Western_barn by May3D
Number of textures: 13
Texture dimensions: 4k and 1k
glass 1024*1024
other textures 4096*4096
Polygon count of [Western barn]
- tris 10022
- verts 11333
fence
- tris 310
- verts 425
Number of meshes/prefabs: 3
Rigging: No
UV mapping: Yes
Western barn and fence 3d models
Barn
- tris 10022
- verts 11333
Fence
- tris 310
- verts 425
Price $15.00
Modular Dungeon & Castle Pack – Stylized Low Poly by Dimensional3DDesign
Asset Overview
- 26 modular structural pieces
- 85 environment & gameplay props
- 111 total unique assets
Polygon Count
• Small props: 40-600 tris
• Medium props: 1000-2500 tris
• Large props: 3000-8000 tris
• Wall modules: 600-2000 total tris
Polygon counts are approximate and may vary slightly per asset.
Texture resolutions:
• 256×256
• Base color map (Single shared texture atlas)
Lighting-Ready Assets
- All models include clean secondary UVs (UV2) for lightmaps, tested for baked lighting without visible seams
- Only one main atlas is used for all objects - consistent lighting and improved batching
- Smooth shading with carefully placed hard edges for perfect stylized normals
- Lightmap UVs have correct padding to avoid bleeding or artifacts
- A fully baked demo scene is included to show results
Technical
- All meshes are proper low poly (not subdivided, clean topology)
- Models use ideal pivot placement for easy snapping, modular alignment, functional doors and chests
- Consistent scale across all assets
- Optimized for performance in real-time engines
Extra Effects
- Fire particles included (torches & candles)
- Ready-to-use prefabs
This pack includes a complete set of modular structures, over 85 detailed props, optimized lighting-ready meshes and a fully baked demo scene to showcase the quality of the environment.
All models use a clean, polished low-poly style, ideal for RPGs, dungeon crawlers, roguelikes and any fantasy setting.
Every asset is optimized for performance, with correct pivots, unified atlas-based texturing, and high-quality secondary UVs for flawless lightmap baking.
Price $19.99
Mystic Eastern Horizons – Oriental Fantasy Music Pack by Buranyum
- Format: WAV (48k Hz / 16-bit)
- Loopable: No
- Total Track Length: 1 hour, 31 minutes, 13 seconds.
- Total Files: 21 music tracks
- Additional: Stereo
Description
Mystic Eastern Horizons – Oriental Fantasy Music Pack is perfect for RPG, open-world, MMORPG, adventure, strategy, cinematic scenes, and any project that requires a rich Eastern/Asian fantasy atmosphere.
Bring life, culture, and soul to your world with a soundtrack crafted for exploration, storytelling, and unforgettable moments.
Key Features
- 20+1 high-quality music tracks (.WAV)
- 5 thematic regions, each with 4* unique tracks. (*1 bonus)
- Suitable for RPG, JRPG, MMORPG, open-world, strategy, casual, and mobile games
Designed for exploration, combat, village themes, spiritual areas, temples, dungeons, and cinematic storytelling
Track List (20+1 Total)
Sakura Province (Peaceful / Social / Village Themes)
1. Blossom Breeze
2. Lanterns Over the River
3. Cherry Pathway
4. Gentle Steps of the Village
Jade Peaks (Mountains / Exploration / Nature)
5. Whispering Cliffs
6. Path of Emerald Winds
7. Summit of Silent Snow
8. Spirit of the High Pass
Moonlit Forest (Mystic / Fantasy / Spiritual)
9. Echoes of the Moon Shrine
10. Spirits Beneath the Leaves
11. Celestial Fireflies
12. Forest of Ancient Whispers
Dragon Empire (Combat / Adventure / Tension)
13. March of the Crimson Dragon
14. Clash at the Emperor’s Gate
15. Blades of the Rising Sun
16. Fury of the Golden Sentinel
17. Heroes of Warzone
Temple of Ages (Sacred / Ambient / Mystery)
18. Prayers of the Old Stone
19. Chamber of Eternal Echoes
20. Enlightened Steps
21. Guardians of the Inner Sanctum
Price $19.99
HandMeshTracking by Octopus Realm
- Tracks 20+ 3D hand landmarks per hand (wrist, MCP, PIP, DIP, fingertips)
- Independent left/right hand detection
- Real-time 3D pose output for rigged hand mesh animation
- Three modes: Landmark Tracking, Mesh Tracking, Mesh Tracking & Movement
- Input sources: Camera, Video, Image
- Heavy and Lite models (Lite recommended for mobile)
- Works with custom Generic-rig hand models
- Adjustable camera selection and resolution
- Includes prefabs and demo scenes for quick integration
Plugin Type: HandMesh Tracking
Supported Unity Versions: Unity 2021.3 or later
Supported Platforms: Android, iOS, Windows, macOS, Linux
Architecture: ARMv7, ARM64, x86_64
HandMeshTracking – Real-Time 3D Hand Tracking & Mesh Animation for Unity
HandMeshTracking is a powerful, easy-to-integrate Unity plugin that brings real-time 3D hand tracking, gesture-based interaction, and fully animated hand meshes directly into your projects. Whether you're building AR apps, VR experiences, or hand-controlled games, this plugin provides a complete solution for natural, intuitive hand interaction.
Powered by advanced machine learning, HandMeshTracking can detect left and right hands, track 20+ 3D landmarks per hand, and accurately animate finger joints, wrist rotation, and full hand poses. With support for camera, video, and image input sources, plus mobile-optimized models, you get both performance and precision in any environment.
Simply drag the included prefab into your scene, assign your hand model, and your project is instantly ready for real-time hand interaction.
Key Features
• Real-Time 3D Hand Tracking
Tracks 20+ hand landmarks, including fingertips, knuckles, and wrist, with high accuracy and stable motion output.
• Full Hand Mesh Animation
Automatically animates hand models using real hand movements, including finger curl, spread, rotation, and pose transitions.
• Left & Right Hand Detection
Independently detect and process each hand for more accurate interaction logic.
• Hand Mesh Movement Support
Follow the user’s hand position and scale in world space for natural, immersive interaction.
• Multiple Input Sources
Use live camera feed, video files, or images as tracking input.
• Performance-Optimized Models
Choose between Heavy (high accuracy) and Lite (mobile optimized) tracking models.
• Simple Integration
Ready-made prefabs and scripts allow setup in minutes—no complex configuration required.
• Included Demo Scenes
Examples for landmark tracking, mesh animation, and mesh movement help you understand and extend the system quickly.
Perfect For
- AR and VR hand interaction
- Gesture-controlled games
- Virtual object grabbing, touching, and UI interactions
- Mixed Reality applications
- Robotics, training, and research projects
- Any experience requiring natural hand input
Price $29.00
VoxelPlayerController - Complete Modular Character Controller System by Guardabarranco
• Unity Version: 2020.3 LTS or newer
• Input Support: Unity Legacy Input System and New Input System
• Physics: Rigidbody-based character movement
• Animation: Code-driven procedural animation
• Camera: First-person and third-person modes with smooth interpolation
• Environment Detection: Layer- and collider-based sensors
• AI: NavMesh-based pathfinding (requires baked NavMesh)
• Audio: 3D spatial audio with logarithmic rolloff
• Rendering Pipeline: Built-in Render Pipeline (URP/HDRP compatible with material swaps)
• Intended Use: Single-player, client-authoritative gameplay
VoxelPlayerController is a complete, architecturally-driven character controller system for 3D Unity projects. It is not just a movement script, but a fully modular ecosystem built on a strict Separation of Concerns philosophy, allowing each system to operate independently.
The asset includes a Rigidbody-based player controller with multiple locomotion states (Idle, Walk, Run, Crouch, Jump, Dash), automatic sprinting, slope handling, stair traversal, and robust fall detection. A full swimming system provides buoyancy-based movement, smooth land/water transitions, and camera-relative controls.
Input is handled through a unified abstraction layer supporting both Unity’s Legacy Input System and the New Input System. The dynamic camera system supports first-person and third-person modes with smooth interpolation, collision avoidance, and water adaptation.
The package also includes a modular melee combat system with weapon inventory, equip/unequip animations, configurable attack arcs, and sphere-cast hit detection. Enemy behavior is handled by the AdvancedNPC system, featuring state-driven AI with NavMesh navigation, patrol, chase, attack, return, and death states.
Additional systems include a centralized audio controller with dedicated AudioSource domains, an event-driven health system with fall damage, death and respawn logic, visual feedback via a lightweight effect system, and runtime debugging tools. The entire system is designed to be plug-and-play, highly configurable through the Unity Inspector, and suitable for professional production environments.
Price $49.99
The Destructible Component by WezerexDev
Features
- Runtime plane-based splitting (single or multi-plane)
- Reliable cap triangulation: fan (convex), ear-clipping (concave), CDT (holes)
- Planar UVs for caps to a selectable UV channel; sides keep UV0
- Two submeshes (sides / caps) to assign a dedicated cap material
- Optional convex MeshCollider generation and Rigidbody inheritance
- Recursive fragmentation: None, All, Depth, Volume
- Pooling + scratch buffers to reduce allocations and spikes
- Simple API: ApplyImpact(...) and ApplyImpactWithPlanes(...)
- Fast path skips island detection when a single loop is produced
API notes
- ApplyImpact(point, impactPower, out fragments, optionalDirection)
Uses breakingThreshold and useAccumulation with the impactPower you pass to decide if a split occurs. If it proceeds, it generates splitPlaneNumber planes (optionally aligned by optionalDirection). - ApplyImpactWithPlanes(planes, out fragments)
Always splits using your planes; ignores breakingThreshold, useAccumulation, and splitPlaneNumber. - If reactToCollision is enabled, impact power is derived from Unity’s relativeVelocity × collisionMultiplier, compared against breakingThreshold (respecting useAccumulation).
Included
- Scripts :
Destructible (runtime plane-based splitter), FragmentPool, DestructibleDemoController
Editor: DestructibleEditor
Triangulation (standalone usable): Geometry.Triangulation/EarClipping.cs, CDT.cs - Documentation :
PDF manual: Destructible_BSP_Splitter_Manual.pdf (offline, step-by-step + API notes) - Demo content :
Test meshes for triangulation cases (convex, concave, holes)
Matching materials and textures for those meshes
Simple demo scene showcasing projectile + hitscan usage - Namespaces :
Destruction and Geometry.Triangulation
Requirements
- Unity 2022.3+ (Unity 6 supported)
- Meshes must be Read/Write Enabled
- Works with Built-in, URP, HDRP (renderer-agnostic)
Performance
- Reuses internal buffers; GC kept low
- Most cuts yield a single intersection loop (fast path)
- Optional colliders/rigidbodies add runtime cost proportional to fragment count
Limitations & notes
- LODGroup: recommend forcing LOD0 before splitting; avoid reactToCollision on LOD’d objects
- Cap shading: for PBR, caps may look glossier if smoothness/metallic maps don’t match planar UVs; assign a dedicated cap material or author cap textures
- Physics: fresh convex colliders may slightly inflate; dense fragments can initially overlap and depenetrate strongly
Licensing/usage
- No external dependencies. Code is namespaced (Destruction, Geometry.Triangulation).
The Destructible Component is a lightweight, runtime mesh splitter that fractures any Read/Write mesh along one or more planes. It generates clean caps with planar UVs (to a channel you choose), separates sides/caps into two submeshes for easy styling, and optionally adds convex colliders and rigidbodies with velocity/mass inheritance.
It’s renderer-agnostic (Built-in/URP/HDRP), uses pooled scratch buffers to minimize GC, and supports recursive fragmentation by depth or minimum volume. Triangulation adapts per case: fan for convex caps, ear-clipping for concave, and CDT when holes/constraints are present.
Great for action, sim, and VFX—any project that needs convincing, controllable destruction without heavy authoring.
Price $19.95
HDRI 16K Cosmos by Matei Ioan Alexandru
Render Pipeline Compatibility:
✔ Built-in
✔ URP
✔ HDRP
Texture Type: HDRI / Skybox
Resolution: 16384 × 8192 (16K)
Bit Depth: 32-bit float
Color Space: Linear
Projection: Equirectangular (2:1)
Seamless: Yes
Formats: .EXR, .HDR (only 6 out of 8 skyboxes come in EXR format, due to extreme large project files)
Compression: Lossless
Texture Count: 8
LOD: Not applicable
VR Ready: Yes
Mobile: Not recommended (16K resolution)
AI Generated: No
Upscaled: No
HDRI 16K Cosmos is a premium collection of ultra-high-resolution space and cosmic panoramas, rendered natively at true 16K (16384×8192) in full 32-bit floating-point dynamic range.
These HDRIs are NOT AI-generated and NOT upscaled.
Each panorama is physically rendered at native resolution, ensuring maximum sharpness, clean star fields, smooth nebula gradients, accurate light intensity, and artifact-free reflections.
Perfect for:
• Unity HDRP & URP skyboxes
• Image-Based Lighting (IBL)
• Reflections and environment probes
• Sci-Fi and space games
• Cinematic lighting and cutscenes
• VFX and compositing
• VR and 360° environments
• Virtual production
• Space and nebula backgrounds
Pack Contents
• 8 ultra-detailed space & nebula HDRIs
• Native Resolution: 16K (16384 × 8192)
• Bit Depth: 32-bit float
• Projection: Equirectangular (2:1)
• Seamless: Yes (no seams, no poles)
• Formats: EXR and HDR (only 6 out of 8 skyboxes come in EXR format, due to extreme large project files)
• True dynamic range for physically based lighting
• Clean gradients, no banding, no denoising artifacts
Technical Quality
• True native 16K renders (not upscaled)
• Physically accurate star and nebula luminance
• High-precision reflections for metallic materials
• Suitable for real-time and offline rendering
• No AI artifacts, no synthetic noise, no fake detail
Designed for professional lighting, skybox rendering, and cinematic space environments in Unity.
Price $32.99
Lively WebGL Template LITE by Devon Lively
--- Customers Using Full Version---
🤔Why this system?
- Responsive & Fullscreen – Adapts to all screen sizes
- Cross-Platform - Windows, macOS, Linux, ChromeOS, iOS*, Android
- Easy To Use - User friendly and customizable with an in-depth wiki
☝️For what?
- Game jams: Compatible with itch.io
- Pitching & Portfolios: Send publishers/investors a link to launch instantly.
- Zero-friction: Share a single link, instant access, no Steam keys
----------------------------------------
👀 FEATURES 👀
🛠️ Compatibility & Performance
- Supports Unity 2020.1 & Newer
- Responsive – Landscape & Portrait Modes
- Works with any OS as long as the browser supports WebGL
- Windows, macOS, Linux, ChromeOS, iOS*, Android and more
- Browsers tested: Chrome, Firefox, Edge, Safari, Opera
- Supports WebGPU (WebGL2 Successor) [Requires Unity 6.1+]
📱 Display & UI
- Display Options:
- Automatic Letterboxing / Pillarboxing
- Dynamic Aspect Ratio
- Free Aspect
- Fixed Resolution
- Custom background images for loading screen
- Show your game/company logo while loading
- Uses Google Fonts
🎮 Player Experience
- Prevent save-menu popups (Ctrl+S block)
- Prevent tab close (Ctrl+W block)
- Disable Fullscreen Button
🧰 Development Tools
- 40+ customizable settings
- Save presets & reuse across projects
- Unbeatable support
Get The Full Version Here:
https://assetstore.unity.com/packages/tools/integration/lively-webgl-template-314596
Price $4.99
Inspector Pro Lite by Phamous
Requirements
| Requirement | Details |
|-------------------|-----------------------------------|
| Unity Version | 2021.3 LTS or newer |
| Unity 6 | Fully compatible |
| Scripting Backend | Mono and IL2CPP |
| API Compatibility | .NET Standard 2.1, .NET Framework |
| Dependencies | None |
Render Pipeline Support
| Pipeline | Status |
|----------------------------------------|-------------------|
| Built-in Render Pipeline | ✅ Fully Supported |
| Universal Render Pipeline (URP) | ✅ Fully Supported |
| High Definition Render Pipeline (HDRP) | ✅ Fully Supported |
| Custom SRP | ✅ Fully Supported |
This is an editor-only tool. No shaders, no materials, no rendering code. Uses Unity's built-in EditorGUI
exclusively.
Platform Support
Works on all platforms Unity supports. The tool runs entirely in the Editor and is automatically stripped from
builds.
| Platform | Status |
|----------|--------|
| Windows | ✅ |
| macOS | ✅ |
| Linux | ✅ |
Performance
| Aspect | Details |
|-------------------|-----------------------------------------|
| Runtime Overhead | Zero - editor-only |
| Build Size Impact | None - automatically excluded |
| Inspector Repaint | Minimal overhead with efficient caching |
| Memory Usage | Lightweight, cached lookups |
Package Contents
| Folder | Contents |
|-----------|------------------------------------------------------|
| Editor/ | All editor scripts, drawers, windows, and inspectors |
| Runtime/ | Attribute definitions and serializable types |
| Examples/ | Demo scripts showcasing all features |
| Tests/ | 40+ automated NUnit editor tests |
File Count
| Type | Count |
|----------------------|-------------------------------------|
| C# Scripts | ~40 |
| Assembly Definitions | 3 |
| Documentation Files | 3 (README, CHANGELOG, package.json) |
| Example Scripts | 6 |
| Automated Tests | 40+ |
Assembly Definitions
| Assembly | Platform | Purpose |
|-------------------------------|---------------|-----------------------------------|
| InspectorProLite.Editor | Editor only | Core editor functionality |
| InspectorProLite.Runtime | All platforms | Attributes and serializable types |
| InspectorProLite.Tests.Editor | Editor only | Automated tests |
Code Architecture
- Namespace: InspectorProLite
- No global namespace pollution
- Clean separation between editor and runtime code
- Extensible base classes for custom editors
- ScriptableObject-based settings with Project Settings integration
Settings Storage
| Setting Type | Storage Location |
|------------------------|-----------------------------|
| Project Settings | ScriptableObject in project |
| Favorites | EditorPrefs (per-user) |
| Foldout States | EditorPrefs (per-user) |
| Component Notes | EditorPrefs (per-user) |
| Custom Color Overrides | EditorPrefs (per-user) |
Keyboard Shortcuts
| Shortcut | Action |
|--------------|------------------------|
| Ctrl+Shift+I | Open Quick Settings |
| Ctrl+Shift+F | Open Component Search |
| Ctrl+Alt+A | Open Quick Add Palette |
Integration
| Feature | Details |
|------------------------|----------------------------------------------------------------|
| Custom Editors | Extend InspectorProLiteBaseEditor for automatic header support |
| Custom PropertyDrawers | Full compatibility |
| Odin Inspector | Compatible (can run alongside) |
| Other Inspector Tools | Non-conflicting |
Tested Unity Versions
| Version | Status |
|------------|----------|
| 2021.3 LTS | ✅ Tested |
| 2022.3 LTS | ✅ Tested |
| 2023.x | ✅ Tested |
| Unity 6 | ✅ Tested |
Support
- Full documentation included
- Example scripts demonstrating all features
- Automated test suite for verification
- Contact publisher through Asset Store for questions
Inspector Pro Lite
Inspector Pro Lite transforms Unity's default Inspector into a powerful, organized workspace. Whether you're
building games, apps, VR experiences, or simulations, this tool helps you work faster and stay organized.
Visual Organization
Color-Coded Component Headers
Instantly identify component types at a glance. Physics components (Rigidbody, Colliders, Joints) appear in blue.
Rendering components (MeshRenderer, Light, Camera) in green. Audio in orange. UI in pink. Animation in yellow.
Custom scripts in gray. No more scrolling through walls of identical-looking components.
Enhanced Separators
Beautiful 3D gradient headers with shadow effects replace Unity's flat component headers. Each component stands
out with its category color, making complex GameObjects with many components easy to navigate.
Custom Color Rules
Define your own coloring system. Match components by:
- Contains - "Controller" matches PlayerController, EnemyController, etc.
- StartsWith - "UI" matches UIManager, UIButton, etc.
- EndsWith - "Manager" matches GameManager, AudioManager, etc.
- Exact - Match specific component names
- Namespace - Color entire namespaces (great for third-party assets)
Productivity Tools
Component Favorites
Star frequently-used components with one click. Access your favorites from a dedicated window and add them to any
GameObject instantly. Perfect for components you use repeatedly like Rigidbody, AudioSource, or your custom
scripts.
Component Search
Find any component or property instantly with Ctrl+Shift+F. Search by component name, property name, or browse by
category. Click to ping or add components directly from search results.
Quick Add Palette
Press Ctrl+Alt+A to open a fast component palette. Your favorites appear at the top, followed by recently-used
components. Search any component type and add it with one click. Much faster than navigating Unity's Add Component
menu.
Component Presets
Save component configurations and apply them to other objects. Set up your perfect Rigidbody settings once, save
as preset, and apply to any Rigidbody in your project. Great for maintaining consistency across your game.
Component Notes
Add comments directly to components. Document why settings are configured a certain way, leave reminders for
yourself, or communicate with team members. Notes appear right below the component header.
Inspector Attributes
Enhance your custom scripts with powerful attributes:
Visual Attributes
- [ColorHeader] - Add colored section headers
- [Separator] - Draw colored divider lines
- [InfoBox] - Display info, warning, or error messages
- [Highlight] - Color field backgrounds for emphasis
Organization Attributes
- [InspectorGroup] - Collapsible, colored property groups with smooth animation
- [Tab] - Organize properties into tabbed views
- [ReadOnly] - Display non-editable fields
Conditional Attributes
- [ShowIf] / [HideIf] - Show or hide fields based on conditions
- [EnableIf] / [DisableIf] - Enable or disable fields conditionally
- [ShowIfMultiple] - AND/OR logic with multiple conditions
- [ShowIfComparison] - Compare numeric values (greater than, less than, equals)
Validation Attributes
- [Required] - Mark fields that must have a value
- [ValidateRange] - Ensure values stay within bounds
Input Attributes
- [Password] - Masked input with visibility toggle
- [ProgressBar] - Display values as colored progress bars
- [MinMaxSlider] - Range selection with dual handles
- [ResizableTextArea] - Text areas that can be resized
- [SearchableEnum] - Search through large enums easily
Dropdown Attributes
- [SceneDropdown] - Select from build scenes
- [TagDropdown] - Select from project tags
- [LayerDropdown] - Select from project layers
- [Dropdown] - Custom dropdown options
Button Attributes
- [Button] - Clickable buttons that call methods
- [ConfirmButton] - Buttons with confirmation dialogs
- [ConditionalButton] - Buttons that enable/disable based on conditions
- [ButtonGroup] - Horizontal button groups
- [PlayModeButton] / [EditModeButton] - Mode-specific buttons
Special Features
- [InlineEditor] - Edit ScriptableObjects directly in the inspector
- [AssetPreview] - Show asset thumbnails
- [CurvePreview] - Enhanced AnimationCurve editing with presets
- [GradientPreview] - Enhanced Gradient editing with presets
- [FindReferences] - Button to find all references to an asset
- [SceneReference] - Warns about cross-scene references
- [EnhancedList] - Lists with pagination, search, and reordering
- [SerializableDictionary] - Full dictionary support in the inspector
Additional Tools
Mesh Analyzer
Automatically displays mesh statistics on MeshFilter components: vertex count, triangle count, submesh count,
bounds, and size in multiple units. Toggle between meters, centimeters, feet, inches, or define custom units.
Quick Settings Window
Access all features from Tools > Inspector Pro Lite > Quick Settings or Ctrl+Shift+I. Toggle features on/off
instantly with visual feedback. One-click access to full settings.
Project Settings Integration
All settings accessible from Edit > Project Settings > Inspector Pro Lite. Configure colors, enable/disable
features, manage custom rules, and import/export settings as JSON for team sharing.
Customization
Everything is customizable:
- Category colors for each component type
- Color intensity and opacity
- Gradient headers on/off
- Enhanced separators on/off
- Individual feature toggles
- Custom color rules
- Mesh analyzer units
- Keyboard shortcuts
Who Is This For?
Solo Developers
Stay organized as your project grows. Find components faster, save time with presets, and keep documentation right
in the Inspector.
Teams
Share settings via JSON export. Use component notes for communication. Maintain consistency with presets.
Color-code by namespace to identify different team members' code.
Asset Developers
Make your assets more professional with organized inspectors. Use groups, tabs, and validation to create polished
editor experiences.
Anyone Working on Complex Projects
The more components you have, the more time Inspector Pro Lite saves. Stop scrolling, start finding.
Compatibility
- Unity Versions: 2021.3 LTS and newer, Unity 6 ready
- Render Pipelines: Built-in, URP, HDRP, and custom SRPs
- Platforms: All platforms (editor-only tool)
- Custom Inspectors: Works alongside your existing custom editors
- Third-Party Assets: Compatible with other inspector tools
Performance
- Editor-only - zero runtime overhead
- Automatically stripped from builds
- Efficient color caching
- Minimal Inspector repaint cost
---
Inspector Pro Lite works with any project type, any genre, and any workflow. It's a quality-of-life improvement
for every Unity developer.
Price $19.99
Group Ungroup Extract Tool by Multitool
Key features:
- Smart UI support: automatically creates RectTransform groups for UI objects
- Configurable pivot position for new groups
- Optional auto-rename after grouping
- Full Undo/Redo support
- Customizable hotkeys
- Prefab-aware with unpacking confirmation
GROUP (Ctrl+G)
--------------
Creates a new parent object containing all selected objects.
In Hierarchy:
- Creates "Group" or "UI Group" (for RectTransform objects)
- Preserves sibling order (group inserted at last selected position)
- Calculates appropriate pivot based on settings
- For UI: automatically sizes the group to fit all children
In Project:
- Creates a new folder and moves selected assets into it
- Works with both files and folders
In Timeline:
- Creates a new Group Track containing selected tracks
UNGROUP (Alt+G)
---------------
Moves children up one level and deletes the parent object.
In Hierarchy:
- Moves all children to the parent's parent
- Deletes the original parent object
- Shows confirmation for prefabs (will unpack) or objects with components
- Selects all extracted children after operation
In Project:
- Moves folder contents up one level
- Deletes the empty folder
In Timeline:
- Moves tracks out of a Group Track
- Deletes the Group Track
EXTRACT (Shift+Alt+G)
---------------------
Like Ungroup, but keeps the parent object intact.
In Hierarchy:
- Moves all children up one level
- Parent object remains (becomes childless)
- Useful when parent has components you want to keep
In Project:
- Moves folder contents up one level
- Folder remains (becomes empty)
In Timeline:
- Moves tracks out of a Group Track
- Group Track remains (becomes empty)
Group Ungroup Extract Tool brings familiar grouping functionality (like in
Photoshop, Figma, or Blender) to Unity Editor. It allows you to quickly:
- Group selected objects into a new parent (Ctrl+G)
- Ungroup objects by moving children up and deleting the parent (Alt+G)
- Extract children without deleting the parent (Shift+Alt+G)
The tool works in three contexts:
- Hierarchy window (GameObjects)
- Project window (files and folders)
- Timeline window (tracks)
Price $4.99
Asset Reference Tracker Pro by Level Up Creative Lab
- Unity 2019 LTS and above
- Built-in PipelineFully compatible with:
URP
HDRP
Supported Platforms
Works in editor mode for all target platforms:
- PC / Mac / Linux
- Mobile (Android/iOS)
- VR / AR
- WebGL
- Console platforms (editor-side)
Asset Reference Tracker Pro is a complete project-maintenance toolkit built for developers who want cleaner, faster, and more stable projects.
This editor extension automatically analyzes your entire project to detect unused assets, broken or missing references, duplicate files, and hidden dependencies that often cause performance issues. Designed for teams and solo developers alike, it gives you a clear, structured overview of what’s inside your project—and what needs fixing.
Whether you're working on mobile, PC, VR, or console, the tool helps you reduce build size, speed up workflows, and prevent runtime issues. All results are shown through a clean dashboard, interactive lists, and a professional visual dependency graph.
Great for:
✔ Game studios optimizing large projects
✔ Mobile developers trying to reduce build sizes
✔ Asset cleanup before shipping or publishing
✔ Teams working with version control
✔ Anyone wanting a stable and well-organized Unity project
You maintain full control—no auto-changes unless you confirm them via the Safe Delete window. Fast, safe, and highly visual.
✅ Technical Details (Key Features)
Core Features
- Full Project Scanner – Analyzes all assets, scenes, prefabs, scriptable objects, materials, and dependencies.
- Smart Dashboard – Live statistics for Unused Assets, Missing References, Duplicates, and Total Asset Overview.
- Unused Assets Finder – Lists every asset not used anywhere in your project or build.
- One-Click Cleanup – Safely remove unused files with automatic reference checking.
- Missing Reference Detector – Pinpoints broken/NULL references with exact property paths.
- Duplicate Asset Detection – Identifies byte-for-byte duplicates to reduce build size.
- Build Report Integration – Reads Editor.log to show true build-included asset sizes.
- Dependency Graph Viewer – Visual, zoomable, color-coded graph of how assets reference each other.
- Folder Usage Report – Shows which folders contain the most unused or heavy assets.
- Safe Delete System – Performs impact analysis, warns about broken links, and can create backups.
- CSV Export – Export unused assets or missing references for team review.
Performance & Workflow
- Optimized scanning for large projects.
- Fast search and filter across all results.
- Click-to-ping integration for fast navigation.
- Clear type badges and color-coded categories.
Price $19.99
Empty Room - Mesh Debugger by Empty Room Productions
This tool does not use the UI Toolkit, instead it uses the standard Unity UI using the Functions provided by the classes GUILayout and EditoGUILayout
Using the Gizmo System from Unity, any relevant data of a mesh can be inspected directly in the Unity Scene View. Supported details of the Mesh include:
• Vertices (Gizmo, Position, Index, and Color)
• Normals & Tangents
• UVs / Texture Coordinates
Colors and sizes of the Gizmos can also be changed via an integrated settings window. They will be saved in an easy-to-share JSON file.
Price $0.00
Tooltip Localization System mini by Octanta Studio
- Developed using Unity 6
- The core system is lightweight, while font samples with licenses occupy 99.7% of package
- TextMeshPro is required in the project for this system to function properly
P.S. There’s already a solution based on CSV: Localization Package from Unity, which includes most of the possible features. This system shows a simpler version for indie projects, with some unique advantages. For instance, it can cache a pair of TMP_Text and its string, so that when a translation is updated, all pairs are refreshed automatically, including the font. It supports languages with any name (you can add a column like “Elvish” and reference it by “Elvish”). And it uses only one ScriptableObject as a "middleman", accessible from anywhere, so you don’t need to deal with a bunch of components.
Tooltip Localization System Mini for Unity projects using TextMeshPro is based on a CSV + ScriptableObject setup. Reads a CSV file, returns the rows, switches fonts, and caches everything for optimization. Made for solo devs and indie teams who want to keep text strings out of scripts and manage translations through external editors. 📄 Full documentation (eng) (укр)
The full original version of the system is used in Automatic Tutorial Maker →
FEATURES:
- CSV-based translations. Edit in Excel, Google Sheets, or any CSV editor. Default: ; delimiter, UTF-8, " text qualifier.
- 12+ languages included & saving language between sessions. English, Chinese, Japanese, German, French, Spanish, Portuguese, Italian, Ukrainian, Polish, Turkish, Korean. Add custom via Language enum or column name.
- Automatic font switching. Assign fonts per language (e.g., NotoSansTC for Chinese), auto-applies on change. Includes Noto Sans CJK + Audex fonts with licenses.
- Dynamic placeholders. Insert variables: {playerName}, {score}, {anyVariable} → filled at runtime. There is a Parameter Selector for assigning a reference to any custom variable of any custom component.
- TextMeshPro tags support. Use <color=#FF0000>, <sprite=0>, emojis 😊 directly in translations.
- Static Mode. Cache text objects, auto-update on language change, including font switching (efficient for menus/UI)
- Dynamic Mode. Read strings per-frame, no built-in font switching (for scores/timers, cached lookups)
CREATE TEXT TOOLTIPS:
The system can be used to show text tooltips that support value substitution. For example, add the entry "Press {key} to interact" to the table, along with its translations. Then call ReplacePlaceholders in your script, specifying the row containing the text and passing the variable for substitution. The variable can be a system-defined key or one reassigned by the player.
During translation, the system replaces the {key} placeholder with the variable. In different languages, placeholders may appear in different positions to preserve natural phrasing. Multiple placeholders can exist in a sentence, but their order must be maintained.
DEMO:
Open DemoScene to see all features in action.
STRUCTURE:
🗒 A CSV table with translations. The first row contains language names, each language has its own column. Retrieve specific text by accessing rows.
🔗 A Scriptable Object. It stores the CSV as a Text Asset and handles operations: parses it into an array and contains methods for further reading. This can be called from other scripts, for example:
InitializeLocalizator(); // Parses CSV, remembers current language on start, let's say "Eng"
GetStringText(2); // Returns string from row 2 and current language column = "menu"
FillTextObject(2, textObj); // Passes to textObj.text = "menu"; caches textObj and row
ChangeLanguage("Jap"); // Overwrites current language
TranslateAllTexts(); // Replaces text for all cached objects (same row, different column). Having text objects in cache allows changing their font right there, for example, if hieroglyphs are needed
USAGE:
- Fill the CSV table with your texts and translations
- On Start() > add InitializeLocalizator call
- Bind ChangeLanguage method to buttons that switch language
- When spawning text > call FillTextObject for it, so it translates itself and changes font automatically
- If you just need the value > call GetStringText
💡Maintain a column in the table with text keys to access rows by them rather than by indices:
using LocalizationSystemMini;
[SerializeField] private InputStringsScriptableObject textStrings;
var hi = textStrings.GetStringTextByKey("hi_key");
var userName = "..."; // Player name
textObj.text = $"{hi}, {userName}!";
// If needed, update the font manually
textObj.font = textStrings.GetCurrentFont();
This way the code will have access to localized text and output it to the scene.
➕ To add a language and edit translations, just open the CSV. You can translate an entire column by running it through a translator. Or work with localizers who don't have access to/affinity for the inspector.
Price $0.00
Timbeaux's Time Rewind Toolkit (2D) by TimOverRice
Features
- Global time-rewind system with adjustable rewind speed
- Snapshot-based transform recording for smooth rewind playback
- Easy-to-extend design using the ITimeReversable interface
- Rigidbody2D rewind support (position, rotation, and velocity playback)
- Optional input handling (supports custom or user-defined input systems)
- Clean, production-ready C# architecture
- Minimal performance overhead
- Fully commented and documented scripts
- Example player controller included
- Sample scene demonstrating full functionality
Supported Platforms
- Windows
- macOS
- Linux
- Android
- iOS
- WebGL
- Any platform supported by Unity 2021.3 or newer
Supported Render Pipelines
- Built-in Render Pipeline
- URP compatible (no pipeline-specific content)
- HDRP compatible (no pipeline-specific content)
Supported Unity Versions
- Unity 2021.3 LTS and newer (including Unity 6 compatibility)
Time Rewind Toolkit (2D) is a lightweight and fully customizable system for adding global time-rewind mechanics to your Unity project. With clean architecture, clear APIs, and an easy drop-in workflow, this package lets you quickly implement “reverse time” gameplay for platformers, puzzle games, action titles, and more.
The toolkit includes a simple demo scene showing a player and physics objects rewinding together. Just add the TimeRewindManager to your scene, attach TransformTimeRecorder2D to any Rigidbody2D object you want to rewind, and press Play — the system handles the rest.
This package is ideal for developers looking for a clean, minimal, and extendable implementation of time reversal that integrates smoothly into any Unity 2D workflow.
Includes:
- Core rewind manager and interface
- Recorder component for physics-based rewind
- Sample player controller with rewind-friendly movement
- Complete demo scene
- Documentation and folder structure designed for production use
Whether you're prototyping or building a full commercial title, Time Rewind Toolkit provides a solid foundation for time manipulation mechanics.
Dependencies and Requirements
• Unity 2021.3 LTS or newer
• No third-party packages required
• No Asset Store package dependencies
• Compatible with Built-in Render Pipeline, URP, and HDRP
• Uses standard Unity components only (MonoBehaviour, Rigidbody2D, Transform)
Price $4.99
House 2 by 32cm
Total tris 100000. 50000 verts.
Textures 30 (4096pix)
Meshes 1
Prefabs 1
Private house. Real scale but scale as you needs. 5 materials. Exterior only.
Comes with 4096pix PBR textures including Albedo, Normal, Metalness, Roughness, AO and also unity HDRP mask. Compress them to your liking.
Total tris 100000. 50000 verts.
Suitable for cities, exteriors, resirdential places, etc..
Price $4.99
Medical workers - stylized characters by Mixall
Number of textures: 51
Texture dimensions: 2048x2048
Polygon count of: about 5 000 faces per character
Number of meshes/prefabs: 14/13
Rigging: Yes
Animation count: 1
Animation type list: idle_pose
UV mapping: Yes
Types of materials and texture maps: PBR
Mixall studio presents a good solution for your games, VR projects and simulators: Medical workers - stylized characters
13 stylized medical workers with full mesh and rig. The package includes stylized doctors and nurses
★ Key Features ★
- 13 medical workers
- PBR material
- Characters are setup to work with Mecanim (no animations included in this pack)
- Single mesh grid
- Idle_pose animation
★ Assets ★
- 8 doctors
- 5 nurses
★ Other Assets ★
Combine this asset pack with our other assets:
-Hospital - modular building, props and characters
-Characters pack - laboratory scientists
-Characters pack - guards and prisoners
-Hospital ward - interior and props
-Dental room - interior and equipment
-Hospital corridor - modular interior and props
We will be grateful if you fill out this form. This will help improve our work.
Need support? Write to us: Mixall.team@gmail.com
★ Follow us on social media ★
INSTAGRAM | YOUTUBE | FACEBOOK
ARTSTATION | PINTEREST | DISCORD
Price $34.99
MONSTER: GASTERODONTE by PROTOFACTOR, INC
All materials included are Standard Built-In They can easily be upgraded to either URP or HDRP using the Upgrader Tool of the selected pipeline.
Here is gasterodonte. This weird giant alien slug has four tentacles with claws at their tips. Despite being fairly slow it will still be fast enough to chase its enemies away.
Geometry is 11.47 Ktris. Rig is 83 bones. Model uses 1 material with a 4096*4096 PBR texture set.
The package includes a set of 30 animations (9 being root motion variations).
Price $29.99
[FreeTrial] Whisper Watcher (Rig + Animation) – PixeliusVita by PixeliusVita
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 2 unique (Idle, Walk)
Textures: 3 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 2 unique (Idle, Walk)
Textures: 3 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
🔹 Trial Version – Stylized Fantasy Monster (PixeliusVita)
This is a trial / sample version of the PixeliusVita fantasy monster series, created to let you quickly test scale, proportions, animation quality, and in-game feel inside your project.
Included in this Trial
- Attack 13 animations Idle Walk
- 90 texture variants
- Game-ready mesh, clean topology
- Mobile & indie-friendly performance
This version is intentionally limited and designed for evaluation, prototyping, and testing only.
🔹 Full Version Includes
If you need a production-ready asset, check the Full Version on the store, which adds:
- Full animation set (combat, hit, death, skills, etc.)
- 90+ hand-painted texture variants
- Multiple performance levels (Medium / Low / Lowest)Complete VFX system Basic attacks Skill / Special skill VFX
- Custom shaders optimized for low-end devices
- Drag-and-drop ready prefabs
🔹 Recommended For
- Indie & mobile games
- RPG, action, roguelike, prototype projects
- Developers who want fast iteration with scalable quality
👉 Use this trial to test — switch to the Full Version when you’re ready for production.
Price $0.00
Whisper Watcher - Stylized Fantasy Monster (Rig + Animation) – PixeliusVita by PixeliusVita
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 17 unique (Idlex2, Walk, Run, Die, Attack 01–09, Shoot, GetHit, Stunned)
Textures: 90 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
This package provides a fully game-ready stylized 3D monster designed for RPG, fantasy, and action games.
All assets are optimized for both low-device mobile with 2 level optimized and PC indie game, prototype projects, easy to customize, and ready for production use.
________________
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 17 unique (Idlex2, Walk, Run, Die, Attack 01–09, Shoot, GetHit, Stunned)
Textures: 90 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
________________
Animation x 17
- Monster 19 (Rigged, Animated) | NO FACIAL
- 17 Animation In-Place:
Die
Idle
Idle02
Walk
Run
Attack 01
Attack 02
Attack 03
Attack 04
Attack 05
Attack 06
Attack 07
Attack 08
Attack 09
Shoot
GetHit
Stunned
- 17 Animation Root Motion:
Die
Idle
Idle02
Walk
Run
Attack 01
Attack 02
Attack 03
Attack 04
Attack 05
Attack 06
Attack 07
Attack 08
Attack 09
Shoot
GetHit
Stunned
- 15 Texture Different Type.
- Cel-Shader Mobile Friendly for Monster.
- Optimized stylized textures and materials.
- Lightweight setup suitable for low device-mobile and PC, prototype project.
- Includes clean prefab organization and naming convention.
- Fully editable and extendable for your own projects.
Price $15.00
Flexalon + Proxima + Bindables - Pro Tools Bundle by Virtual Maker
This bundle includes the following tools by Virtual Maker:
Flexalon gives level designers, animators, and interface designers the power to make adaptive 3D layouts that are precise and easy to update.
Proxima Runtime Inspector + Console
Your game doesn't have to be a black box. Proxima lets you inspect, debug, and control your game from any web browser.
Bindables Reactive Programming
Bindables is a reactive framework for managing your game state and syncing it to UI and gameplay. Easily bind to lists, dictionaries, derived state, animations, intervals, events, and even URIs.
Join the conversation on Discord.
After purchasing this bundle, visit each linked package to claim them for free.
- Flexalon: Store Link
- Proxima: Store Link
- Bindables: Store Link
Price $155.00
