bed: 1.6m × 2.0m
• Nightstand Height: ~0.55m
• Desk / Dresser Height: ~0.75m – 0.9m
Textures
• Stylized low-poly textures with clean detailing
• Format: PNG
• Texture Atlas: 2048×2048
Texture Types:
• Wood (Light, Medium, Dark tones)
• Fabric (Bedding, Upholstery)
• Metal (Handles, Lamps)
• Rug Patterns
• Wall Art (Abstract designs)
Materials
• Materials are pre-configured and ready to use
• Optimized for consistency and performance
Material Types:
• Wood Materials (Furniture & Storage)
• Fabric Materials (Beds, Pillows, Chairs)
• Metal Materials (Handles, Lamps, Fixtures)
• Decorative Materials (Rugs, Wall Art)
• All materials are properly assigned to prefabs
Color Palette
• Primary Colors: White, Beige, Gray (neutral bedroom theme)
• Wood Tones: Oak, Walnut, Dark Espresso
• Accent Colors: Soft Blue, Green, Warm tones
Prefabs
• All models are available as ready-to-use prefabs inside:
• Assets/Prefabs/
Each prefab features:
• Correct real-world scale
• Proper pivot placement
• Clean hierarchy
• Pre-assigned materials
Performance
• Lightweight and optimized for real-time rendering
• Mobile-friendly asset design
• Suitable for interior design, simulation, and stylized games
• Efficient draw calls using texture atlas
Scene Included
• Bedroom demo scene included
• Demonstrates realistic furniture placement
• Shows modular room composition
This stylized bedroom asset pack provides a complete collection of furniture and decorative props to help you create cozy and visually appealing interior scenes in Unity. The pack includes beds, wardrobes, desks, chairs, shelves, mirrors, rugs, and various decorative elements, all designed with a consistent and clean art style.
Each asset is optimized for real-time applications, featuring efficient geometry and textures to ensure smooth performance across different platforms. The modular structure allows you to easily arrange and customize room layouts, making it ideal for games, simulations, and virtual environments.
Prefabs are ready to use and properly scaled, enabling fast scene setup and seamless integration into your projects. The assets work well with Unity’s lighting system, allowing you to achieve warm and inviting bedroom atmospheres with minimal effort.
Whether you're building a life simulation, storytelling experience, or interior visualization, this bedroom asset pack gives you the flexibility and quality needed to design polished and immersive spaces quickly.
Price $15.00
Stylized Living Room Pack by AIRIDEV
Asset Count
• 22 unique assets
• Modular pieces included
• Prefabs included
Polygon Count
• Average: ~400 triangles per mesh
• Range: 10 – 1500 triangles
• Optimized for performance and suitable for mobile and PC projects
Textures
• 1 textures atlas
• Resolution: 2048x2048 (PNG format)
Texture Maps Included
Each asset includes the following maps (where applicable):
• Albedo (Base Color)
• Roughness (Grayscale)
Materials are properly configured and ready to use.
This stylized living room asset pack offers a versatile collection of furniture and decorative props designed to help you quickly build warm, modern interior environments in Unity. The pack includes sofas, armchairs, coffee tables, TV stands, shelves, rugs, lamps, cabinets, and decorative elements, all crafted in a cohesive visual style.
Each asset is optimized for real-time performance with clean geometry and efficient textures, making it suitable for games, VR experiences, and interactive applications. The modular design allows you to easily mix and match pieces to create unique room layouts, from minimalist spaces to fully furnished living areas.
Prefabs are ready to use and properly scaled for seamless integration into your projects. The pack works well with Unity’s lighting systems, allowing you to achieve appealing indoor scenes with minimal setup.
Whether you're building a simulation, a storytelling environment, or a design prototype, this living room asset collection provides everything you need to create polished and immersive interior scenes quickly and efficiently.
Price $15.00
Stylized Office Furniture Pack by AIRIDEV
Asset Count
• 20 unique assets
• Modular pieces included
• Prefabs included
Polygon Count
• Average: ~300 triangles per mesh
• Range: 36 – 800 triangles
• Optimized for performance and suitable for mobile and PC projects
Textures
• 1 textures atlas
• Resolution: 2048x2048 (PNG format)
Texture Maps Included
Each asset includes the following maps (where applicable):
• Albedo (Base Color)
• Metallic (Grayscale)
• Roughness (Grayscale)
Materials are properly configured and ready to use.
This stylized office furniture asset pack provides a complete set of high-quality, modular props designed to quickly build professional indoor environments in Unity. It includes desks, chairs, cabinets, computers, lamps, shelves, and decorative items, all crafted with a consistent visual style suitable for games, simulations, and architectural previews.
The assets are optimized for performance, featuring clean topology, efficient textures, and reusable prefabs that make scene assembly fast and intuitive. Each object is scaled and aligned for easy placement, allowing developers to create detailed office layouts with minimal effort.
The pack supports a wide range of use cases, from realistic office scenes to stylized environments, and works seamlessly with Unity’s lighting and rendering systems. Whether you're building a management game, a VR workspace, or a narrative environment, this collection gives you the flexibility and visual quality needed to bring your scene to life.
Price $15.00
Big Assets Bundle (All in One) by ALIyerEdon
This bundle includes our a lot of the games and packages published in the Store. It includes dozens of complete games for all platforms and pipelines. It also has thousands of tree models and lighting tools
By purchasing this package, you will have access to all our products at a much lower price (90% discount)
Includes :
_________________________________________
=> Complete games for all platforms / pipelines
=> Thousands of tree models for all platforms
=> Lighting Tools
=> Building models
=> Shaders
_________________________________________
Games List=>
__________________________
=> Complete Off-Road Racing (PC / Console) - $99
=> Complete Rally Game (All in One) for URP - $99
=> Complete Racing Game 2 (Mega Game) - $99
=> Complete Racing Game (All in One) - $99
=> Complete Racing Game 2 (Standard Edition) - $59
=> Complete Racing Game 2 (Mega Game) for URP - $99
=> Complete Rally Racing Game (All in One) - $99
=> Complete Racing Game URP (All in One) - $99
=> Complete Off-Road Racing (PC / Console) for URP - $145
=> Off-Road Racing Game - $30
=> Offroad Racing 2 - $39
=> Offroad Racing 3 - $39
=> Offroad Racing 3 (URP) - $59
=> Offroad Racing 4 - $59
=> F.1 Racing Game 2 - $59
=> 3D Runner Game URP (Complete Edition) - $59
=> Complete Off-Road Racing Game - $59
=> HDRP Offroad Racing 3 (PC / Console) - $59
=> Complete 3D Runner Game - $49
=> F.1 Racing Game 3 - $39
=> Mobile Racing Game - $39
=> Complete Off-Road Racing (Lit Edition) Vol.2 - $39
=> Traffic Racing Game - $39
=> Traffic Racing Game (URP) - $39
=> Rally Racing Game (Vol.2) - $39
=> Rally Racing Game - $39
=> Complete Racing Game URP (Lit Edition) - $39
=> Racing Creator 3 (URP) - $39
=> Complete Off-Road Racing (Lit Edition) Vol.1 - $39
=> Traffic Racing : 3D Runner (URP) - $39
=> Rally Racing Game (Vol.1) - $39
=> Complete Racing Game 2 (Lit Edition) - Vol 2 - $39
=> Traffic Racing : 3D Runner - $39
=> Rally Racing Game (URP) - $39
=> Truck Parking Kit - $30
=> Car Parking 3 - $29
=> 2D Racing Game 2 - $29
=> Traffic Race : Crash Template - $29
=> Traffic Ride Template - $29
=> Off-Road Truck Template - $29
=> 2D Racing Game - $29
=> Car Parking Kit 2 - $29 ---
=> Racing Game Fall 2 - $25
=> Mobile Off-Road Racing - $25
=> Truck Racing Game - $25
=> Racing Game Creator 2 - $25
=> Real Drift Manager - $14
=> FPS Game Template (Rocket) - $10
Lighting Tools:
__________________________
=> URP Lighting Box 3 (Maximum Mobile Lighting)
=> Lighting Box 3 (Maximum Lighting Solution)
=> HDRP Lighting Box 2 : NextGen Lighting Solution
=> Mobile Lighting Box 3 (Maximum Mobile Graphics)
=> Lighting Box 2 Next-Gen Lighting Solution
Tree Packs:
__________________________
=> Mega Tree Bundle (All in One)
Buildings:
__________________________
=> Modern Buildings Collection
Price $169.00
VectorMark UIKit - SDF Extensions for UGUI by TechFusion Game
- Built on VectorMark SDF rendering engine for crisp, resolution-independent UI components at any zoom level
- Native UGUI integration via MaskableGraphic with full Canvas, layout, event system, and masking compatibility
- 20+ production-ready components: Button, Slider, Toggle, Dropdown, InputField, Scrollbar, ScrollView, ProgressBar, Gauge, PieChart, RadarChart, LineGraph, TabBar, Tooltip, NotificationCard, Divider, Badge, BorderImage
- Five shape families: Rectangle (4 variants), Disc (4 variants), Polygon (4 variants), Path (3 variants), Area (3 variants) — all with corner radius and styling support
- Complete state system with Normal, Highlighted, Pressed, Selected, Disabled states and smooth color transitions per component
- 11 blend modes including Opaque, Transparent, Additive, Screen, Multiply, LinearBurn, Darken, Lighten, ColorDodge, ColorBurn
- Gradient support: Linear and Radial fill types with configurable start/end/radius
- Dash stroke support: Basic, Angled, Round, Chevron types with spacing, offset, and snap modes
- Point-source workflow for Path and Area shapes using transforms, children, local points, or VMPointSet assets (64 point limit)
- Runtime shape modification API for all components: SetShapeType, SetColors, corner radius, and shape-specific parameters
- Zero-allocation steady-state rendering using MaterialPropertyBlock and mesh caching
- Automatic mesh pooling and batching for similar styles
- VMUIWidgetBase extensible base class for creating custom vector widgets with automatic RectTransform change detection
- VMUIStateColors serializable state color management with fade duration support
- Requires VectorMark (SDF shaders, VMShapeImage, Style Profile system) and Universal Render Pipeline (URP)
VectorMark is dedicated to advancing real-time vector graphics in Unity. Our products combine cutting-edge rendering technology with developer-friendly workflows, enabling teams to create visually stunning interfaces without compromise.
With VectorMark UIKit, your UI becomes code—maintainable, flexible, and infinitely scalable. Join the community of developers who have discovered the freedom of true vector-based UI creation.
VectorMark UIKit is a comprehensive vector-based UI component library for Unity that eliminates the need for texture atlases, sprite slicing, and resolution-dependent artwork. Built on VectorMark's SDF rendering technology, it enables developers to create crisp, infinitely scalable user interfaces entirely through code, with native UGUI compatibility.
IMPORTANT: REQUIRES VECTORMARK
VectorMark UIKit requires VectorMark (sold separately) as a dependency. VectorMark provides the core SDF rendering engine and shader infrastructure that powers all UIKit components. Please ensure you have VectorMark installed before importing UIKit.
KEY FEATURES
✓ ZERO TEXTURE ASSETS — Generate all UI graphics directly through code. No sprite sheets, 9-slicing, or atlases required.
✓ INFINITE RESOLUTION — SDF vector rendering maintains perfect clarity on 4K, 8K, and beyond without mipmaps or compression artifacts.
✓ NATIVE UGUI INTEGRATION — Extends MaskableGraphic for seamless Canvas, layout groups, event system, and masking compatibility.
✓ PRODUCTION-READY COMPONENTS — Complete toolkit including buttons, sliders, toggles, charts, gauges, tab bars, tooltips, and more.
✓ DYNAMIC & ANIMATABLE — Modify shapes, colors, and values in real-time through code without re-exporting assets.
✓ CONSISTENT VISUAL QUALITY — Smooth anti-aliasing, customizable corner radius, gradients, blend modes, and state transitions out of the box.
WHAT'S INCLUDED
VectorMark UIKit provides the following runtime components:
UI CONTROLS
- VMButtonSkin — Full state support with press depth effects
- VMSliderSkin — Customizable track, fill, and handle with value display
- VMToggleSkin — Checkbox and switch styles
- VMDropdownSkin — Styled dropdown with item templates
- VMInputFieldSkin — Text input with styled caret and selection
- VMScrollbarSkin — Scrollbar with track and handle shapes
- VMScrollViewSkin — Scroll view with optional styled scrollbars
DATA VISUALIZATION
- VMUIProgressBar — Linear progress with fill direction options
- VMGauge — Radial gauge with warning zones and needle
- VMPieChart — Pie and donut charts with labels
- VMRadarChart — Multi-axis radar/spider charts
- VMLineGraph — Line charts with multiple series and area fills
LAYOUT & NAVIGATION
- VMTabBar — Horizontal tabs with automatic layout
- VMTooltip — Popup tooltips with directional arrows
- VMNotificationCard — Dismissible notification cards
- VMDivider — Horizontal and vertical dividers
- VMBadge — Count and status badges
- VMBorderImage — Decorative border containers
FOUNDATION
- VMUIWidgetBase — Base class for creating custom vector widgets
- VMUIStateColors — State color management system
- VMUIFontUtility — Font helper utilities
All components support Normal, Highlighted, Pressed, Selected, and Disabled states with smooth transitions.
DEPENDENCY
REQUIRED: VectorMark
VectorMark UIKit requires VectorMark (available separately on the Asset Store) as a core dependency. VectorMark provides:
- SDF rendering shaders and materials
- VMShapeImage component (base for all UIKit controls)
- Style profile system
- Core rendering utilities
Please purchase and install VectorMark before importing UIKit.
UNITY VERSION SUPPORT
- Unity 2022.3 LTS or newer
- Universal Render Pipeline (URP) required
Note: UIKit components are built on Unity's native UGUI system and require a Canvas for rendering.
PERFECT FOR
- Multi-platform games shipping to mobile, console, and PC
- Data-heavy applications and dashboards
- Rapid prototyping without art resources
- Dynamic UI that adapts to resolution and theme
- Resolution-independent products for future displays
WHY VECTOR UI?
Traditional Unity UI workflows rely on sprite textures, which bring challenges:
- Blurry results when scaled to non-native resolutions
- Multiple texture variants needed for different resolutions
- Time-consuming 9-slice configuration
- Large file sizes and texture memory usage
- Slow iteration requiring art tool round-trips
VectorMark UIKit eliminates these issues by rendering UI mathematically using Signed Distance Fields. Graphics are calculated at pixel-perfect precision every frame, remaining crisp at any scale while using minimal memory.
WORKFLOW BENEFITS
PROTOTYPING PHASE
Create polished interfaces immediately without waiting for art assets. Experiment with shapes, colors, and layouts instantly through Inspector or code.
PRODUCTION PHASE
Runtime APIs enable dynamic UI generation and modification. Update charts, progress bars, and visual states programmatically. Maintain consistent quality across all target platforms with a single implementation.
MAINTENANCE PHASE
UI becomes version-controllable code rather than binary assets. Adjust entire color palettes globally. Add new resolutions without creating new art.
DOCUMENTATION
- Complete User Manual included
- Demo scenes with interactive examples
- Example gallery showing different visual themes
Price $15.00
Fantasy RPG Game Orchestral Music Pack - 33 Loopable Tracks Vol.1 by UtaHana-san
Technical Details
- Number of unique music tracks: 33
- Total included audio files: 99 WAV files
- File breakdown: 33 Intro files, 33 Loop files, 33 Loop FadeOut files
- Audio format: WAV
- Channels: Stereo
- Sample rate: 44.1 kHz
- Bit depth: 16-bit
- Total playback length: 43 minutes 38 seconds
- Track length range: 00:46 - 01:54
- Loop track length range: 00:35 - 01:35
- Intro track length range: 00:02 - 00:29
- FadeOut length: 00:05
- Variations included: Intro / Loop / Loop FadeOut
- Loopable: Yes
- Key and BPM information: Included in each filename
- File naming convention: TrackNumber_Title_Key_BPM_Variation.wav
- Compatibility: Compatible with Built-in Render Pipeline, URP, and HDRP (audio-only package)
Fantasy RPG Music Pack is a collection of 33 original JRPG-style background music tracks designed for fantasy games, RPGs, adventure games, visual novels, and other story-driven projects.
This package includes music for a wide range of scenes such as towns, villages, fields, forests, caves, dungeons, battles, boss battles, emotional moments, and opening themes. Each track is provided in three variations: Intro, Loop, and Loop FadeOut, making it easy to implement seamless in-game playback.
All files are provided in WAV format, and key/BPM information is included in the filenames for convenient project organization.
Contents:
- 33 unique music tracks
- 99 WAV files in total
- 33 Intro files
- 33 Loop files
- 33 Loop FadeOut files
Ideal for:
- Fantasy RPGs
- JRPG-inspired games
- Adventure games
- Visual novels
- Indie games
- Story-driven games
This is an audio-only package and is compatible with any Unity project, including Built-in Render Pipeline, URP, and HDRP.
Price $19.99
Head_monster_2 by May3D
Number of textures: 12
Texture dimensions: 4096x4096
Polygon count of [Head_monster_2]:
- tris: 9614
- verts: 5813
Number of meshes/prefabs: 1/3
Rigging: Yes
Animation count: 6
Animation type list: idle, attack(3x), get hit, death
UV mapping: Yes
Head_monster_2
Rigged and animated 3d model. Low poly
- tris: 9614
- verts: 5813
PBR textures: 4096x4096
Animation 6: idle, attack(3x), get hit, death
Price $20.00
Head monster by May3D
Number of textures: 12
Texture dimensions: 4096x4096
Polygon count of [Head monster]
- tris: 5832
- verts: 3683
Number of meshes/prefabs: 1/3
Rigging: Yes
Animation count: 6
Animation type list: idle, attack, attack2, attack3, get_hit, death
UV mapping: Yes
Head monster
Rigged. Animated.Low poly.
- tris: 5832
- verts: 3683
Animation (6): idle, attack(3x),get_hit, death
PBR Textures: 4096x4096
Price $20.00
Medical Center & Hospital Interior by SMUCreator
- Total Object Count: 434 unique prefabs.
- Content: Furniture (beds, chairs, desks), Medical Equipment (monitors, tools, scanners), Decor (plants, signs, posters), and Architecture (walls, floors, doors).
- Modeling: Optimized topology for better performance.
- Compatibility: Works with Standard Render Pipeline and URP.
Transform your game or simulation with a comprehensive hospital environment. This pack provides a complete solution for building a realistic medical facility. Whether you need a bustling reception lobby, quiet consultation rooms, or specialized medical offices, this asset has it all.
The modular design and huge variety of props (434 items!) allow you to create unique layouts and highly detailed scenes. From medical equipment and furniture to the smallest office supplies, every detail is covered to ensure maximum immersion. Perfect for first-person or third-person projects looking for high-fidelity interior design.
Key Locations Included:
- Main Reception & Waiting Area
- General Practitioner Rooms
- Specialized Doctor Offices
- Examination Rooms
- Hallways & Staff Areas
Price $19.99
