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The newest packages in the Unity Asset Store.
Updated: 53 min 14 sec ago

Groove Racing: Ultimate Modular Slot Car Kit by Aligathor Productions

2026, March 30 - 20:29
Create the ultimate toy racing game with this highly optimized, modular slot car track system. Includes 50 snap-ready pieces: jumps, banked curves, bridges, and intersections. Mobile & VR ready.
  • Number of textures: 2
  • Texture dimensions: 128x128 px / 512x512 px
  • Polygon count: 40 to 900 polys per mesh (approx).
  • Vertex count:
  • Maximum: 1473 verts (Complex S-Curves)
  • Minimum: 82 verts (Straight tracks)
  • Colliders: Yes (Custom Mesh Colliders included for every piece).
  • Number of meshes/prefabs: 50
  • UV mapping: Yes (Non-overlapping)
  • LOD information: No (Base meshes are already optimized for Mobile/VR)
  • Types of materials: Standard PBR

Groove Racing is a complete construction kit for arcade slot-car racing games. Inspired by classic 90s toy racing systems, this pack allows you to build infinite circuit combinations in minutes.

Why this pack?Unlike standard spline-based roads, these are modular meshes. This means perfect UV mapping, zero texture stretching, and extreme performance optimization.


Documentation


Key Features:

  • Massive Variety: Over 50 unique track pieces including 1-Lane and 2-Lane variants.
  • Smart Optimization: Straight tracks use minimal geometry (approx. 80 verts), while curves maintain smooth silhouettes.
  • Special Stunt Pieces: Includes "Broken Bridges", Loop-the-loops, S-Chicanes, and Crossovers.
  • NASCAR Style Banking: Includes 25-degree banked curves and transitions for high-speed action.
  • Consistent Scale: Based on a 6.0 unit width standard (2-Lane) for easy snapping.

What's Inside:

  • Standard Tracks: Straights, 45°/90° Curves, Inner Curves.
  • Elevation: Ramps (Up/Down) and Smooth slope transitions.
  • Technical: Tight Chicanes (S-Bends) and Lane Splitters (2-Lane to 1-Lane).
  • Props: Bridges and banked turns.

Disclaimer: This asset is an original creation inspired by the style of slot car toys like Scalextric™ or Carrera™. It is not affiliated with, endorsed by, or connected to these brands.


Price $15.99

Ultimate Melee & Skill System by Khepri Studio

2026, March 30 - 19:30
Build complex, branching melee combos without code. Features a node-based data editor, frame-perfect hit feedback, and input-agnostic logic. RPG ready

- Unity Version: 2021.3 LTS or higher.

- Render Pipeline: Pipeline Agnostic (Built-in, URP, and HDRP supported). Visuals rely on standard Particles and Canvas UI.

- Included Assets: 39 Animations (FBX) & 5 Demo Combo Presets.

- Dependencies: TextMesh Pro (Essential for Damage Popups).

- Input: Includes a default Keyboard Controller. Easily extendable to Gamepads/New Input System via Interface.

Build Combat Logic, Not State Machines.


The -Ultimate Melee & Skill System- is a production-ready framework designed to bridge the gap between animation and gameplay logic. Instead of hard-coding complex Animator transitions or managing messy state machines, this system treats every attack as a ComboNode (ScriptableObject).


This allows designers to build, reorder, and tweak combo chains purely through data, while keeping the core logic separated from the visual model.


Why this system? 


- Logic/Visual Separation: The system uses a "Logic Parent / Visual Child" hierarchy. You can swap your character mesh (skins) instantly without breaking your combo logic.

- Designer Friendly: Adjust "Input Windows" and "Damage Frames" using normalized sliders (0.0 to 1.0). No need to open the Animation window for every tweak.

- Input Agnostic: Powered by an IInputProvider interface. Works out-of-the-box with the Old Input System, but can be connected to the New Input System or Rewired in minutes.


Key Features:


- Node-Based Combo Trees:Create infinite branching attacks ( Light > Light > Heavy) by simply dragging assets into slots.

- "Game Feel" Built-in: Includes Hit Stop (Freeze Frames) and Camera Shake (Frame-based or Duration-based) to give weight to impacts.

- Smart Auto-Targeting: "Soft Targeting" logic automatically rotates the player towards the nearest enemy during attack execution.

- Dynamic UI Support: Visual Type system (X/O icons) and Event Hooks (OnComboStepChanged) make building HUDs and Combo Counters trivial.

- Floating Damage Numbers: Integrated high-performance UI spawning using TextMesh Pro.

- Production Content Included: Comes with 39 high-quality animations pre-configured into 5 distinct combo styles.


Workflow: How to add a new move?


1. Right-click and create a ComboNode

2. Enter the Animation State name and define the Fluidity Windows (Input Start/End).

3. Add it to the "Possible Links" list of a previous node.

4. Done. The system handles the transition logic automatically.


 Code Access:

Full C# source code is included. The system is designed with extensibility in mind using interfaces like IDamageable and IInputProvider.


Price $99.99

Low Poly 3D Props Pack Vol. 1 by EK Studio

2026, March 30 - 16:56
A collection of 18 unique low poly 3D prop models with 7 color variations each, including 144 ready-to-use prefabs. Perfect for casual, mobile, and stylized game projects.

Technical details

  • Number of textures: 2
  • Texture dimensions:1024x1024
  • Minimum polygon count: 300
  • Maximum polygon count: 1.6k
  • Number of meshes/prefabs: 144
  • UV mapping: Yes
  • Rigging: No

Low Poly 3D Props Pack Vol. 1 is a stylized collection of versatile everyday and toy-inspired props designed for game developers who need clean, colorful, and optimized assets.This pack includes 18 unique models, each provided in 7 different color variations, for a total of 144 ready-to-use prefabs.

  • Hyper-casual games
  • Mobile projects
  • Stylized environments
  • Kids / toy themed scenes
  • Educational games

Included Models


Rocket

Duck

Toy

Plane

Bottle

Lifebuoy

Teddy Bear

Rabbit

Book

Water Bottle

Ice Cream

Bowling Pins

Watermelon

Rainbow

Coffee Cup

Star

Notebook

Train


Features

  • 18 unique low poly models
  • 7 color variations for each model
  • 144 prefabs in total
  • Optimized for mobile and PC
  • Clean naming structure
  • Ready for drag & drop use
  • Suitable for Built-in and URP pipelines

Price $5.99

BurstAdapter by Coredump of the Soul

2026, March 30 - 16:55
Accelerate your coding: BurstAdapter auto-generates Burst-compatible wrappers and manages auto-converting collections to native data (and back) for fast multithreaded gameplay.

BurstAdapter scans [BurstAdapter] partial methods and generates wrapper code plus Burst job structs (IJob/IJobParallelFor).


It handles managed↔native conversion (arrays, List, Queue, Stack, HashSet, Dictionary/sorted maps, NativeArray), null checks, scheduling modes (Auto/Never/Always) with batch sizing, copy-back, and disposal.


The generator does not require the Roslyn compiler to avoid potential problems with missing references / assemblies.


Kernels stay hand-written, stubs can be injected inline near the source method, and codegen uses caching plus an empty-kernel analyzer for validation.


Customization via additional attributes like [BurstAllocatorAttribute] and [BurstCopyBackAttribute].


BurstAdapter is a Unity productivity + performance package that bridges normal C# APIs and Burst jobs. Built for simplicity of use while supporting customization.



You write [BurstAdapter] partial methods and the body ("kernel"), and the package generates the job wrapper code for you. The code generator runs at compile time without any noticeable delay.


Basic example: create a method with List<T> as parameter, decorate it with [BurstAdapter] and the package manages conversion to a NativeArray<T> and back.



It is designed to reduce boilerplate around:

  • Managed-to-native container conversion
  • Job scheduling (IJob / IJobParallelFor)
  • Copy-back and disposal
  • Repetitive Burst wrapper plumbing

You keep control over the actual algorithm in your kernel, while BurstAdapter handles the integration layer.

Comes with full documentation and test-code that showcases lots of scenarios.



Customization

  • Highly customizable at code level: you define method signatures, kernel logic, and parallel mode behavior.
  • Offers a few settings to configure output paths
  • Not a “black box” gameplay system; it is a developer tool for your own runtime logic.
  • Works with your existing architecture and can be integrated per method, incrementally.

Use cases / suitability

  • Great for CPU-heavy gameplay systems: procedural generation, simulation loops, data transforms, AI preprocessing, utility pipelines.
  • Genre-agnostic: suitable for any Unity genre where performance-critical loops benefit from Burst + Jobs.
  • Best for teams who want Burst performance without writing the same wrapper code repeatedly.

Price $8.49

Industrial Factory (Factory, Warehouse, Industrial Factory, Modular Factory) by Hivemind

2026, March 30 - 16:05
Build massive industrial environments with 200+ modular assets, fully enterable interiors, and photo-scanned foliage. Perfect for shooter, survival, and large-scale game worlds.

Number of Meshes: 234

Number of Prefabs: 245

Collision: Yes,usually generated in Unity(Box and Mesh Collider).

Vertex Count: 2 - 38427

LODs: (Yes, up to 5)

Number of Materials: 130

Materials: This asset contains PBR based materials which means each material contains a Base Texture, and a Normal Texture by default and additionally has Smoothness, Ambient Occlusion, Metalic and Opacity Texture Maps according to the material.

Texture Map Types: Base Color / Diffuse, Normal, Smoothness / Roughness, Metalic, Opacity

Number of Textures: 179

Props: AC Units, Bin, Cables, Crates, Foliages etc.[Diffuse, Normal, Roughness, Opacity, AO, Metalic]

Texture Resolutions: (1024x1024,2048x2048,4096x4096)

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes)


Render Pipeline Disclaimer:

This package was created as HDRP. URP file included.If you want use URP, you can import it.

🕹️PLAYABLE DEMO MAP


🏭​ Features

  • 🏭​​Interiors/Enterable - All buildings including cabins are fully enterable and entirely game ready!
  • 🏭​Massive - Over 200 meshes to build vast industrial areas, shooter levels, survival levels and everything in between!
  • 🏭​​Fully Modular - Enjoy a fully modular kit to create industrial levels at scale!
  • 🏭​​Photo Scanned Foliage - Enjoy a vast library of Photo scanned foliage to be used across all of your projects!

Disclaimers

*Renders and showcase were recorded in HDRP project.

*Product can be used in your commercial projects.


CONTACT US | JOIN US ON DISCORD


Price $119.99

WarmRealm // Cozy Music Pack by Daniel Carl

2026, March 30 - 14:57
A wonderfully cozy selection of music with 32 tracks.

Number of Audio Wavs: 32

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

Does music loop: Yes

Minutes of audio provided: themes 47:00min | seamless loops 38:59min | No Drums Version 27:07min

Preview on Youtube


All tracks are 100% original compositions, created by hand – no AI-generated content.

WarmRealm offers a cozy musical selection for dreaming, exploring, and unwinding. Its gentle sounds create a warm atmosphere that fits perfectly with calm game scenes, heartfelt worlds, and relaxing moments. With soft melodies, soothing textures, and a touch of magic.

This collection includes 12 individual songs with 8 variations and 12 loops.

You get royalty-free music here that you can use in your game or movie-project.


Looking for more cozy ambient music for your project? Then check out my other music assets as well! BIOTOPE and GAMING ZEN


Tracklist:

Themes

  • Blooming Daylight 03:18
  • Blooming Daylight No Drums 03:18
  • Breeze Over Quiet Tides 03:22
  • Breeze Over Quiet Tides No Drums 03:22
  • Bright Skies Ahead 03:52
  • Bright Skies Ahead No Drums 03:52
  • Embers of the Old Forest 03:18
  • Embers of the Old Forest No Drums 03:18
  • Hidden Lantern Spirits 03:54
  • Hidden Lantern Spirits No Drums 03:54
  • Joyful Trails 03:26
  • Joyful Trails No Drums03:26
  • Moonbeam Lullaby03:21
  • Morning Glow Awakening 02:14
  • Shoreline Daydream 02:35
  • Shoreline Daydream No Drums 02:35
  • Warm Sands Sanctuary 03:21
  • Whispered Runes 03:18
  • Whispered Runes No Drums 03:18

Loops

  • Blooming Daylight 03:12
  • Breeze Over Quiet Tides 03:12
  • Bright Skies Ahead 03:44
  • Embers of the Old Forest 03:12
  • Hidden Lantern Spirits 03:48
  • Joyful Trails 02:50
  • Moonbeam Lullaby 03:12
  • Morning Glow Awakening 02:08
  • Mystwood Murmurs 04:48
  • Shoreline Daydream 02:29
  • Warm Sands Sanctuary 03:12
  • Whispered Runes 03:12

Price $14.99

Shader Graph GridSnap by TWOIQ

2026, March 30 - 14:28
Adds grid snapping functionality to Unity ShaderGraph editor with customizable grid size and visibility controls.

- Customizable grid size (default 20.75 units)

- Grid visibility toggle

- Snap-to-grid functionality

- Toolbar integration

- Settings persistence

After installation, two new buttons appear in the ShaderGraph toolbar:

- Grid icon: Show/hide grid

- Snap icon: Enable/disable snapping


Price $6.99

Mesh Analyze Toolkit by Pignition Studio 小豬點火工作室

2026, March 30 - 14:15
A lightweight Unity Editor tool for quickly identifying high-triangle Prefab assets in selected folders.

🚀 Key Features (Free Edition)

✔ Folder-based Prefab analysis directly from the Project window

✔ SubMesh count overview for structural complexity checks

✔ User-defined triangle threshold filtering

✔ Automatic sorting by triangle count (high → low)

✔ Editor-only, read-only analysis (safe for production projects)

Mesh Analyze Toolkit (Free) is a lightweight Unity Editor utility designed to help developers quickly identify high-triangle Prefab assets inside their projects.

By scanning selected folders in the Project window, the tool highlights Prefabs that exceed a configurable triangle threshold—making heavy assets easy to spot before they become performance problems.


🌟 Why Mesh Analyze Toolkit?

In real-world Unity projects, Prefabs often combine multiple meshes, renderers, and nested hierarchies.


Manually checking their geometric complexity is time-consuming and error-prone.


Mesh Analyze Toolkit provides a fast, consistent, and repeatable way to review Prefab complexity directly inside the Editor—no custom scripts, no manual inspection.


Mesh Analyze Toolkit (Free)

A simple, focused inspection tool for early optimization and asset review.

The Free edition is designed for:

  • Quick triangle checks during production
  • First-pass optimization reviews
  • Technical artists validating incoming assets
  • Developers maintaining clean and efficient projects

It operates entirely in the Unity Editor and never modifies your assets.


👉 Looking for more advanced analysis?

Start with Mesh Analyze Toolkit (Free) to understand your project’s Prefab complexity, then upgrade later when you need deeper inspection tools.

Try the Mesh Analyze Toolkit Pro






📘 Documentation



Price $0.00

Mesh Analyze Toolkit Pro by Pignition Studio 小豬點火工作室

2026, March 30 - 14:15
A professional Unity Editor tool for in-depth analysis of Prefab and Mesh assets, with advanced filtering and reporting.

🚀 Key Features (Pro Edition)

✔ Analyze Prefab and Mesh assets

✔ Folder-based analysis directly from the Project window

✔ Configurable Triangles Limit threshold

LOD Group detection for Prefab assets

Skinned Mesh detection and filtering

✔ Keyword search with live result filtering

✔ Customizable visible columns (Triangles, SubMeshes, File Size, Skinned)

✔ Multiple sort fields and sort directions

Rescan previously analyzed folders without reselecting

✔ Automatic persistence of analysis state and settings

CSV report export for external review and documentation

✔ Editor-only, read-only analysis (safe for production projects)

Mesh Analyze Toolkit (Pro) is an advanced Unity Editor analysis tool designed for professional asset inspection and optimization workflows, allowing developers and technical artists to deeply analyze Prefab and Mesh assets across their projects.

By scanning selected folders in the Project window, the Pro edition provides powerful filtering, sorting, persistence, and reporting features—making complex asset reviews fast, repeatable, and reliable.


🌟 Why Mesh Analyze Toolkit Pro?

As Unity projects grow, manually tracking geometric complexity becomes increasingly difficult.


High-triangle assets, missing LODs, and skinned meshes can easily slip into production unnoticed.


Mesh Analyze Toolkit Pro gives you clear visibility and control over asset complexity, helping teams make informed decisions early—before performance issues surface.


Mesh Analyze Toolkit (Pro)

A complete analysis solution for structured asset review and optimization.

Built on the Free edition, the Pro version adds:

  • Multi-target analysis
  • Advanced filtering and sorting
  • Persistent analysis state
  • Report exporting for team workflows

It is designed for developers and studios who need repeatable, production-ready inspection tools inside the Unity Editor.


👉 New to Mesh Analyze Toolkit?

You can start with the Free version for basic Prefab checks, then upgrade to Pro when you need deeper inspection and reporting capabilities.

Try the Mesh Analyze Toolkit


📘 Documentation


Price $10.00

AstraydeFramework by LovelyApple

2026, March 30 - 14:10
A lightweight, reactive UI Window Management framework for Unity URP. Simplifies modal dialogs, layered menus, and screen blur effects with async/await and R3 reactive programming support.

Unity Version: 2022.3 LTS or later

Render Pipeline: Universal Render Pipeline (URP) ONLY. Built-in Render Pipeline and HDRP are not supported.

UI System: Unity uGUI only. UI Toolkit and DOTS UI are not supported.

URP Configuration Required: "Opaque Texture" must be enabled in your URP Asset settings to use the screen blur effect.

Required Third-Party Packages (must be installed separately via OpenUPM / Unity NuGet):

- com.cysharp.unitask v2.5.10 or later (via OpenUPM)

- com.cysharp.r3 v1.1.0 or later (via OpenUPM)

- org.nuget.observablecollections.r3 v3.3.4 or later (via Unity NuGet)

Scripting Backend: Mono and IL2CPP supported

API Compatibility Level: .NET Standard 2.1

Astrayde Framework provides a clean, scalable architecture for managing UI windows in Unity URP projects. Stop writing boilerplate canvas setup and sorting

order management code — Astrayde handles it automatically.

Key Features:

- Window Manager — Open and close windows asynchronously with a single line: WindowManager.OpenWindowAsync<MyWindow>()

- Screen Blur Effect — Beautiful URP-compatible background blur for modal overlays, with smooth fade-in animation

- Auto Canvas Configuration — Automatically configures Canvas, CanvasScaler (1920×1080), and GraphicRaycaster with conflict-free sorting order management

- Declarative Prefab Binding — Use the [LocalAssetPath] attribute to bind window classes to prefab paths without manual wiring

- Reactive UI — Built on R3 (Reactive Extensions for Unity) for clean, event-driven UI interactions

- Async/Await — UniTask-powered non-blocking window transitions

- Editor Tools — One-click window prefab creation and an in-editor debug window for rapid prototyping

Problems This Solves:

- Eliminates repeated canvas/modal boilerplate across your project

- Prevents UI sorting order conflicts in complex layered interfaces

- Provides a consistent, testable lifecycle for every window (Initialize → Open → Close)

- Makes UI logic reactive and composable instead of callback-spaghetti


Price $4.99

Ultimate Thumbnails: Prefab Preview Icon Generator (Community-Edition) by Voxel Labs

2026, March 30 - 14:10
Ultimate Thumbnails enhances the Project window by replacing default asset thumbnails with automatically generated, high-quality thumbnails for 3D models, GUI, particle effects, and sprites

Support | Website | Discord



Ultimate Thumbnails is a powerful Unity Editor extension that upgrades Unity’s default asset thumbnails with high-quality, properly lit, and fully customizable thumbnails.

It automatically generates enhanced, accurate icons for your 3D Models, Sprites, GUI, and Particle Effects, ensuring your Project window looks clear, organized, and professional.



👑 Unlock all features with the Pro versionhttps://assetstore.unity.com/packages/slug/340970



For maximum productivity, use together withUltimate Preview



🚀 What It Fixes and Improves

  • Missing thumbnails for certain asset types:

Automatically Adds proper thumbnail support for Particle Systems, UI elements, and Sprites, replacing Unity’s empty or misaligned previews.

  • Automatic Thumbnail Generation

Automatically generates thumbnails for 3D Models, Sprites, Particle Systems, and UI elements as soon as they’re imported or modified.

  • Poorly lit and unclear default icons:

Unity’s default thumbnails often appear dark or generic. Ultimate Thumbnails fixes this with customizable lighting, camera angles, and background options.

  • GUID-based and fully reliable:

Thumbnails are linked using asset GUIDs which means you can freely move or rename your assets without breaking their thumbnails, everything stays perfectly in sync.

  • No thumbnail customization in Unity:

Unity doesn’t let you control thumbnail lighting, camera, or resolution—Ultimate Thumbnails adds this capability

  • Sprites and UI always face the camera:

No more weird-angled 2D thumbnails—Ultimate Thumbnails automatically aligns sprites and UI for perfect visibility.

  • Enhanced list and grid view icons:

View your generated thumbnails in both Grid View and List View modes directly inside the Project window.

  • Quick generation and cleanup:

Easily generate, clear, or refresh icons for individual or multiple assets with right-click context menu actions.



Key Features

  • Automatic thumbnail generation
  • Enhanced 3D model thumbnails with better lighting
  • Improved sprite thumbnails with correct camera alignment
  • Thumbnails for GUI elements
  • Thumbnails for particle effects
  • Thumbnails visible in list view mode
  • Thumbnails visible in the object picker window
  • Customization options for lighting, camera, size, background color and more
  • Supports both one-column and two-column layouts
  • Easy-to-use context menu actions
  • thumbnail background color customization
  • Compact toolbar for quick access to key controls
  • And more...


Compatible with other assets. Ultimate Thumbnails has been tested with:

  • vFolders 2
  • Rainbow Folders 2
  • Ultimate Editor Enhancer


Supported Unity Versions

  • Unity 2022, 2023, and Unity 6 are Fully supported.
  • Unity 2021: Requires 2021.2.0f1 or newer.
  • Unity 2020: Requires 2020.3.20f1 or newer.


Source provided as a DLL for easy integration.



Support & Feedback


Price $0.00

Advanced Surface Scattering Tool by Enoza

2026, March 30 - 14:07
Advanced Surface Scattering is a powerful Unity editor tool for fast and controlled placement of props and foliage on meshes and terrains using an intuitive brush workflow.
  • Brush-based prefab placement system
  • Continuous paint and single shot placement
  • Erase brush with group isolation
  • Multiple prefab groups with weighted distribution
  • Deterministic preview system
  • Density falloff with customizable curve
  • Slope filtering by angle range
  • Terrain-only placement option
  • Random rotation and normal alignment
  • Global and per-prefab scale control
  • Spacing control per prefab
  • Full Undo support
  • Organized hierarchy with group containers
  • Works on meshes and terrains
  • Editor-only tool with no runtime impact

Advanced Surface Scattering is an editor extension designed to speed up environment creation by allowing artists and designers to paint, distribute, and erase prefabs directly in the Scene view.


The tool supports multiple prefab groups with weighted distribution, slope filtering, density falloff, spacing control, and terrain support, making it suitable for a wide range of environments such as open worlds, stylized scenes, and realistic landscapes.


All placement is fully customizable through brush settings, randomization options, and filtering rules. The tool integrates seamlessly into the Unity workflow and is designed to be intuitive while offering advanced control.


Price $19.99

Vendor Robots NPC Bundle – 6 Rigged Game-Ready Characters by Carthage Studio

2026, March 30 - 14:05
Bundle of six vendor-style NPC robots with unique designs, rusty PBR textures, and custom Rigged robotic. Made for markets, shops, stalls, and sci-fi industrial environments.

Number of textures : 27

Number of Materials : 5

Texture dimensions : 4K

Vertices count : From 15777 to 25950

Number of meshes/prefabs : 6 Mesh/ 6Prefab

Rigging: Yes

UV mapping: Yes

Types of materials and texture maps : PBR

This Vendor Robots NPC Bundle includes six fully rigged, game-ready robotic characters designed for marketplaces, shops, street vendors, and sci-fi industrial settings.

Each robot features its own unique silhouette, purpose, and personality , from compact service bots to large vending units and chef-style machines.

All robot share one complete rusty PBR texture set, fully UV-unwrapped and optimized for real-time use.


Robots Included:

  1. Box-Head Vendor Bot – tall, square-headed vendor robot ( 19308 Vertices)
  2. Dome-Head Vendor Bot – dome head with rotating side propeller ( 20825 Vertices)
  3. Screen-Head Vendor Bot – CRT-style monitor head and cap ( 19910 Vertices)
  4. Chef Counter Vendor Bot – built-in kitchen station and chef hat ( 25950 Vertices)
  5. Flag Vendor Bot – wide barrel torso with piston arms ( 23989 Vertices)
  6. Utility Vendor Bot – slim utility body with hazard panel ( 15777 Vertices)

Features:

  • 6 complete robot NPCs
  • Custom mechanical rigs
  • Rusty orange PBR textures Shared between all characters
  • Separate mesh components for full animation control
  • Unique silhouettes & vendor identities
  • Works in Unity, Unreal, VR, AR, mobile, and real-time engines

Ideal for populating marketplaces, bazaars, industrial streets, or any environment requiring atmospheric robotic vendors.


Price $59.99

8 Ball Pool Controller by Grafikgames

2026, March 30 - 14:03
The 8 ball pool 3D Controller is a Unity-based controller designed for simulating billiard gameplay in a 3D Top down environment. It offers a range of features to enhance player experience.
  • Aim Control: This feature enables users to control the direction of their shots using mouse or touch input. It involves implementing raycasting to determine the target point on the billiard table based on the user's input.

  • Multiple Camera Views: 3d top-down view. It involves setting up multiple camera.

  • Ball Positioning: This feature enables players to move the cue ball and other balls on the billiard table to desired positions. It requires implementing logic to detect user input for selecting and dragging balls, as well as updating their positions accordingly.

  • Slider-based Cue Ball Shooting: This feature provides players with a slider interface to adjust the force and power of their cue ball shots. It requires implementing UI elements for the slider and linking its value to the force applied to the cue ball upon shooting.

  • Trajectory line prediction : This feature involves predicting the trajectory of the cue ball and target balls to aid players in aiming their shots accurately. It requires calculating the path of the balls based on their initial positions, velocities, and collisions with other balls or table boundaries. The trajectory lines are drawn on the billiard table to provide visual feedback to the player, helping them plan their shots effectively. This feature enhances gameplay by assisting players in understanding the physics of ball movement and making strategic decisions during gameplay.

  • Turn Based Game

     each time a turn is finished the other player will win 

Key Features:


Aiming Control:

  • Players can aim by rotating the cueball using either the mouse or finger input.

Camera Views:

  • Provides 3d top-view camera options.
  • UI for switching between camera views.

Shooting Control:

  • Slider interface for shooting the cueball with a corresponding text value display above it.

Cue Ball Positioning:

  • Allows players to position the cue ball on the table by clicking on the UI element representing the cue ball on the left side.

Trajectory Prediction:

  • Displays trajectory lines:

Script Customization:

  • Scripts are designed for easy modification, with parameters exposed in the inspector for convenient adjustment.

Cue Stick Positioning:

  • Cue stick is automatically positioned behind the cue ball for easy aiming.

Customizability:

  • Easily change models and UI elements to customize the appearance of the game.

Pocket Triggers:

  • Pockets are equipped with triggers to detect ball entry for triggering features.

Turn based


Collision Handling:

  • Handles collisions with edges of the table and within the table itself.
    • Line from the cue ball to the hit point.
    • Line predicting the direction of the cue ball after collision.
    • Line predicting the direction of the ball to be hit by the cue ball.

Price $200.00

Scene Dependency Graph & Runtime Impact Analyzer by Decnet Games

2026, March 30 - 13:37
This tool provides design-time runtime impact estimation. It analyzes meshes, textures, and audio assets to estimate their projected memory usage before entering Play Mode or building the project.

🛠 Technical Specifications

  • Supported Unity Versions: Unity 2021.3, 2022.3, 2023.x, 6000.0+ (LTS recommended)

  • Render Pipelines: Built-in, URP, and HDRP compatible (Analysis is renderer-agnostic).

  • Output Formats: JSON, CSV exports included.

  • Source Code: 100% Full C# Source Code Included. No DLLs. Hackable and consistently commented.

Scene performance issues rarely come from a single script. They come from hidden dependencies, oversized assets, and tangled prefab structures that quietly grow as your project scales.


Scene Dependency Graph & Runtime Impact Analyzer gives you architectural visibility where Unity’s default tools stop. It transforms your scene into a clear, interactive dependency graph and estimates runtime memory impact before entering Play Mode or building the project.


This tool is built for developers who want control, predictability, and scalable scenes—not guesswork.




🧠 Visual Scene Dependency Graph

Move beyond the linear Hierarchy view and see how your scene is actually connected.

  • Node-based visualization of GameObjects, Prefabs, and Components
  • Clear visual separation of reference types
  • Click any node to instantly locate it in Scene or Project view
  • Context actions for fast navigation and reference inspection
  • Drag & Drop any GameObject or Prefab to analyze it in isolation


⚙️ Runtime Impact Estimation

Understand asset cost early—before performance problems appear.

  • Design-time estimation of memory usage for Meshes, Textures, and AudioClips
  • Recursive scanning to reveal hidden heavy dependencies
  • Platform-aware analysis for Mobile, PC, and Console targets
  • Custom memory budgets with real-time visual feedback


📊 Scene Health & Risk Analysis

Get actionable data instead of vague warnings.

  • Top 10 Heaviest Assets list to quickly identify optimization targets
  • Scene Risk Score (0–100) based on dependency depth and complexity
  • Intelligent suggestions for common architectural mistakes
  • Immediate visibility into risky scene growth patterns


🔁 Circular Dependency Detection

Catch dangerous logic loops before they cause instability.

  • Automatic detection of circular scene references
  • Clear visual warnings inside the dependency graph
  • Helps prevent logic bugs, editor slowdowns, and unexpected runtime behavior


🧩 Snapshot Comparison & Progress Tracking

Optimization is easier when progress is measurable.

  • Save scene analysis snapshots as JSON
  • Reload and compare past states
  • Track how changes impact memory usage and structural complexity over time


🛠 Automation & Professional Workflows

Built to scale with real production pipelines.

  • Export analysis data as CSV or JSON
  • Command-line support for CI/CD validation
  • Fail builds automatically when budgets or rules are violated
  • Optional auto-refresh during Play Mode for live structural tracking


🚀 Why Use This Tool?

Profilers show what is slow.


This tool shows why your scene is heavy.


Take control of your scene architecture, prevent hidden performance debt, and build cleaner, safer Unity projects with confidence.



JOIN DISCORD | DOCUMENTATION | OTHER ASSETS


Price $15.00

Object Architect by Berkay GUNERI

2026, March 30 - 12:26
A powerful Unity Editor tool for organizing, creating, and validating GameObjects with a modern UI Toolkit interface.

• Category: Tools / Editor Extensions

• Pipeline Compatibility: Built-in, URP, HDRP

• Unity Version: 2022.3+ (tested up to Unity 6000.2.9f1)

• Dependencies: None

• Undo Support: Yes

• Platform: Editor Only (not included in builds)

• UI Framework: UI Toolkit (USS-based)

• Documentation: Included (README.txt)

• Support Email: berkayyguneri@hotmail.com


Object Architect is a modular Unity Editor extension designed to help developers and level designers create, organize, and validate objects inside the Unity Editor — all within a clean, modern UI built using UI Toolkit.


With Object Architect, you can quickly build, align, and clean up your scenes using four main modules:


 CREATE TAB

• Instantly create new GameObjects with custom names, layers, and transform values.


 PLACE TAB

• Precisely move, rotate, or scale objects.

• Use Snap To Ground to align a target object to a selected ground object.

• Reset transforms with a single click.


 BATCH TAB

• Apply transform changes to multiple selected objects at once.

• Perfect for level editing and mass adjustments.


 VALIDATE TAB

• Scan your scene for issues such as Missing Scripts, Default Layers, and more.

• Automatically fix Missing Scripts with one click.

• Rename duplicate objects under any parent.

• Clear results instantly with the Clear Results button.


 BUILT WITH UI TOOLKIT

The tool’s entire interface is powered by Unity’s modern UI Toolkit (USS), ensuring smooth integration with all editor skins and render pipelines.


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 WHY USE OBJECT ARCHITECT?

• Clean and modular design

• Undo (Ctrl+Z) supported for all actions

• No dependencies or runtime components

• Works with Built-in, URP, and HDRP

• Lightweight (<1 MB package)


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 IDEAL FOR:

• Environment / Level Designers

• Technical Artists

• Indie Developers seeking Editor workflow tools


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Made with by Berkay Güneri



Price $15.00

UI FX Pack – Interactive Animations for Buttons, Images & Text by Cinderella Games Eu

2026, March 30 - 12:22
A lightweight, code-driven system for adding polished interaction animations to any Unity UI element - including buttons, images, text, icons, and panels. No third-party dependencies.

Supported UI elements

Works with most Unity UI objects that use RectTransform, including:

  • Button
  • Image
  • RawImage
  • Text
  • TextMeshProUGUI
  • panels and other UI containers

Unity requirements

  • Unity UI (uGUI)
  • EventSystem in scene for hover/click/press interactions
  • Raycast-enabled Graphic for pointer-based effects

Dependencies

  • No third-party packages
  • No DOTween
  • No Timeline
  • No Animator required

Architecture


The asset uses three effect groups.

1. Transform-based effects

These use:

  • UIButtonAnimator
  • UIButtonTransformController

They are intended for scale/rotation-based animation and can be combined more safely.


Examples:

  • Pulse
  • Squash
  • Jelly
  • Wobble
  • Breathing

2. Root movement effects

These directly offset the root RectTransform and should be used as standalone movement effects.

Examples:

  • Root Hover Lift
  • Root Bounce
  • Shake Warning

These should not be mixed with transform-controller scale effects on the same object.


3. Visual overlay effects

These create child overlay graphics and can usually be combined with either of the above.

Examples:

  • Glow
  • Ray of Light
  • Gradient Sweep
  • Ripple
  • Particle Burst
  • Liquid Fill
  • Border Draw
  • Glitch

Trigger system

Effects can respond to:

  • OnEnable
  • OnHoverEnter
  • OnHoverExit
  • OnPressDown
  • OnPressUp
  • OnClick
  • IdleLoop
  • Manual for selected systems

Interaction handling

Pointer-based effects use Unity event interfaces such as:

  • IPointerEnterHandler
  • IPointerExitHandler
  • IPointerDownHandler
  • IPointerUpHandler
  • IPointerClickHandler

This allows the effects to work on non-button UI elements as long as the object can receive raycasts.


Layout compatibility


The asset is designed for UI layouts, including GridLayoutGroup, with an important rule:

  • scale/rotation/overlay effects are layout-safe
  • root position effects need special handling and should be used carefully on layout-controlled objects

Auto-generated visuals

Some effects create helper child objects automatically, such as:

  • glow overlays
  • ripple overlays
  • gradient sweep overlays
  • burst roots / particles
  • border lines

These are generated at runtime or on enable, depending on the effect.


Common component requirements

For transform effects

Attach:

  • UIButtonAnimator
  • UIButtonTransformController
  • one or more transform effects

For visual effects

Attach:

  • the visual effect script directly
  • optionally alongside transform or root effects if visually appropriate

Performance notes

  • Lightweight C# coroutine-driven effects
  • Suitable for normal UI use
  • Best used with reasonable effect counts per screen
  • Recommended to avoid excessive stacking of multiple heavy overlay effects on many UI elements at once

UI Interaction Effects for Unity


A lightweight, code-driven system for adding polished interaction animations to any Unity UI element — including buttons, images, text, icons, and panels.

No third-party dependencies. Fully modular. Works out of the box.


Works on Any UI Element:

  • Buttons
  • Images
  • Text (UGUI & TextMeshPro)
  • Icons
  • Panels & containers

Included Effects:

  • Pulse
  • Squash
  • Jelly
  • Wobble
  • Breathing
  • Glow
  • Ray of Light
  • Gradient Sweep
  • Ripple
  • Liquid Fill
  • Glitch
  • Particle Burst
  • Border Draw
  • Shake Warning
  • Root Lift / Bounce

Key Features

  • Trigger-based system (Hover, Click, Press, Enable, Loop)
  • Combine multiple effects safely
  • Works without Animator or Timeline
  • No setup complexity
  • Optimized for UI (no layout breaking)

Easy Setup

  1. Add effect scripts to any UI object
  2. Choose trigger (OnClick, OnHoverEnter, etc.)
  3. Press Play

Important Notes

  • Requires EventSystem for interaction
  • UI element must have Raycast Target enabled
  • Root movement effects should not be combined with scale effects

Price $16.00

Football Ball 2026 by rfarencibia

2026, March 30 - 12:20
A Brandless 2026 style soccer ball

Number of textures: 3

Texture dimensions: 2048x2048

Polygon count of [ball]: 1280

Minimum polygon count: 1280

Maximum polygon count: 1280

Number of meshes/prefabs: 1

Rigging: No

Animation count 0

Animation type list

UV mapping: Yes

LOD information (0)

Types of materials and texture maps (PBR)

This asset includes a realistic model with textures of a football ball with no brand and following the 2026 soccer ball style


Price $19.99

Zeta's Modular Fences by SpaceZeta

2026, March 30 - 12:08
Two sets of PBR modular fences for you to build to your needs!

All objects use Unity's Autodesk Interactive shader, with Base color, Roughness, Metallic and Normal maps at 2K resolution. Each set comes in six different colors. You can also use the same texture maps with any other PBR shader that supports the used texture inputs, such as if you're upgrading to a different render pipeline.


Prefabs of each modular piece in each color variation are included with a basic collision set up.


Fence 1:

- 1m | 260 tris

- 1m (No Pillar) | 214 tris

- 2m | 428 tris

- 2m (No Pillar) | 354 tris

- 2m Corner | 784 tris

- 4m | 724 tris

- 4m (No Pillar) | 650 tris

- 4m Corner | 1376 tris

- Pillar | 146 tris

- Gate | 716 tris | with movable doors


Fence 2:

- 1m | 420 tris

- 1m (No Pillar) | 538 tris

- 2m | 1010 tris

- 2m (No Pillar) | 1128 tris

- 2m Corner | 1770 tris

- 4m | 2088 tris

- 4m (No Pillar) | 2206 tris

- 4m Corner | 3926 tris

- Pillar | 122 tris

- Gate | 2024 tris | with movable doors

This pack contains 2 different sets of modular fence pieces, each in 6 different colors for you to build to your needs. It uses PBR textures to deliver a realistic, high quality look to each object while keeping a low poly count, and the included gates can be opened and animated as you wish.


The materials included in the pack use Unity's Autodesk Interactive shader for the Built-in Render Pipeline, but they can easily be converted into the equivalent shader (HDRP Autodesk Interactive or URP Autodesk Interactive) if you want to use this pack with another render pipeline. You can also use the provided texture maps with other custom shaders, as long as they use the same texture inputs (Base color, Roughness, Metallic and Normal maps).


*Grass material is not included


Price $6.99

Modular Plank Paths by SpaceZeta

2026, March 30 - 12:08
Two sets of PBR modular plank pathways for you to build to your needs!

All objects use Unity's Autodesk Interactive shader, with Base color, Roughness and Normal maps at 2k resolution. Each set comes in 4 different colors. You can also use the same texture maps with any other PBR shader that supports the used texture inputs, such as if you're upgrading to a different render pipeline.


Prefabs of each modular piece in each color variation are included with a basic collision set up.


Path 1

- Single Plank 1 | 4 colors | 12 tris

- Single Plank 2 | 4 colors | 12 tris

- 1m | 4 colors | 36 tris

- 2m (Version A) | 4 colors | 84 tris

- 2m (Version B) | 4 colors | 84 tris

- Curve (2m x 2m) | 4 colors | 96 tris


Path 2

- Sinlge Plank 1 | 4 colors | 12 tris

- Sinlge Plank 2 | 4 colors | 12 tris

- 1m | 4 colors | 36 tris

- 2m (Version A) | 4 colors | 84 tris

- 2m (Version B) | 4 colors | 84 tris

- Curve (4m x 4m) | 4 colors | 168 tris

This pack contains 2 different sets of modular plank pathways, each in 4 different colors for you to build to your needs. It uses PBR textures to deliver a realistic, high quality look to each object while keeping a low poly count.


The materials included in the pack use Unity's Autodesk Interactive shader for the Built-in Render Pipeline, but they can easily be converted into the equivalent shader (HDRP Autodesk Interactive or URP Autodesk Interactive) if you want to use this pack with another render pipeline. You can also use the provided texture maps with other custom shaders, as long as they use the same texture inputs (Base color, Roughness and Normal maps).


*Dirt and grass materials for the ground are not included


Price $4.99

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