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Updated: 52 min 2 sec ago

Stylized Catapult by Maxime Brunoni

2022, March 8 - 16:09
Catapult 3D props

- PBR Unity textures: AlbedoTransparency, MetallicSmoothness, Normal

- 4096 x 4096 px textures for Catapult

- 2048 x 2048 px textures for Rock


- Polycount (triangles):

Catapult: 19 916

CannonBullet: 376


- Rigging: Wheels and arm can be animated in local rotation

- Number of meshes: 2 (1x Catapult, 1x Rock, pedestal is not counted)

- Number of prefabs: 2 (1x Catapult, 1x Rock, pedestal is not counted)

- UV mapping: Yes

- Animation: Shoot and reload

- LOD: No

Catapult is a 3D props somewhere between real and toon style.

It can be usefull in a battelfield or medival environment.


Rocks are included.


Hope this 3D model will bring you satisfaction.


Price $4.99

⭐ TriMotorBike ⭐ by Mari Ana Farzana

2022, March 8 - 15:58
TriMotorBike

A trimotorbike with a geometry on 12579 triangles (9800 vertices).


It is rigged and consists of the animations: idle, jump end, jump loop, jump run, jump start, run, turn left, turn right.


The textures are hand painted (diffuse, normal and metallic channels) and have a resolution of 2048 x 2048.


Price $9.99

LSPP - Volumetric Lighting, God Rays, and Light Shafts by OccaSoftware

2022, March 8 - 15:56
LSPP is an extremely simple, easy to use, and highly performant screen space Volumetric Light Scattering solution targeted for lightweight hardware.

Includes

  • 3 Shader Graphs
  • 2 Custom HLSL Files
  • 1 Custom Render Feature Script
  • 1 Management Script
  • 1 Management Prefab
  • 2 Default Materials

Demo Resources

  • 1 Sample Scene
  • 3 Sample Particle System Materials
  • 1 Runtime Demo Prefab
  • 1 Runtime Demo Script
  • 1 Post Processing Profile

Overview

--------------------------------

LSPP is an extremely simple, easy to use, and highly performant screenspace Volumetric Light Scattering solution targeted for lightweight hardware. In short, LSPP intelligently determines areas of potential sun occlusion on your screen. It then uses this information to generate god rays (light shafts) from the sun.


Unlike other volumetric lighting assets, LSPP only asks for three easy steps to get started:

  1. Add the Renderer Feature to your Renderer
  2. Drag and drop the LSPP Manager into your scene
  3. That's it, you're ready to go.

By default, the asset uses the main light color as the tint for the fog. You can adjust this tint using the Sun Color Tint parameter.


In addition, there are many exposed shader parameters that enable you to achieve the exact look you are targeting.


Simulated Fog Density

Intensity of the fog effect.


Max Ray Distance

Distance that will be sampled for occluders in screen space.


Number of Samples

Number of samples that will be taken from the occluder map to estimate light scattering intensity.


Soften Screen Edges

Limits artifacts that can occur when light shafts suddenly go offscreen, but can result in a "bordered" effect on the screen in some lighting conditions.


Animate Sampling Offset

At lower sample counts, you can see banding start to appear. Enabling this setting randomly offsets the samples, replacing banding with noise.


Sun Color Tint

Multiplies the Main Light Color by this value to enable more stylized results.


Light Must Be On Screen

Clips the scattering effect when the light leaves the screen area. This can be useful depending on your stylistic preference.


Light Falloff Basis

The Scattering effect is reduced as you look away from the main light. You can use either Ray Direction or Camera Forward as the basis of the effect's falloff.



Public API

--------------------------------

The LSPPManager class is a member of the OccaSoftware.LSPP namespace. You must include a using OccaSoftware.LSPP directive in classes where you would like to interface with this component.


The RadialBlurManager class includes the following public methods. These can be viewed directly in source in the .cs file.


# SetLSPPMaterial

public void SetLSPPMaterial(Material lightScatteringConfiguration);

Sets the material to be used for rendering


# GetLSPPMaterial

public Material GetLSPPMaterial();

Gets the material to be used for rendering



Requirements

--------------------------------

This asset is designed for Unity 2020.3 Universal Render Pipeline. This asset is not guaranteed to work on other versions of Unity. This asset will not work on the Built-In Render Pipeline or the High Definition Render Pipeline.



Support

--------------------------------

If you're not happy, I'm not happy.

Please contact me at occasoftware@gmail.com for any support.



Price $11.99

Epic War Battle Music Pack by Composer Squad

2022, March 8 - 15:52
Collection of Epic War Battle Music

Number of Audio Wavs: 10

Number of Audio Cues: 10

Sample rate / bit rate: 16 Bit, 44,100 Hz

Minutes of audio provided: 19

Collection of Epic War Battle Music


Track List:


1) Indestructible

2) Relentless Warriors

3) Ready To Fight

4) Rise From The Flames

5) Unbreakable

6) Fearless Warrior

7) Ways Of Survival

8) Undefeated

9) Epic Moments

10) Apocalypse


Price $9.99

Card TCG Design 7 by Angelina Avgustova

2022, March 8 - 15:51
Unique cards designed for your game project. All card have PNG and PSD version PSD version contains more layers for edition as you wish.
- 1412x2168px (Png, PSD) - ATTENTION! Pictures in the asset windows are not included!
Email: trutapochek@mail.ru
trutapochek@gmail.com

Price $9.99

Extensions by Redcode Studio

2022, March 8 - 15:51
Extensions - is extension methods for easy programming in Unity.

Write code faster and more convenient! Use the extension methods provided to you! Reduce 3-5 lines of code to 1!


The following structures and classes have been extended:

* float, double.

* Color and Color32.

* Vector2, Vector3, Vector4.

* Vector2Int, Vector3Int.

* Quaternion.

* Rect.

* System.Object.

* IComparable, IEquatable, IEnumerable, IList.

* Graphic.

* Transform, RectTransform.

* Camera.

* Scene, SceneManager.


Read documentation on github.



Price $0.00

OmniShade - Mobile Optimized Shader by OmniShade

2022, March 8 - 15:45
Fully-featured AAA quality shader, optimized for mobile devices. Packed with all the latest techniques, yet blazingly fast due to a progressive system of calculating only what it needs to.

OmniShade Website Documentation


MatCap

Integration of MatCaps with Unity's lighting system is one of the key features of OmniShade. MatCaps are enormously powerful, able to capture the entire lighting of a scene in a single texture. They are popular in 3D sculpting but also highly effective in scenes where the camera does not need to move much, as the only short-coming is the lighting is only captured from a single angle. Supports blending with Multiply or Multiply Lighten modes, with brightness and contrast parameters. There is also a Perspective Correction option which can be disabled for improved performance if you don't need it. Finally, the Static Rotation option allows locking the MatCap to a manually set angle, useful if you absolutely do not want the lighting to move with the camera. Also, check out ZBrush MatCaps to download more or create your own.


Realtime shadows

Supported for 1 directional real-time light. Shadow Darkness is adjustable. Be sure to tune the Shadow Distance parameter in your Lighting Settings for the best quality. There is a Receive Shadows toggle in the shader to disable shadow calculations, although it is more efficient to disable shadows from the Mesh Renderer (but this is not currently available on URP). On scenes with baked lightmapping, the shadow is disabled for static-baked objects. If you need realtime shadows on a light-baked scene, you can either used Mixed Lighting on your light with Subtractive Mode in the Lighting Settings, or simply add another real-time directional light to the scene and set the light's Culling Mode to not affect baked objects.


Flat Shading

Great for stylized low-poly blocky looks. Fully compatible with all lighting including diffuse, specular, rim, MatCap, and normal mapping.


Vertex colors

Used for vertex painting colors with tools such as Polybrush. Supports all RGBA channels. Toggleable on or off, with a contrast setting. The channels can be used as a mask on the three texture layers and the Detail Map for texture painting effects as well. Be aware that the color resolution depends on the vertex count in your mesh geometry.


Detail map

Detail maps, or secondary maps, blend in grainular details to the base texture. The alpha-channel of the texture is used as a blend factor. Supports multiple blend modes, and UV1 or UV2. Also supports adjustment of color, brightness, and contrast. Toggling the option to apply the detail map to the lighting will apply the detail as a mask to the Diffuse and MatCap lighting instead, which is useful for adding detail in the lighting for effects like sparkles. There is also an option to mask the detail map with the vertex color alpha channel, useful in vertex painting.


Diffuse lighting

Supported for 1 directional and 4 point lights (spotlights are not currently supported). Diffuse softness is adjustable, along with brightness and contrast. There is also an option to enable per-pixel diffuse, which will get you better point-light quality on low-poly meshes but this is more computationally expensive. On scenes with lightmapping baked in, the diffuse light is disabled for static lightmapped objects since this is baked in.


Specular lighting

Used for metallic or shiny objects. Supported for 1 directional light, with an optional specular map using either UV1 or UV2. Brightness and smoothness adjustable as well. There is also an option for Specular Hair, which has brushed highlights for effects like hair or brushed metal. When using Specular Hair, the normal map has no effect. Rather, the Specular Map is used to slightly shift the normals to give variance. On scenes with baked directional lighting, the lighting direction is sampled from the directional lightmap instead.


Emissive lighting

Used for objects that emit light. Supports HDR color with an optional Emissive Map. The HDR color slide allows adjusting the intensity above 1 in HDR workflows.


Lightmaps

Lightmaps bake the global illumination, ambient occlusion, and shadowing of a scene for static objects into static textures. The object and light must be marked Lightmap Static. Supports both baking lightmaps internally within scenes using Unity's Baked Global Illumination system, and externally-baked lightmaps by third-party software which can be simply dragged into the Lightmap Texture. Also supports directional lightmaps and HDR formats. Can use UV1 or UV2, with parameters to adjust color and brightness.


Normal map

Supported for all light sources including diffuse, specular, lightmap, rim, MatCap, and even in the triplanar mapping as well. Strength is adjustable. Be sure to set the Texture Type for the texture as Normal Map.


Rim light

Highly versatile effect for simulating indirect lighting or subsurface scattering like skin. Tunable color, brightness, and contrast parameters. Also supports multiple blend modes, invert, and rim direction as well. Can even be used to fade the transparency of outer edges to create fuzz effects.


Reflection

Works in pair with Rim light, as reflection relies on the fresnel effect in Rim. Supports cubemaps and HDR formats. Brightness is tunable. Enabling Reflection overrides Rim lighting.


3 masked layers

Similar to Photoshop layers, these are useful for decals or terrain splatting with tools like Polybrush. The layers are rendered in order from 1 to 3, so that layer 3 is on top. Supports multiple blend modes, and layer masking with the layer texture alpha-channel. Also supports masking with vertex color RGB channels for texture painting. Brightness and transparency adjustable.


Transparency mask

This modulates the final alpha of the object, useful for effects like smoke or waterfall effects. Input texture can be either alpha or grayscale based. Alpha and contrast adjustable.


Height-based coloring

Highly versatile effect, this is useful for height-based colors such as simulating the water line, or even indirect lighting from above and below. Height can be set in either local or world space. Color, thickness, edge thickness, and blend mode can be adjusted. You can also apply a Height Texture as the background with this effect.


Worldspace shadow overlay

This effect projects a texture over objects using world-space positions, useful for creating global effects like rolling cloud shadows or tree leaf overhangs. It is fully animatable through the shader, either as a scrolling or ping-pong movement. Speed and sway amount are adjustable.


Vertex-sway for vegetation

Useful on vegetation to simulate movement by wind. Uses a vertex-shader based animation dependent on object height. Animation is fully done in the shader, and plant type can be set for plant, leaves, or based on vertex colors. The sway amount and speed are adjustable. The phase variation affects the synchronicity of the objects affected.


Outline

Support for adding a colored outline around the object.


Anime-styling

Easily convert to anime-styling with a toggle. There are 3 available luminance ramps with 2 threshold settings, and a softness parameter. Tune the softness to avoid overly harsh shading edges on polygons if you notice them.


Fog

Supports all of Unity's fog modes. Toggleable on or off. Fog settings can be configured from the Lighting Window.


Environmental ambient & light probes

Support for Unity's Environmental Lighting settings (accessible via the Lighting Window), including Skybox, Gradient, or Solid Color. Also support for dynamic global illumination from Light Probes.


Full access to culling and blend settings

All the culling and blend mode settings are exposed and configurable in the shader, with predefined presets for convenience as well, eliminating the need to create separate shaders for slightly different render states (ie., Transparent, Cull None, Additive, etc).


Highly tunable controls for all features

All the above features can be enabled in any combination, and each feature is fully configurable with parameters for adjusting color, brightness, contrast, wherever it makes sense. The permutations are countless, and almost any look is achievable, at optimal performance..


Texture Animation

Included is a OmniShadeAnimateTexture component which can be used for easily animating the movement of any texture in the shader. Animation type can be either slide or ping-pong.


Built-In and URP pipeline support

Fully compatible with Built-In and URP pipelines.


Progressively adaptive performance

The real magic of OmniShade is here, in it's adaptable performance. Through the use of shader variants, it only creates shaders with the minimal calculation needed for any set of enabled features, which it is able to detect automatically. So, you can use OmniShade to create a simple game with only diffuse lighting, or a realistic one, or any combination in-between, and the performance will always be optimal. This allows precise and granular control over the quality and performance to achieve maximum value.


Full source code, easily extendable

We in the field understand, complexity is death. The shader UI was designed using KISS principle, deliberately only using Unity's auto-generated interface. This makes it easily adjustable and extensible without the need to touch C# code, as any large project undoubtedly will face over time. Moreover, the transparency allows you to verify the logic and performance should you need to make any adjustment or extension.

Website | YouTube | WebGL Demo | Discord Support | Forum | Email


OmniShade is a highly performant shader designed for mobile devices. It is packed with a multitude of graphics techiques allowing it to achieve almost any look from realistic to toon to anime, yet also blazingly fast due to a progressive system of calculating only what it needs to for any setting.


It was designed to bridge the gap between Unity's Standard Shader and mobile shaders, but can often look even better than desktop-class shaders due to its high level of stylization, combination, and customization.


All of the sample images above were rendered using only OmniShade. It can achieve almost any look, can be used for games with complex or simple lighting -- regardless, the performance is always optimal.

It is quite possibly the only shader you will need for your entire game.


Feature summary

All of the below can be used in any combination with optimal performance!

...see Technical Details below for in-depth specs of each feature.

On top of this, you also get:

  • Built-In and URP pipeline support
  • Progressively adaptive performance
  • Set of demo scenes
  • Full source code, easily extendable

It's true, the Standard Shader is still too slow for mobile devices. And let's face it, giving an artist Shader Graph is like giving a baby a gun. But it doesn't mean you have to settle for Diffuse shader.


-----------------------------------------------------------------------------

Why upgrade to OmniShade Pro?

OmniShade Pro offers advanced features beneficial for larger projects:

  • Triplanar Projection Mapping
  • Optimized shader stripping to achieve minimum memory and build size
  • Custom fallback shader for OpenGL ES 2 devices

I hope you love it, and appreciate your support.

-----------------------------------------------------------------------------


Website | YouTube | WebGL Demo | Discord Support | Forum | Email


Price $19.95

Eadon Survival for Invector TPC by Cogs & Goggles

2022, March 8 - 15:41
Eadon Survival for Invector is a complete survival toolkit for use with Invector TPC (Melee or Shooter).

Eadon Survival for Invector is a complete survival toolkit for use with Invector TPC (Melee or Shooter). It implements all the traditional mechanics from the genre, such as hunger, thirst, injuries, sicknesses, cold and heat, etc.


Important!!

When you import the asset, follow the instructions in the scene view


Fully documented!

This asset comes with extensive in-depth documentation which can be found here on our website.


Online support

Support is via our Discord server here.


It has the following features:

  • Hunger and thirst management
  • Temperature handling (via Enviro integration)
  • Night and day management (via Enviro integration) with different hunger/thirst profiles
  • Sicknesses
  • Specific cures for different sicknesses
  • Injuries (from critical attacks or being damaged when below a threshold)
  • Custom debilitating effects for sicknesses
  • Custom debilitating effects for injuries, including preventing equipping items on broken arms
  • A bonfire system, letting you warm up, heal and rest
  • Free bonus asset: Eadon Enviro Integration, a set of scripts and assets to display in game the time of day, the weather, and manipulate time

Price $20.00

Warrior Character by Lil_Pupinduy

2022, March 8 - 15:39

Rigged: Yes

Animated: Yes


Number of Animations: 20

- Idle 4

- Run 4

- Shoot 3

- Death

- Hit

- Throw


Animation types: In-place


Number of characters: 1


Number of prefabs: 11


Models has Lods x 4 :

LOD_0 : 5.461 verts.

LOD_1 : 3.639 verts.

LOD_2 : 2.422 verts.

LOD_3 : 1.079 verts.


Number of Materials: 16

Number of Textures: 34

Texture Resolutions: 2048x2048

Description


Contains :

- Soldier ( 4 skins, 20 animations )


Weapons:

- Pistol

- Gun

- Rocket Launcher

- Rocker for Rocket Launcher


The Soldier character is divided into parts for customization:

  • Body ( 5.461 verts )
  • Helmet ( 503 verts )
  • Backpack ( 1832 verts )
  • Body Kit ( 1388 verts )
  • Mask ( 542 fverts )
  • Mattrass ( 702 verts )

Price $10.00

OmniShade MatCap - Freedom Edition by OmniShade

2022, March 8 - 15:33
A full-featured implementation of MatCaps by OmniShade.

MatCap

Supports blending with Multiply or Multiply Lighten modes, with brightness and contrast parameters. There is also a Perspective Correction option which can be disabled for improved performance if you don't need it. Finally, the Static Rotation option allows locking the MatCap to a manually set angle, useful if you absolutely do not want the lighting to move with the camera. Also, check out ZBrush MatCaps to download more or create your own.


Real-time shadows

Supported for 1 directional real-time light. Shadow Color is adjustable. Be sure to tune the Shadow Distance parameter in your Lighting Settings for the best quality. There is a Receive Shadows toggle in the shader to disable shadow calculations as well.  


Fog

Supports all of Unity's fog modes. Toggleable on or off. Fog settings can be configured from the Lighting Window.


Environmental ambient & light probes

Support for Unity's Environmental Lighting settings (accessible via the Lighting Window), including Skybox, Gradient, or Solid Color. Also support for dynamic global illumination from Light Probes.


Full access to culling and blend settings

All the culling and blend mode settings are exposed and configurable in the shader, with predefined presets for convenience as well, eliminating the need to create separate shaders for slightly different render states (ie., Transparent, Cull None, Additive, etc).

Website | WebGL Demo | Discord Support | Email


OmniShade MatCap is a free version of the MatCap implementation from OmniShade.


OmniShade has one of the best MatCap implementations you'll find, with full support for normal maps, perspective correction, and integration with Unity's shadowing and environmental lighting for Built-In and URP pipelines. Moreover, this carries over the same adaptive performance, calculating the minimal it needs, so that you won't be penalized for normal maps or shadow calculations if you don't use them in the shader.


What are MatCaps?

MatCaps are incredibly powerful, able to capture an entire environment's lighting including all global illumination and reflections, in a single texture. Z-Brush 3D sculpters are well-familiar with the technique. Morever, it is very good in performance, allowing real-time rendering of lighting that would otherwise be impossible on mobile devices.

The only short-coming is the lighting is captured from a single angle, so even if you rotate the camera, it is as if the object were rotating in a static-lit environment instead. However for many games, this is not particularly noticeable nor a problem. See the video and WebGL demo and decide if MatCaps will work in your game!


Feature summary

  • MatCap with perspective correction
  • Normal maps
  • Main texture
  • Realtime shadows
  • Environmental ambient & light probes
  • Fog
  • Full access to culling and blend settings
  • Blazing adaptive performance
  • Built-In and URP pipeline support

We hope this encourages you to try out MatCaps in your game, 

and if you love it like we do, please check out the full version of OmniShade!


Website | WebGL Demo | Discord Support | Email



Price $0.00

The 16-bit Jukebox - Music Pack by Cyberleaf Studio

2022, March 8 - 15:18
A big 16-bit chiptune music collection, with styles ranging from SNES/Super Famicom and Sega Genesis to Commodore Amiga and 90s arcade. 72 tracks, 107 minutes of music.

The package will contain stereo WAV (44kHz-16bit) tracks.

All of the tracks are loopable or have a loopable version.

A big 16-bit chiptune music collection, with styles ranging from SNES/Super Famicom and Sega Genesis to Commodore Amiga and 90s arcade. Lots of loops and songs, divided into collections (for their style and setting) plus some stingers too!

Produced and composed by Andrea Baroni.

  • 33 different songs (all of them with a seamlessly loopable version)
  • 10 stingers

A total of 72 tracks.

76 minutes of original music (107 minutes total) - 44kHZ 16bit wav files


See the FULL TRACKLIST pdf


▷ Looking for more retro 8-bit chiptune?

The 8-bit Jukebox is what you are looking for then 😬

A big and varied collection of 8-bit & 80s-inspired songs.


--------------------------------------------------

DOWNLOAD A FREE MUSIC PACK:

Join Andrea Baroni's newsletter and download a free music pack with 16 tracks from his best-selling music packs, ranging from chiptune to epic orchestral compositions.


CYBERLEAF STUDIO

cyberleafstudio.com


ANDREA BARONI

andreabaroni.com


Price $24.99

FlowShow by Arcadium Playware

2022, March 8 - 15:14
FlowShow captures and displays C# methods executions with call hierarchy, execution time, parameters, return value and more, helping users with a better understanding of their projects code flow.
  • Fast logging of methods execution and time tracking. You chose what methods to watch.
  • View all your game code flow in a color highlighted viewer inside the Unity Editor, in realtime.
  • Track the execution time of selected methods in a summarized view.
  • Switch to full in-memory log writing for extra performance, when needed.
  • Zero code changes needed: All instrumentation is injected directly inside .net DLLs.
  • Get useful reports of source code classes and call chains.
  • Heavly commented source; Also comes with a technical ovewiew in the user guide.
  • Tested with Unity Editor versions 2019 LTS, 2020 LTS and 2021.2, running on Windows 10, Linux Ubuntu 20 LTS and macOS Big Sur.

User guide available online here.

FlowShow is an 'extreme' tracing tool, built to empower users with a better understanding of their projects code flow.


From frame zero, FlowShow captures and log every single method execution. You can follow it in real time, directly inside the Unity Editor, on a color highlighted viewer.


FlowShow brings to light all the methods call chain, what called what, with what parameters, return value, owner object, execution count, execution time and more.


This level of detail can be helpful in hunting for bugs, finding performance bottlenecks, measuring code coverage for tests, gaining knowledge on external/legacy code and so on.


You choose exactly what methods to watch and how much to log.

Co-routines, threads, async/await, static, constructors, properties getter/setter, are all fully supported.


Getting too much log? You can find and disable the logging of repetitive code loops or ignore methods by execution count. Start/stop logging from script code, to capture exact game portions.


FlowShow also displays the summarized timings of methods execution, with local and total times - effectively, a profiler specific for tracked methods.

The log stream and the time track can be reset at anytime, even while game is playing inside Unity Editor, allowing the track of specific parts.


The log can be saved, loaded and exported as text file. Add exported text logs to git and be able to spot even tiny differences in the call chain (parameter, timings, etc.) introduced by new project versions.


FlowShow uses its own log engine, built for speed, persisted in binary file stream.

When extra logging performance is needed, FlowShow can switch to full in-memory log (very fast but space limited).


You can insert custom log calling FlowShow.Log(). It's also possible to redirect Unity Engine Debug.Log to FlowShow.


FlowShow needs zero code changes to work: no attributes to add, no classes to inherit.

All required instrumentation is injected directly inside .net DLL files via IL weaving. You can remove it all with one click command.


FlowShow is primarily designed to work while game is being played inside Unity Editor. When building to a platform (via Unity Build Settings window) it's automatically uninstalled.

FlowShow can also be used for editor scripts, windows and inspectors code.


User guide available online here.


FlowShow uses Mono.Cecil library under MIT/X11 license; see Third-Party Notices.txt file in package for details.


Price $15.00

Ancient Artifact by wb-gameart

2022, March 8 - 15:04

If you are using Raytraycing in your Unity Project and you want to have the same Refraction Effect as you can see on my screenshots, you have to activate few things in the "artifact_CRYSTAL_MAT" Material:


Surface Type -> Transparent

Rendering Pass -> Default

Material Type -> Translucent

Refraction Model -> Sphere

Index of Refraction -> 2.5


Done.



Ancient Artifact created in low-poly as one object with two LODs.


Topology LOD0: 46708 Tris

Topology LOD1: 23212 Tris

Topology LOD2: 2227 Tris



PBR Textures (Standard/URP):

  • 1x Albedo Map (4096x4096)
  • 1x Normal Map (4096x4096)
  • 1x Metallic/Roughness Map (4096x4096)
  • 1x Ambient Occlusion Map (4096x4096)
  • 1x Emission Map (4096x4096)

PBR Textures (HDRP):

  • 1x Basecolor Map (4096x4096)
  • 1x Normal Map (4096x4096)
  • 1x Mask Map (4096x4096)
  • 1x Emissive Map (4096x4096)

Mesh: .fbx Format

Textures: .tiff Format



PLEASE RATE THE PRODUCT IF YOU LIKE IT. THANKS!!!


Price $5.00

VR/Metaverse Space Station by Purple Sky

2022, March 8 - 14:53

HDRI_Star_Sky - 2048x2048

Piano - 1024x1024 (Albedo, Mask, Normal Map)

Couch - 2048x2048 (Mask, Normal Map)

Wall_lights - 2048x2048 (Albedo, Mask, Normal Map, Emissive)

Gradient - 256x256 (Albedo, Emissive)


Couch_01_LOD0 - 964 tris

Couch_01_LOD1 - 576 tris

Couch_01_LOD2 - 260 tris


Piano_LOD0 - 6030 tris

Piano_LOD1 - 3452 tris

Piano_LOD2 - 1867 tris


Lamp - 88 tris


Hologram - 32 tris


Lights - 108 tris


Seat_LOD0 - 162 tris

Seat_LOD1 - 63 tris


Table_LOD0 - 494 tris

Table_LOD1 - 221 tris

Table_LOD2 - 127 tris


Table_02 - 224 tris


TV - 44 tris


SpaceStationBase:

Back_wall - 588 tris

Collider_01 - 324 tris

Collider_02 - 294 tris

Collider_03 - 348 tris

Glass_windows_01 - 204 tris

Glass_windows_02 - 400 tris

Room_01 - 1304 tris

Room_02 - 1202 tris

Shadow_proxy - 510 tris

Side_wall_01 - 484 tris

Side_wall_02 - 512 tris

Stairs - 4190 tris

Window_Frames_01 - 1596 tris

Window_Frames_02 - 812 tris

VR/Metaverse Space Station


This package works only in Unity version 2020.2.2f1 and higher.

If you need HDRP or URP version click on 'VR/Metaverse Space Station (HDRP).unitypackage' or 'VR/Metaverse Space Station (URP).unitypackage' in HDRP_URP_packages folder.


VR/Metaverse Space Station environment with well designed, optimised, detailed interior, and one HDRI with stars and a planet.

This environment was ment for VR, but it can be used in any project.


For information about triangle count please read 'Techical Details' down below.

LOD's used where appropriate.



Price $39.99

Drift Circuit Series #2 by Vencious Games

2022, March 8 - 14:53
A game ready Drift Circuit. A great start or addition to your drifting game. Low amount of draw calls and high FPS !

Polygon Count

  • Scene poly count around 250k/500k with shadows diabled/enabled
  • Props are from 28 to 2070 vertices. Most are low verts count
  • Track is around 11k verts
  • Most of the props are low poly

Texture Resolutions

  • Majority : 2048 x 2048
  • Lowest : 2048 x 256
  • Highest : 4096 x 4096

Materials

  • All materials are using the Standard shader

Props

  • All objects have proper orientation and pivot point
  • All objects have appropriate prefabs
  • All important objects have proper colliders attached
  • One garage set prop
  • One low poly tree prop
  • A few modular props as road blockers, tents, advert panels and more

URP and HDRP

  • The asset can easily be converted to URP and HDRP using the build in editor tools

Run on Mobile devices

The scene can also run on mobile devices. To get a better performance It is recommended to:

  • switch to faster shader as the Legacy/Diffuse when using the Built-In pipeline
  • resize down all textures from import settings
  • switch the default procedural skybox to a mobile friendly one
  • remove the post-ptocessing
  • lower shadows and graphics quality
  • keep less amount of props
  • NOTE : Converting to URP is recommended to get better performance on mobile devices

A game ready Drift Circuit. A great start or addition to your drifting game.


  • The provided scene is around then 500k vertices and 500 draw calls with instancing enabled
  • The provided scene runs at very high FPS
  • The track has well designed and clean mesh
  • All props have colliders. You can use them in other levels as well
  • Screenshots are taken directly from the game view
  • Post-Processing profile is provided. Setup a post-processing volume and use the provided asset to make the scene look like in the Screenshots

For questions, suggestions or support : vencious.games@gmail.com


Price $30.00

Flower Cananga Odorata by VuStudios

2022, March 8 - 14:50
HIGH QUALITY Flower optimized for Unity game engine!
Mobile Optimize Scene This is model 3DFlower Cananga Odoratain the Big Pack (Cartoon Flower Colections) with over 5 types color!
All objects are ready to use in your visualizations.
-1024x1024, texture maps
-Poly Count : Average 75389polys /139813 tris/72866 Verts

Price $5.99

Flower Christmas Cactus by VuStudios

2022, March 8 - 14:49
HIGH QUALITY Flower optimized for Unity game engine!
Mobile Optimize Scene This is model 3D Flower Christmas Cactus in the Big Pack (Cartoon Flower Colections) with over 5 types color!
All objects are ready to use in your visualizations.
-1024x1024, texture maps
-Poly Count : Average 190306polys /366026 tris/193627 Verts

Price $5.99

The Wonders of Aurora by Ruud

2022, March 8 - 14:45
Beautiful Ambient Piano and Orchestral music
  • File type: WAV file
  • Sample rate: 44.1kHz
  • Bit depth: 16 bit
  • Stereo
  • BPM: 70
  • Key: A maj
  • Duration: 3:49

The wonders of Aurora is a very intimate, emotional and ambient music track. The music is as enchanting and mesmerizing as the Aurora lights themselves. Beautiful cinematic piano and guitars.


If you're looking for custom and exclusive music for your project, please contact me at info@mytonmusic.com


Price $15.00

Third Person System - 3.0 (2022) by Dias Games

2022, March 8 - 14:41
⚡ Create a 3rd person game fast and easily with THIRD PERSON SYSTEM ⚡

Windows Demo: TPS Demo | Tutorial

This asset was developed to be easy to use and create new abilities, focused to deliver smooth and fluid gameplay. Watch the videos to see how easy is to create a new character, change parameters and create new abilities. It's easy to understand and work with.

PACKAGES DEPENDENCIES: In order to use this asset, you need to install 2 packages in your project: Cinemachine (v2.6.11 or higher) and Input System (v1.2.0 or higher)

IMPORTANT: This asset was designed to work with the new Input System. It supports the old Input System, but it's highly recommended to use the new Input System.

FEATURES

• Can be used with Character Controller or Rigidbody

This package contains the following abilities:
• Locomotion (free and strafe movements)
• Roll
• Jump
• Crouch
• Crawl
• NEW: Push & Pull objects


SUPPORTS MOBILE

⚠ Only works with HUMANOID CHARACTERS

Support: diasgamesindie@gmail.com
Price $20.00

Image Downloader and Cache For iOS by Mayank Gupta

2022, March 8 - 14:36
Plugin will allow developers to download multiple images at runtime from the server and provide an option to cache them in local storage.
How Plugin Works :
When the user calls a plugin to download an image with a url then the plugin will first check in the in memory cache whether any image for the url exists or not. If it exists then the plugin will return the image from the cache itself. If not then it will check whether an image for the url exists in device local storage or not. If it exists then the plugin will retrieve the image from local storage and will return the image from the local storage itself. If it does not exist in local storage then the plugin will download the image from the server. After completing download if isAllowedLocalStorage will be true for image then it will be saved to local storage and then image will be returned to the unity. Whole process of downloading images , storing and retrieving images happens in the background thread only so no impact on the main thread.
Features:
1. Download multiple images in parallel in background thread
2. Cache multiple images in device storage to reuse when user again open the application
Price $5.00

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