Aquatic Mayhem - Crazy Croc by SRG Studios
Number of textures - 1
Texture dimensions - 512x512
Average polygon count - 1.5k to 2k
Number of prefabs - 3
Animations: 4
Rig: Generic
UV mapping: Yes
Types of materials and texture maps - URP
Deploy a formidable force with the Aquatic Mayhem - Crazy Croc! This awesome package features a unique and highly detailed asset, perfect for building immersive ocean worlds in your RTS games, RPGs, or any project requiring a powerful unit.
What’s Included:
- High-Quality Textures: Detailed textures bring each asset to life with stylized materials and epic designs.
- Optimized for Performance: Balanced polygon count ensures smooth gameplay on a variety of platforms.
- Animations: "Generic" rig with included animations: Intro, Damage and 2 Attacks
Key Features:
- Stylized Cartoon Aesthetic: Bold shapes, vibrant colors, and classic designs create a visually striking 3D model.
- Game-Ready Assets: Optimized for use in Unity with efficient textures and clean topology.
- Versatile Designs: Suitable for a wide range of game genres including RTS, RPGs, strategy games, and more.
Ideal For:
- Action Games
- Adventure Games
- Mobile Game Development
- Stylized Visual Projects
- Game Jams & Prototyping
- Army Building/Customization Systems
- Exploration Games
Conquer the seas with the Aquatic Mayhem - Crazy Croc!
Price $6.99
UIDraw by Neri
Core Drawing Features
Pen Brush: Smooth line drawing with adjustable width (1-50px) and full RGBA color support
Fill Tool: Intelligent flood fill algorithm for quick area coloring
Eraser: Clean erasing with customizable width and transparency support
Multi-Level Undo: Configurable undo system with up to 50 steps of history
Advanced Input Support
Mouse Input: Precise desktop drawing with drag detection
Touch Support: Multi-touch ready for mobile and tablet devices
Stylus Integration: Full stylus/pen support with pressure detection via Unity Input System
Event-Driven Architecture: Clean callback system for custom input handling
UI Integration
Canvas-Based: Native Unity UI integration with RawImage component
Responsive Design: Automatic scaling across different screen resolutions
EventSystem Compatible: Works seamlessly with Unity's UI event system
Multiple Render Modes: Supports Screen Space Overlay, Camera, and World Space
Customization & Performance
Texture Settings: Configurable resolution (512x512 to 4096x4096)
Memory Optimization: Efficient Color32 array handling for smooth performance
Mobile Optimized: Tested performance settings for mobile deployment
Modular Architecture: Separate systems for brushes, input, and undo functionality
Developer Tools
Complete API: 20+ public methods for full programmatic control
Runtime Texture Access: Save/load drawings as PNG files
Debug Mode: Built-in debugging tools for coordinate tracking
Example Scripts: Color palette, multi-canvas, and save/load implementations
Platform Support
Unity Version: 2021.3 LTS or higher
All Platforms: Windows, Mac, Linux, iOS, Android, WebGL
Scripting Backend: Both Mono and IL2CPP compatible
.NET Framework: 4.7.1 support included
Easy Integration
2-Minute Setup: Simple component attachment process
No External Dependencies: Uses only Unity built-in packages
Clean Namespace: Organized under UIDraw namespace
Production Ready: Thoroughly tested and optimized code
Features
Pen Drawing Tool - Smooth line drawing with customizable width and color
Fill/Bucket Tool - Intelligent flood fill for quick area coloring
Eraser Tool - Clean erasing with adjustable size
Multi-Level Undo - Up to 50 configurable undo steps
Mouse Support - Desktop drawing with precise control
Touch Support - Mobile and tablet touch drawing
Stylus Support - Pressure-sensitive pen input
Canvas Integration - Native Unity UI RawImage component
Custom Colors - Full RGBA color support with transparency
Texture Export - Save drawings as PNG files
Runtime API - Complete programmatic control
Mobile Optimized - Performance tuned for mobile devices
Source Code - Full C# source included
Cross-Platform - All Unity supported platforms
Supported OS
Windows (Desktop/Tablet)
macOS (Desktop/Touch)
Linux (Desktop)
iOS (iPhone/iPad)
Android (Phone/Tablet)
WebGL (Browser)
Transform your Unity project into a powerful drawing application with UIDraw - a comprehensive UI-based drawing system that seamlessly integrates with Unity's Canvas.
UIDraw provides everything you need to create professional drawing applications, digital art tools, signature capture systems, annotation interfaces, and interactive whiteboards. Built specifically for Unity's UI system, it offers smooth drawing performance with full customization options.
Perfect for:
Drawing and painting applications
Educational games with drawing mechanics
Digital signature capture
Document annotation tools
Interactive whiteboards and collaboration apps
Children's creative games
Mind mapping and brainstorming tools
Game mechanics requiring drawing input
Key Highlights
Zero Setup Time: Just add to RawImage and start drawing
Multi-Platform: Works on desktop, mobile, and tablet devices
Professional Quality: Production-ready with optimized performance
Fully Customizable: Extensive API for custom implementations
Complete Documentation: Detailed guides and code examples included
The system is designed for both beginners and advanced developers, offering simple drag-and-drop functionality while providing extensive customization options for complex implementations.
Price $0.00
BT - OptiAnimX: AAA-Level Animation Optimization Framework by Barkin Tufan
Core Systems:
- OptiMorph: Distance-based animation quality control with automatic LOD switching and unique algorithms.
- AnimPrune: Smart layer categorization and distance-based culling system
- Bone Optimizer: Dynamic bone reduction with importance analysis (up to 85% reduction)
- Animation Compressor: Non-destructive keyframe and curve optimization
Key Features:
- Real-time distance tracking and automatic optimization switching
- Safe mesh optimization without breaking skinned mesh renderers
- Automatic backup and restore system for all operations
- Platform-specific presets (Mobile, VR, Desktop, VRChat)
- Multi-threaded processing with job system support
- Comprehensive editor tools with visual debugging
- Scene view gizmos and real-time performance monitoring
- Batch processing for project-wide optimization
- Quality validation and A/B comparison tools
- Memory usage optimization and performance analytics
Technical Specifications:
- Unity 2019.4 LTS or newer
- Compatible with Built-in, URP, and HDRP
- Thread-safe architecture for multi-object scenes
- Supports Animator and Animation components
- Works with SkinnedMeshRenderer bone systems
- Complete C# source code included
- Extensive documentation and example scenes
Transform Your Game's Performance with Industry-Leading Animation Optimization
Harness the same cutting-edge animation optimization techniques used in AAA blockbusters like Gears 5, The Witcher 3, and other industry titans. BT-OptiAnimX delivers professional-grade performance tools that scale from mobile to high-end desktop platforms.
🎯 Core Optimization Systems
OptiMorph - Distance-Based Quality Control
- Dynamic LOD System: Automatically adjusts animation quality based on camera distance
- Real Frame Rate Control: Intelligent enable/disable patterns for precise performance control
- Seamless Transitions: Smooth quality scaling with hysteresis prevention
- Platform Presets: VR, Mobile, and Desktop optimized configurations
AnimPrune - Smart Layer & Event Optimization
- Intelligent Layer Categorization: Automatically detects facial, gesture, and locomotion layers
- Distance-Based Culling: Progressively disables non-essential animation layers
- Event Optimization: Smart filtering of animation events based on distance and importance
- Critical Event Preservation: Never lose important footsteps, attacks, or gameplay events
Bone Optimizer - Dynamic Bone Reduction
- Importance-Based Analysis: Automatically categorizes bones by visual impact
- Safe Optimization: Non-destructive bone reduction that preserves mesh integrity
- Finger & Facial Preservation: Special handling for detail-critical bone chains
- Performance Scaling: Up to 85% bone reduction with minimal visual impact
Smart Animation Compressor - Non-Destructive Compression
- Advanced Algorithms: Keyframe reduction, curve simplification, precision optimization
- Automatic Backup System: Safe compression with one-click restoration
- Quality Validation: Built-in A/B comparison and quality metrics
- Batch Processing: Compress entire projects with intelligent analysis
🚀 Production-Ready Features
Comprehensive Editor Tools
- Unified control window with real-time monitoring
- Visual distance zones and performance metrics
- Scene view debugging with live statistics
- Validation systems for optimal setup
Runtime Intelligence
- Automatic distance tracking and optimization switching
- Performance monitoring with FPS adaptation
- Memory usage optimization
- Thread-safe multi-object management
Safety & Workflow
- Non-destructive operations with automatic backups
- Extensive validation and error checking
- Detailed logging and performance analytics
- Easy setup with one-click component application
📊 Proven Performance Gains
- 50-85% Animation Performance Improvement across typical game scenarios
- 40-70% Memory Reduction in animation data
- Consistent 60+ FPS maintenance even with 100+ animated characters
- Scalable Architecture from mobile VR to high-end desktop
🎮 Platform Optimized
Mobile & VR Ready
- Aggressive optimization presets for limited hardware
- Battery life considerations with adaptive quality
- Touch-optimized UI for mobile development
Desktop & Console
- High-fidelity presets maintaining visual quality
- Multi-threading support for modern hardware
- Extensive customization for specific performance targets
🛡️ Enterprise Quality
Built with AAA development standards:
- Extensive documentation
- Professional support and regular updates
- Battle-tested in production environments
- Compatible with all Unity LTS versions
💼 What You Get
- Complete source code with detailed comments
- Comprehensive documentation
- Platform-specific optimization presets
- Regular updates and new optimization techniques
Price $45.00
Retro TV Studio 2. (URP) by DEXSOFT
Features:
- URP Version
- Complete Scene
- 57 Unique Meshes
- Terrain with Paint Layers
Technical Details:
- Number of Meshes: 57
- LOD stages: 1-4 per model
- Number of Prefabs: 65
- Number of Materials: 70
- Number of Textures: 167
- Texture Sizes: up to 4K
- Texture formats: PNG and TGA
Turn on the warm studio lights and roll back the years with the Retro TV Studio 2.
Modular environment that brings classic television vibes to life.
Retro TV Studio 2. pack delivers a complete, game-ready tv set-up ideal for cinematic projects or retro games, channeling the golden age of broadcast with cozy colors, timeless props and a detailed modular setup.
URP VERSION ONLY!
Meshes:
Collection of 57 handcrafted retro assets: chairs, jukebox, gramophone, vintage radio, old clock, teapot, lamps, microphones, furniture and more details that recreate the cozy charm of retro studios.
Example Scene:
Included is a fully assembled retro TV show set, featuring a shooting stage for host-guest interviews, surrounded by authentic retro cameras, spotlamps and a live audience area.
The modular layout makes it simple to rearrange or expand the scene to fit your vision.
Contact:
Email: info@dexsoft-games.com
Join our DISCORD server
Price $29.99
NPCAI Behavior Suite + AI-Powered Dialogue, Behavior and Movement System by Obeder's Team
Features
- AI-powered dialogues, behaviors, movement and interactions
- Modular Hub Editor with tab-based control
- Customizable NPC personalities and reactions
- Neural network–driven adaptive logic
- Ready-to-use foundation for prototyping and production
Supported OS
- Windows
- macOS
- Linux
NPCAI Behavior Suite + AI-Powered Dialogue, Behavior and Movement System
NPCAI Behavior Suite is a comprehensive modular system for creating lifelike NPCs fully powered by neural networks.
It unifies dialogues, movement, interactions, and behavioral scenarios into one AI-driven logic, allowing you to build natural NPC behavior without manual scripting.
🔹 Features
Dialogues and Lines
NPCs can engage in flexible conversations and provide dynamic comments depending on context, making interactions feel alive.
Movement and Following
Control walking, following the player, and path navigation with adaptive AI logic that reacts to changing goals.
Interactions
NPCs can interact with items and objects in the environment, seamlessly integrating with gameplay.
Waiting and Timing
Add pauses and step-by-step task execution, enabling smooth control over NPC task flow.
Emotional States
NPCs react with visible moods — happiness, anger, sadness, neutrality — affecting both dialogues and behavior.
Animation Integration
Easily bind walking, talking, and interaction animations to AI-driven actions.
Custom Extensions
Add your own interaction scripts (IInteractable) and behaviors for unlimited flexibility.
🔹 Highlights
Neural Network Core
Every action is powered by AI/LLM, ensuring natural behavior and adaptive responses.
Modular Structure
Enable or disable specific systems without bloating your project.
Intuitive Hub Editor
All modules are neatly organized into tabs, giving you quick access to dialogues, movement, interactions, and more.
One-Click Setup
Quickly create a working NPC with all systems connected automatically.
Customizable NPC Personalities
Assign unique traits, communication styles, and emotional reactions. NPCs can be friendly, sarcastic, or hostile.
Optimized for Performance
The system is lightweight and scales to dozens of NPCs without FPS drawdowns, as all logic is performed through the API.
🔹 Use Cases
- Games with interactive NPCs and branching dialogues.
- Simulations requiring adaptive character behavior.
- Prototyping projects with “living” AI-driven characters.
- Training apps, VR/AR scenarios, research experiments.
NPCAI Behavior Suite is your ready-to-use foundation for NPCs, combining dialogue, movement, interaction, and personality — all driven by neural networks for believable and adaptive gameplay.
Price $30.00
Teleport At Mouse Free by Aurelien gatineau
Fonctionnalités principales (version gratuite)
• Téléportation d’un objet sélectionné avec une touche personnalisée ou le bouton central de la souris
• Fonctionne directement dans la vue Scène
• Panneau de configuration intégré dans l’éditeur Unity
• Affichage d’un repère visuel (croix de téléportation)
• Aperçu de l’objet sélectionné
• Léger, rapide et facile à intégrer dans vos projets
⚠ ️ Les fonctionnalités avancées comme l’alignement à la normale, la téléportation dans le vide, l’interface bilingue, le centrage automatique et le snap à la grille sont disponibles dans la version Pro.
🧩 Compatibilité • Unity 2021 ou version ultérieure • Testé avec URP, HDRP et le pipeline standard • Compatible avec toutes les plateformes Unity classiques Capture d’écran incluse Une capture d’écran du panneau de configuration est fournie pour visualiser l’outil dans l’éditeur Unity.
📜 Licence Ce projet est fourni pour un usage personnel ou professionnel. Vous êtes autorisé à le modifier librement pour vos propres besoins. Cependant, la revente ou la redistribution — même modifiée — est strictement interdite.
❤ ️ Créé avec passion Pour simplifier vos workflows dans l’éditeur Unity.
Key Features (Free Version)
• Teleport a selected object using a custom key or middle mouse button
• Works directly in the Scene view
• Simple configuration panel inside the Unity Editor
• Toggle teleport gizmo (cross marker)
• Preview of the currently selected object
• Lightweight, fast, and easy to integrate into any project
⚠ ️ Advanced features such as surface normal alignment, void teleportation, bilingual interface, auto-focus, and grid snapping are available in the Pro version.
🧩 Compatibility • Unity 2021 or newer • Tested with URP, HDRP, and the Built-in Render Pipeline • Compatible with all standard Unity development platforms Screenshot Included A screenshot of the configuration panel is included to preview the tool inside the Unity Editor.
📜 License This project is provided for personal or professional use. You are allowed to modify it freely for your own needs. However, reselling or redistributing it — even in modified form — is strictly prohibited.
❤ ️ Built with love To simplify your workflows inside the Unity Editor.
Price $0.00
Watercolor - Art Painting Stilization Effect by NullTale
Technical details (Key Features)
- Dynamic Watercolor effect for Unity URP
- Simulates pigment flow, paper texture, and soft ink diffusion
- Motion- and luminance-based blending of strokes and outlines
- Edge sensitivity and saturation control
- Adaptive depth-based hue shift
- Can be applied full-screen or selectively via VolFx
- Included in VolFx effects collection: VHS, JPEG, Old Movie, Watercolor, Pixelation, Outline, Flow, Color Map, ASCII, Dither
- Compatible with Unity 2020 or higher (works with Unity 6)
•️ Please note: The asset is provided as-is. The purchase does not include personal conversations with the developer, help with unity learning, or the development of additional features based on individual needs. The asset-related email may be used only for bug reports or improvement suggestions.
• Dev by NullTale
► Web Demo ◄
► FULL VFX BUNDLE ◄
A dynamic Watercolor effect for Unity URP
that transforms the image into a living painting 🎨
The effect simulates pigment flow, paper texture, and soft ink diffusion — forming layered, brush-like transitions that resemble traditional watercolor art.
It reacts to motion and luminance, blending strokes and outlines based on image dynamics, producing a fluid, organic aesthetic.
Perfect for artistic rendering, dream sequences, or painterly visual styles.
paper-based blending
pigment flow simulation
edge sensitivity and saturation control
adaptive depth-based hue shift
------------ - - - - - -
-> effect work as a full-screen effect
or can be applied selectively using VolFx
Price $15.00
Mobile Wi-Fi EasyConnect (ADM Build) by Maximalist
- The tool does not support MacOS.
Mobile Wi-Fi EasyConnect (ADM Build) is a tool that allows you to easily connect your Android device with Unity for quickly sending builds directly to your phone. After building your project, the build will be sent to your smartphone over the local Wi-Fi network, installed, and launched automatically.
It also lets you test your game wirelessly, without a cable and without creating builds via Unity Remote.
Wireless connection is more convenient to use, and it eliminates the risk of damaging your cable or your phone’s charging port from constant plugging/unplugging during testing.
On the first connection, the tool automatically establishes a persistent link between your PC and your phone. This means that after you disconnect, the next connection won’t require you to enter any codes. You’ll simply be able to go to Tools → ADB Wi-Fi → Connect, and that’s it!
“Activate connection” (first-time pairing)
You can activate the connection either via USB cable or via Wi-Fi:
Via USB
- Connect the USB cable.
- Enable USB debugging.
- Choose the “File Transfer” connection mode.
- Enter your device’s IP address in the corresponding field.
- Press the Pair button.
Via Wi-Fi
- On your phone, go to Settings → Developer Options → Wireless Debugging.
- Enable wireless debugging.
- You will see your device’s IP address and the current port. Enter this port in the Port 1 field.
- Press Connect device with pairing code.
- Enter the code into the Code field. A new port will be displayed below — enter it into the Port 2 field.
- Press the button to activate the connection.
Details
- After rebooting your phone, you will most likely need to “activate the connection” again. This is a limitation of ADB (the mechanism used for connection and debugging).
- On the first connection, your phone may display a notification that the connection failed, but in reality it succeeds. Ignore this message. This happens because the script first attempts to find a previously connected device. This is intentional to make the connection process as simple and fast as possible.
- To perform a quick build and install it on your phone, you need to select your device in Build Settings → Build to Device. You may need to press the Refresh button next to this field first. If you still don’t see your device, but in the tool’s log you can see a successful connection, go to: Edit → Project Settings → Editor → Device → Any Android Device.
- To enable Developer Options on your phone, you first need to unlock it. There are many guides online that explain how to do this.
Notes
- The tool is just one script, which you can place in any folder of your project. It works only inside the Unity Editor and will not be included in the build.
- If you are trying to activate the connection via USB cable, or if Unity does not recognize your phone, you may need to install a driver for your device. The easiest way is to use the universal ADB driver “Universal Adb Driver Setup”. You can also try updating your device driver via Windows Device Manager.
- The tool does not support MacOS.
Price $0.00
Akvat Games Noise Generator by Akvat Games
- Generate perlin noise directly within the Unity Editor
- Choose from square, or custom texture sizes
- Individually set each noises' intesity and scale
- Generate endlessly colorful noise textures
- Easily Delete All Generated Textures
Do you find yourself contantly looking for simple noise textures?
Well, look no more with the Akvat Games Noise Generator!
You can generate procedural perlin noise textures in any size you need!
64x64? Yup!
256x256? You get ya!
128x6549? Oh, but of course!
Want to add some color?
We've got you covered there too!
This tool is great for added depth when compared to the textureless appearance of many low-poly games!
Price $0.00
RPG Poly Pack - Weapons by Gigel3d
Number of assets: 314
Polygon count:
- Axes (248-1090)
- Hammers (296-746)
- Clubs (232-558)
- Bows (74-748)
- Halberds (286-1060)
- Swords (142-712)
- Javelins (162-584)
- Spears (96-834)
- Maces (254-1000)
- Shields (176-876)
- Scepters (200-212)
- Daggers (110-506)
- Knifes (114-242)
Materials: Two materials for all assets.
LODs: No
Colliders: Yes
URP compatibility: Manual configuration required (Changing materials to URP, configuring Default Render Pipeline in Project Settings menu).
A pack of stylized, flat-shaded 3D props with 314 weapon and shield assets.
FEATURES
- 314 assets
- Flat Shaded artstyle
ASSETS
- Axes (x13)
- Hammers (x5)
- Clubs (x12)
- Bows (x22)
- Halberds (x17)
- Swords (x67)
- Javelins (x5)
- Spears (x37)
- Maces (x11)
- Shields (x90)
- Scepters (x2)
- Daggers (x28)
- Knifes (x5)
More assets from this series here: RPG POLY PACK
COMPATIBILITY
- Built-in Render Pipeline
- Universal Render Pipeline (URP)
- Unity 2022.3.22 or higher
SUPPORT
If you have any questions, bug reports or suggestions, you can contact me on Discord or via email: gigel3d@gmail.com
Price $49.99
SoapKit – Modular ScriptableObject System by TupiCode
Check documentation
https://tupicode.github.io/SoapKit-Doc
- Event System – Type-safe ScriptableObject events with listener management, history, and performance tracking
- Variable System – Strongly typed ScriptableObject variables with constraints, validation, and runtime monitoring
- Custom Types Support – Easily create your own event and variable types with base classes and full editor support
- Asset Creation Window – Dedicated window for creating variables and events in batches or from templates
- Supported Built-in Types – Bool, Int, Float, String, Vector2, Vector3, Vector2Int, Color, GameObject, Transform, TimeSpan
- Editor Tools – Debug windows, dependency visualizer, performance analyzer, asset cleaners, and hierarchy overlays
- Runtime Debugging – Live inspector updates, listener counts, event history, and validation feedback
- Customizable Bindings – Connect variables and events directly to GameObjects and components via SOAPBind
- Performance Optimized – Event-driven updates (no Update() polling), reflection caching, memory-safe subscriptions
- Unity Integration – CreateAssetMenu paths, assembly definitions, context menus, and UPM support
- Full Documentation – Complete online documentation with usage guides, examples, and API reference included
SoapKit is a complete ScriptableObject architecture toolkit built for clean, scalable game development in Unity.
It provides a modular system for Variables, Events, and Bindings—all designed to work without code. The system is fully customizable and fits any genre, from RPGs to city-builders or mobile games.
With real-time debugging, performance tracking, and visual tools, SoapKit helps you build robust, decoupled systems fast. Every feature is editor-integrated and production-ready.
Whether you're a solo developer or part of a studio, SoapKit brings a professional, event-driven foundation to your project.
Price $25.00
Chanterelle by Feyloom
Number of textures: 2
Texture dimensions: (4096x4096)
Polygon count :
Minimum polygon count: 2431
Maximum polygon count: 2431
Number of meshes/prefabs: 3x1
Rigging: Yes
Animation count: 14
Animation type list:
- Idle
- Walk
- Run
- Jump
- Block
- Death_1
- Death_2
- Get_Hit_1
- Get_Hit_2
- Get_Hit_3
- Attack_1
- Attack_2
- Attack_3
- Attack_4
UV mapping: Yes
LOD information: No LODs
Types of materials and texture maps:
Albedo, Normal in TGA Format
Rig: Generic
Character:
- Polygons: 2431
- Vertices: 2850
- Triangles: 4720
Animation list:
- Idle
- Walk
- Run
- Jump
- Block
- Death_1
- Death_2
- Get_Hit_1
- Get_Hit_2
- Get_Hit_3
- Attack_1
- Attack_2
- Attack_3
- Attack_4
Price $15.00
KHS - Jibokjae House, Gyeongbokgung Palace by KOREA HERITAGE SERVICE
Features:
- complex of Jibokjae
- Jibokjae
- Palujeong Pavilion
- Hyeopgildang Hall
Number of Unique Meshes: 375
Collision: Yes
Vertex Count: 10 - 1,337,579
LODs: No
Number of Materials and Material Instances: 72
Number of Textures: 218
Texture Resolutions: (32*32, 1024*1024, 2048*2048, 4096*4096, 8192*8192)
Supported Development Platforms:
Windows: (Yes)
Mac: (No)
These 3D assets were produced by Korea Heritage Service as a project to build raw resources for the production and supply of Korean heritage digital contents in 2024.
For commercial use, you can mark the 'Korea Heritage Service' as the source.
Link : KOREA HERITAGE SERVICE [KHS]
The Korea Heritage Digital Service is a service that releases various national heritage data, so that companies, regions, and the public can easily find high-quality national heritage data. It is expected to be of great help to the public as well as companies, local governments, universities and research institutes by releasing national heritage data such as 3D data, drawings, photos, reports and videos that are difficult for the public to access.
You can easily access the data by using conditional search functions such as designated items, regions, eras and production years, and also can easily check information such as 3D scanned videos and web VR contents provided by Korea Heritage Service through services such as '3D Asset' and 'Theme Contents'.
Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
This building looks different than traditional Korean architecture. Jibokjae means ‘place for accumulating treasure.’ Then it means that it is the treasure store of the Joseon royal family. The treasure is books, which some value beyond precious metals and stones. King Gojong dreamed of building a strong and prosperous country and put a lot of effort into learning about the developments of advanced nations. He gathered over 40,000 books about Western science and machine technology. Thus this place came to be called the Royal Library. The books are currently housed at Seoul National University. In addition to its function as a library, Jibokjae was where King Gojong received American and Japanese ambassadors and Austrian emissaries. At that time, these meetings were significant because the Donghak movement was spreading like wildfire throughout Joseon, while on the international scene the Sino-Japanese War was looming. Meetings that discussed the future of Joseon were probably held here.
Palujeong Pavilion 팔우정
This is a pavilion with an octagonal roof. Although traditional Korean pavilions have no windows and people generally had banquets sitting on the floor, this pavilion has a glass window on the outer wall and the inner space feels like a library. It was made as a personal room, rather than a pavilion for banquets. It is located at the west of Jibokjae, which is linked through a passage.
Hyeopgildang Hall 협길당
This has the shape of ‘L’. The furnace and chimney suggest that it has an ondol. According to records, King Gojong met five foreign envoys from Japan, the UK, Austria, and others here in 1893, making this a stage of diplomatic activities. The inner space of Hyeopgildang consists of the daecheong floor and rooms, maintaining the features of traditional Korean houses.
Price $0.00
KHS - Hyangwonjeong, Gyeongbokgung by KOREA HERITAGE SERVICE
Features:
- complex of Hyangwonjeong
Number of Unique Meshes: 88
Collision: Yes
Vertex Count: 6 - 67,044
LODs: No
Number of Materials and Material Instances: 53
Number of Textures: 158
Texture Resolutions: (32*32, 512*512, 1024*1024, 2048*2048, 4096*4096)
Supported Development Platforms:
Windows: (Yes)
Mac: (No)
These 3D assets were produced by Korea Heritage Service as a project to build raw resources for the production and supply of Korean heritage digital contents in 2024.
For commercial use, you can mark the 'Korea Heritage Service' as the source.
Link : KOREA HERITAGE SERVICE [KHS]
The Korea Heritage Digital Service is a service that releases various national heritage data, so that companies, regions, and the public can easily find high-quality national heritage data. It is expected to be of great help to the public as well as companies, local governments, universities and research institutes by releasing national heritage data such as 3D data, drawings, photos, reports and videos that are difficult for the public to access.
You can easily access the data by using conditional search functions such as designated items, regions, eras and production years, and also can easily check information such as 3D scanned videos and web VR contents provided by Korea Heritage Service through services such as '3D Asset' and 'Theme Contents'.
Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
Hyangwonjeong Pavilion of Gyeongbokgung Palace 경복궁 향원정
Hyangwonjeong Pavilion stands on an islet at the center of a square pond named Hyangwonji, which is located in the rear garden of Gyeongbokgung Palace. According to Sejo sillok (Annals of King Sejo), a pavilion named Chwirojeong was constructed in the area now occupied by Hyangwonji Pond in 1456 (the 2nd year of the reign of King Sejo of the Joseon Dynasty) with lotus flowers planted around it. The square-shaped Hyangwonji Pond (4,605㎡) has rounded corners, and is inhabited by carp and water plants including lotus flowers. The water of the pond originates from Yeolsangjinwon Well, which is located on a small hill to the north of the pond. In 1873, a wooden bridge named Chwihyanggyo was installed in the northern part of the pond, allowing people to reach Hyangwonjeong from Geoncheonggung.
Yeolsangjinwon Well has been a royal spring since the founding of Gyeongbokgung Palace (1395), and its clear and cold water has been used as a drink since ancient times. The well lid with the inscription was made when Gyeongbokgung Palace was rebuilt (1868). The water from the spring was bent twice at right angles to gently flow into the pond.
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KHS - Donsipjagak, Gyeongbokgung by KOREA HERITAGE SERVICE
Features:
- complex of Dongsipjagak
Number of Unique Meshes: 137
Collision: Yes
Vertex Count: 5 - 227,626
LODs: No
Number of Materials and Material Instances: 51
Number of Textures: 150
Texture Resolutions: (512*512, 1024*1024, 2048*2048, 4096*4096)
Supported Development Platforms:
Windows: (Yes)
Mac: (No)
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Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
Dongsipjagak of Gyeongbokgung 동십자각
Dongsipjagak was originally connected with the wall of Gyeongbokgung. It is a watchtower on which the guards climbed to stand on guard. In the past, there were stairs for the guards to climb up and down from the watchtower. Because it has a roof for shutting out the rain and a protective wall called ‘yeojang’ to protect the guards from arrows and bullets, this was an excellent combat facility. However, the east wall of Gyeongbokgung was damaged during the Japanese colonial era. Because the front wall was also moved back to broaden the front road, this building was removed from the body of Gyeongbokgung.
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KHS-Mungyeongjeon, Gyeongbokgung by KOREA HERITAGE SERVICE
Features:
- Complex of Mungyeongjeon
Number of Unique Meshes: 116
Collision: Yes
Vertex Count: 5 - 227,625
LODs: NO
Number of Material Instances: 17
Number of Textures: 49
Texture Resolutions: (1024*1024, 2048*2048, 4096*4096)
Supported Development Platforms:
- Windows: (Yes)
- Mac: (No)
This is components of Korean Gyeongbokgung Palace; the complex of Mungyeongjeon.
Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
Mungyeongjeon, Gyeongbokgung Palace 문경전
This is the building of Gyeongbokgung Palace. It was northwest of Gyeongbokgung Palace and southeast of Taewonjeon. It is a soul hall. Honjeon is a place where the king, queen, and queen dowager held memorial tablets until the end of the three-year mourning period after their deaths. Since Honjeon was intended to be used briefly during state funerals, a separate building was not built, but some buildings in Pyeonjeon or Chimjeon were used. Then, in the 1860s, when Gyeongbokgung Palace was rebuilt, a separate building was built exclusively for marriage, and if the queen died during the king's lifetime, the memorial tablet could be kept in the place where it was originally enshrined and only after the king's death could it be enshrined in Jongmyo Shrine, so it was prepared for a line portrait. To do this, two battlements were built.
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KHS-Mangyeongjeon, Gyeongbokgung by KOREA HERITAGE SERVICE
Features:
- Complex of Mangyeongjeon
Number of Unique Meshes: 83
Collision: Yes
Vertex Count: 5 - 127,440
LODs: NO
Number of Material Instances: 20
Number of Textures: 58
Texture Resolutions: (1024*1024, 2048*2048)
Supported Development Platforms:
- Windows: (Yes)
- Mac: (No)
This is components of Korean Gyeongbokgung Palace; the complex of Gwolnaegagsa.
Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
Mangyeongjeon, Gyeongbokgung Palace 만경전
One of the buildings in Bokgung Palace. It was destroyed when Gyeongbokgung Palace burned down during the Japanese invasions of Korea, and was rebuilt on the north side of Jagyeongjeon during the restoration work of Gyeongbokgung Palace during the reign of King Gojong. When a fire broke out during the civil war at Changdeokgung Palace in 1917, several buildings in Gyeongbokgung Palace were demolished and Daejojeon and Huijeongdang were built using the wood. At that time, Mangyeongjeon was also demolished.
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KHS - Noksan, Gyeongbokgung by KOREA HERITAGE SERVICE
Features:
- complex of Noksan
Number of Unique Meshes: 57
Collision: Yes
Vertex Count: 5 - 41,701
LODs: No
Number of Materials and Material Instances: 24
Number of Textures: 73
Texture Resolutions: (32*32, 1024*1024, 2048*2048, 4096*4096)
Supported Development Platforms:
Windows: (Yes)
Mac: (No)
Gyeongbokgung Palace, the main palace in the Joseon Dynasty, was built after King Taejo, founder of the Joseon Dynasty. He had the capital moved to Hanyang during the fourth year of his reign (1395). Its name, literally meaning “great fortune,” originated with a phrase of Sigyeong (Book of Songs), quoted by Jeong Do-jeon, an eminent scholar in the Joseon Dynasty: "I've already drunk and have been full with virtue, so I will help you get great fortune in my late year as a man of virtue.”
Noksan complex of Gyeongbokgung 녹산 지역
Noksan is a hill area located in the northeast corner of Gyeongbokgung Palace, and there is a forest like a garden in Changdeokgung Palace. Currently, only Hyangwonjeong Pavilion remains, and all other facilities, including Yukwoojeong and Namyeogo, have been damaged and do not exist.
Price $0.00
