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Updated: 7 min 6 sec ago

Easy Level Design by Smiling Eclipse

2026, January 8 - 18:54
Easy Level Design is a set of tools that help users speed up the Level Design process. It was designed for games with simple geometry and few curves, featuring 7 in-editor tools:

✨ Key Features

🎨 Placement Tools

Placement Tool – Instantly paint prefabs in the scene with real-time preview.

Grid Placement Tool – Spawn multiple prefabs in customizable grid patterns.

Circular Placement Tool – Arrange prefabs in circular loops with radius and density control.

🧭 Selection & Optimization

Selection Tool – Filter and select objects by layer, tag, name, or component.

Duplicate Cleaner – Instantly find and delete overlapping duplicates.

Randomizer Tool – Add natural variation with position, scale, and rotation randomization using Poisson Disc sampling.

🔁 Replacement & Material Management

Replacement Tool – Swap selected objects with any prefab in one click.

Material Tool – Apply new materials directly to selected objects.

⚙️ Layer System & Smart Replacement

Customizable Raycast Layers and Replacement Layers to ensure precise prefab control and automatic duplicate prevention.

Switch between Replacement Mode (overwrite objects) and Stacking Mode (build upward).

💾 Preset System

Save and load all your configuration settings (grid, circular, filters, etc.) as reusable presets for different object categories (vegetation, rocks, buildings, etc.).

⚡ Productivity Focused

Real-time placement with adjustable interval and probability.

Hotkeys for instant tool switching (1–8).

Auto-snapping and configurable snapping steps.

Fully integrated scene view workflow — no extra windows required.

🧩 Includes 7 Powerful Editor Tools

Placement Tool

Grid Placement Tool

Circular Placement Tool

Selection Tool

Randomizer Tool

Replacement Tool

Material Tool

🧠 Recommended Workflow

Create and assign proper Floor and Ground layers.

Configure Raycast and Replacement Layers to control where prefabs spawn.

Add prefabs, tweak spacing, rotation, and snapping.

Save your setup as a Preset for instant reuse.

Use hotkeys (1–8) to quickly switch between tools and keep building non-stop.

Easy Level Design is an all-in-one Unity Editor toolkit designed to make level design faster, smarter, and more enjoyable.

It offers a complete suite of in-editor tools for prefab painting, grid and circular placement, randomization, selection, replacement, and material editing — all integrated into a clean and intuitive interface.

Whether you're building vast environments or fine-tuning small details, Easy Level Design helps you focus on creativity, not repetition.

Perfect for indie developers, studios, and level artists looking to speed up their workflow and keep scenes organized.


Price $4.99

TattooRuntimeEditor by IGDMaster

2026, January 8 - 18:44
TattooRuntimeEditor is an enterprise‑grade, artist‑friendly tattoo compositing & texture‑baking toolkit for Unity—engineered for fast iteration and production‑ready results.

a C# real-time texture editing tool code

TattooRuntimeEditor — Tattoo Compositing & One‑Click Texture Baking for Unity



A professional‑grade, artist‑friendly tattoo overlay and texture‑baking solution for Unity characters and props.

Iterate in the Editor with an interactive preview (move/scale/rotate), then bake a production‑ready PNG and apply it to your material—clean, fast, and persistent.



Use Cases

  • Character customization (tattoos, decals, face paint)
  • NPC/variant generation (quick look changes without shader work)
  • Props & gear decals (logos, labels, markings)
  • URP/Built‑in projects needing a simple, reliable texture‑based pipeline

Core Features


  • Interactive Editor Preview: drag to move, wheel to scale, Ctrl+wheel to rotate
  • One‑Click Bake + Apply: generate a new PNG and apply it to the material for a persistent result
  • Non‑Destructive Preview Workflow: preview uses MaterialPropertyBlock (no material asset modification until you bake)
  • Flexible Targeting: pick Renderer + material slot + texture property (_BaseMap / _MainTex or custom)
  • Resolution Control: choose baked output size (preview remains lightweight)

Production Workflow (Editor + Runtime)


  • Edit Mode: preview quickly without importing/saving assets
  • Save/Bake: writes a baked PNG asset into the project and applies it
  • Play Mode / Build: optional sandbox save/load via Application.persistentDataPath

You’ll Benefit

  • Faster art iteration and fewer manual texture edits
  • Consistent, production‑ready outputs with a simple setup
  • A clean pipeline that avoids shader dependencies for common tattoo/decal needs

Upgrade your character customization pipeline today.


  • Website: https://kop098.github.io/igdmaster/
  • Discord: igdmaster
  • Technical Support: https://discord.gg/dzJzhaCeUg

Price $25.00

MagicMusic by IGDMaster

2026, January 8 - 18:44
MagicMusic is a professional audio-to-beatmap analyzer and plug-and-play rhythm gameplay solution for Unity.

This installation package contains a set of editor tool codes and a set of runtime component codes

MagicMusic — Audio-to-Beatmap Analyzer & Plug-and-Play Rhythm Kit


Overview: A professional toolchain that auto-analyzes audio into beatmaps, spawns pooled UI notes, and delivers responsive keyboard/touch scoring—so you can ship polished rhythm gameplay fast.



Use Cases: Music games, rhythm mini-games inside larger titles, level editors that auto-generate charts from songs, audio-driven interactive demos.



One-click analyze: Window-based analyzer; tweak sensitivity/density/lane count, export pretty JSON charts.



Auto outputs: Beatmap JSON, chart stats, ready-to-bind AudioClip/JSON pairs.

Plug-and-play runtime: MagicMusicPlayManager handles note spawn, timing windows, hit/miss logic, scoring, feedback, and lifecycle events.



Input ready: Desktop key bindings or mobile touch lanes; auto lane hit-area creation if no prefab provided.

Lightweight & pooled: Built-in pooling for tap/hold prefabs; UI/Canvas-based visuals—pipeline agnostic (URP/BiRP/HDRP).



Visual & safe: Inspector controls for timing windows, difficulty multipliers, lane colors, reload chart; non-destructive workflow.



Benefits: Minutes to integrate, instant beatmap generation, fast iteration on density/timing, stable performance with pooling.

Included: Analyzer window, play manager, lane input proxy, cache pool, demo scene with sample charts, docs.



WebSite: https://kop098.github.io/igdmaster/

Discord: igdmaster

Technical Support: https://discord.gg/dzJzhaCeUg


Price $52.00

ShadowSpace by IGDMaster

2026, January 8 - 18:44
ShadowSpace is a professional URP-ready shadow culling and optimization solution that confines real-time shadows to precise world-space volumes.

Included Contents

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

Post-processing of URP

Runtime Component and Documentation

ShadowSpace — World-Space Shadow Culling for URP


A professional shadow-optimization solution for Unity URP that confines real-time shadows to precise world-space volumes.

Drop a manager into your scene, define the box, and ShadowSpace filters all casters outside it before the main light shadow pass—no shader changes or pipeline hacks.



Use Cases

Open worlds and large environments with local “hero” areas
Indoor scenes, corridors, and arenas where only nearby props need shadows
Performance-sensitive mobile/VR projects needing tight shadow budgets
Any URP project with too many shadow casters hurting FPS


Core Features

Shadow Volume Manager: ShadowSpaceManager tracks renderers by Layer, position, and bounds, classifying them as inside/outside a 3D box.
Renderer Feature Integration: ShadowSpacePassFeature hooks URP’s context rendering and temporarily disables shadow casting for outside renderers, restoring them after the pass.
Zero Shader Changes: Works with existing URP materials and lights; no custom ShadowCaster shaders required.
Visual Debugging: Scene gizmos show the volume plus colored wireframes for inside (green) and outside (red) objects; inspector lists both sets for quick inspection.
Smart Refresh: Auto-refresh on transform changes or at a configurable interval, plus a Rebuild Now button for instant manual sync.


Website: https://kop098.github.io/igdmaster/

Discord: igdmaster

Technical Support: https://discord.gg/dzJzhaCeUg



Price $22.22

DitherHairShader by IGDMaster

2026, January 8 - 18:44
HumanHairDitherShaderURP is a studio‑grade, URP‑ready, TAA‑driven hair shader engineered for sorting‑safe opaque hair cards, crisp silhouettes, and premium strand lighting.

Included Contents

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

URP Shader and Materials 

Example Demo & Model

HumanHairDitherShaderURP — Sorting‑Safe Opaque Hair for URP



A studio‑grade, TAA‑driven dither‑coverage hair shader delivering crisp silhouettes, premium anisotropic lighting, and predictable performance.




Use Cases:
Real‑time characters, hero/cinematic hair
Dense hair cards: ponytails, braids, bangs
Beards, eyebrows, fur cards
URP projects needing opaque, sorting‑safe hair



Core Features:
Opaque Dither Coverage: AlphaToMask + ZWrite On; TAA reconstructs smooth coverage
Sorting‑Safe Cards: correct depth, no transparent sorting artifacts
Anisotropic Highlights: strand‑aligned specular with shift control
Rich Controls: BaseColor/Map, Normal+Strength, AO, Metallic, SmoothnessPower/Color
Coverage Tuning: Dither, DitherSrc, DitherAdd for edge fullness/stability
URP‑Ready: main/additional lights, shadows, lightmaps; double‑sided



Cross‑Platform Optimization:
Stable frame times via opaque queue and depth testing
Clean silhouettes at distance with TAA
Instancing‑friendly materials and lean runtime setup



You’ll Benefit:
No hair sorting headaches
Premium strand sheen and clean edges
Minutes‑to‑integrate, production‑ready workflow
Predictable performance across scenes and platforms

Requirement: URP with TAA enabled on the camera/renderer


Website: https://kop098.github.io/igdmaster/

Discord: igdmaster

Technical Support: https://discord.gg/dzJzhaCeUg



Price $18.88

GPU2DFX by IGDMaster

2026, January 8 - 18:44
GPU2DFX is a professional URP‑ready GPU‑instanced 2D flipbook VFX solution for Unity.

Included Contents

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

Editor Baker 

Runtime Component (GPU2DFXManager)

URP Shader and Materials

Sample Configurations and Documentation

GPU2DFX — GPU‑Driven 2D Flipbook VFX for URP

A professional‑grade 2D VFX acceleration solution for Unity.


By selecting flipbook frames on the GPU via a compute shader and drawing with instanced‑indirect, it removes per‑instance CPU overhead and enables massive batching with stable FPS on mobile, PC, and consoles.



One‑click bake

drop‑in prefabs

and a lightweight runtime—no Animator graphs, 

no CPU tick per instance.



Use Cases

2D flipbook VFX: explosions, smoke, hits, spells, loops
Action/platformers and shooters with many on‑screen effects
UI and live 2D effect sequences
Mobile titles needing stable frame time
Projects targeting URP with Texture2D flipbooks


Core Features

One‑click Baker: Create material + prefab from a spritesheet
Runtime Component: Loop counts, duration, billboard, random scale/delay, restart
GPU Culling & Frames: Compute‑driven frustum culling and per‑instance frame selection
Instanced Rendering: DrawMeshInstancedIndirect with minimal per‑instance data
Clean Assets: Auto instancing, render queue offset, sensible texture import
Production Shader: IGD/GPU2DFXShader
Compute Pipeline: IGD/GPU2DFX/Shader/GPU2DFXCompute.compute


Cross‑Platform Optimization

Consistent performance on mobile, PC, and consoles
Stable FPS with large numbers of simultaneous effects
Low CPU usage by offloading to GPU



Website: https://kop098.github.io/igdmaster/

Discord: igdmaster

Technical Support: https://discord.gg/dzJzhaCeUg


Price $22.88

Randomly - Ultimate Random Framework by PahutyakV

2026, January 8 - 18:21
Generate anything. Control chaos with one API!

Randomly is a comprehensive and easy-to-use random data generation library for Unity. Designed for developers and designers, it allows you to generate:

  • Vectors & Quaternions: Random 2D/3D positions, directions, rotations, and interpolations.
  • Colors: Random colors with customizable tones, ranges, or full RGBA/Hex output.
  • Strings & Passwords: Alphanumeric, symbols, and lorem ipsum generators.
  • Names & Nicknames: Male/female first names, last names, full names, and creative nickname generation.
  • Enums: Pick random values or lists with exclusions.
  • Noise: Perlin, fractal, and value noise for procedural generation.
  • Math Distributions: Gaussian, exponential, and random signs.
  • Weighted Lists: Editor-friendly weighted selection of any objects.

Important! The plugin uses the Xoshiro256** algorithm and always includes the maximum value!


Documentation


Price $4.99

UVMod - UV Move & 3D Model Recolor Tool by PixelPulse

2026, January 8 - 18:14
Move UVs in real time without re-exporting, recolor any 3D model, and use the included PSD template to create your own custom color schemes.
  • No external dependencies
  • Works with any mesh
  • Robust multi-object and Undo/Redo support
  • Dockable editor window that feels right at home in Unity
  • 44 Models ;
    • 1 x - Chimney, Clock, Cushion, Fan, Lightswitch, Television, Tissuebox, TV Furniture, Vase
    • 2 x Boxes, Frames, Lamps, Wood Planks
    • 3 x Candles, Shelves, Sofas
    • 4 x Books, Side Tables
    • 6 x Plants

UVMod lets you edit and fine-tune UVs directly in the Editor. No re-exporting, no external software, no disruption to your scene.

Including 3 demo scenes, a total of 44 low poly 3D models & one customizable 1024x1024 .psd Color Palette template.



Move UVs and change the color of every 3D model for single meshes or multiple objects simultaneously, all in real time.



Key Features


In-Scene UV Editing: Select any object with a MeshFilter and start modifying UVs in a dockable editor window. All changes are updated in real-time.


Multi-Object Workflow: Work on several GameObjects at once in a shared viewport. Ideal for batch adjustments or consistent UV alignment across multiple assets.


Precision Transformation Gizmo:

  • Translate: Click and drag inside the selection to move UVs
  • Rotate: Click and drag the edges of the bounding box to rotate
  • Scale: Click and drag the corners to scale your selection

Use the gizmo for quick adjustments, or type in precise numerical values for Offset, Rotation, and Scale.



Adaptive Selection Modes:

  • Island Mode: Select and transform UV islands with a single click.
  • Vertex Mode: Control and move individual vertices.

Advanced Filtering & Tools:

  • Multi-Texture Support: Instantly switch between materials in the preview window
  • Vertex Color Painting: Apply vertex colors directly in the UV editor
  • Filter by Vertex Color: Isolate and modify vertices based on their assigned color

Non-Destructive Workflow: All modifications occur on an in-memory copy of your mesh. Your original asset is always safe.


Apply/Reset: Commit your changes with "Apply" or instantly revert a pending transformation with "Reset".


Full Undo/Redo Support: Every action, from selection to transformation, is fully integrated with Unity's Undo system (Ctrl+Z).


Flexible Saving Options:

  • Overwrite Mesh: Permanently save your changes back to the original mesh asset.
  • Save as New: Create a new mesh asset from your modifications and automatically assign it to the selected object(s), leaving the original untouched.


PSD File:

  • Includes 36 customizable color swatches
  • Double-click any swatch in the Layers panel to preview and apply your color instantly
  • Flexible system designed to match any artistic direction

Who is this for?


Developers: Adjust assets quickly without external tools.


Environment Artists: Fix UV tiling and texture alignment across props and scenes.


Character Artists: Make small tweaks to character UVs without a full round-trip to an external application.


VFX Artists: Easily adjust UVs for mesh-based particle effects and shaders.


Technical Artists: A perfect base for building more advanced, project-specific mesh tools.


Anyone who wants to work faster and stay inside Unity.



Stop wasting time re-exporting. Start editing. Get UVMod and take control of your UVs directly inside Unity !


Price $49.99

Synthetic Warfare - Intense, Cinematic Hybrid Action Music by Ryan Materna

2026, January 8 - 18:09
Inspired by iconic action franchises like Call of Duty, Crysis, and Halo, this pack fuses epic orchestra, gritty synths, and Andrea Wood’s vocals for intense, powerful, and cinematic game experiences!

File Types - WAV Files and .ogg Files both included!

Sample Rate - 48 kHZ

Bit Depth - 24 Bits

Loopable - Yes (Loopable Versions Included)

Stereo - Yes

* All Tracks Are YOUTUBE SAFE *


TRACKLIST:


High Intensity

Synthetic Warfare - FULL

Synthetic Warfare - INTRO

Synthetic Warfare - LOOP

Synthetic Warfare - STINGER (End)

Battle Against The Machine - FULL

Battle Against The Machine - INTRO

Battle Against The Machine - LOOP

Battle Against The Machine - STINGER (End)


Medium Intensity

Point of Contact - FULL

Point of Contact - INTRO

Point of Contact - LOOP

Point of Contact - STINGER (End)


Low Intensity

Phantom Signal - FULL

Phatom Signal - LOOP


Main Theme + Trailer Music

March Side by Side - VOCALS + LYRICS (featuring Andrea Wood)

March Side by Side - SYNTH LEAD

March Side by Side - FRENCH HORN LEAD

March Side by Side - INSTRUMENTAL


HIGH-QUALITY, PROFESSIONAL SOUND

Each track in the Synthetic Warfare Music Pack was composed and produced with top-tier sound libraries, industry-standard plug-ins, and professional production techniques. The collection also features stunning vocal performances by singer Andrea Wood, delivering a cinematic sound ready for any modern game.


INTENSE, CINEMATIC ENERGY INSPIRED BY ICONIC SOUNDTRACKS

Drawing inspiration from the adrenaline-pumping scores of Call of Duty, Crysis, and Halo, Synthetic Warfare brings you music that delivers the power and energy of futuristic warfare, heroism, and high-stakes combat. Whether your game calls for pounding action, tense build-ups, or gritty, all-out combat encounters, this pack delivers music that commands attention and elevates gameplay with cinematic intensity.



Price $30.00

Desert_Grand Canyon_SET by Ruinfolk

2026, January 8 - 18:04
Desert_Grand Canyon_SET is a low-poly, stylized cartoon environment pack. It features Grand Canyon-inspired terrains and props, supporting both Built-in and URP environments.
  • Supported Render Pipelines: Built-in & URP
  • Texture Resolution: 1024x1024 (Diffuse Textures)
  • Materials: Simple, efficient materials utilizing a diffuse/color map setup suitable for a low-poly aesthetic.
  • Required Unity Version: Unity 2021.3 LTS or higher (Recommended)

The Desert_Grand Canyon_SET is a vibrant and highly optimized low-poly environment package designed to bring colorful, Grand Canyon-inspired desert worlds to life. This set is perfect for developers seeking a visually appealing, cartoon-style aesthetic with excellent performance on various platforms.


  • Stylized Low-Poly Aesthetic: Features a consistent, attractive cartoon style that is easy on the eyes and perfect for casual, adventure, and mobile games.
  • Built-in & URP Support: Full compatibility with both the Built-in Render Pipeline and Universal Render Pipeline (URP), ensuring flexibility across your projects.
  • Modular Terrain & Rocks: Includes multiple rock and cliff meshes designed to be easily combined, allowing you to quickly create unique and expansive canyon landscapes.
  • Optimized for Performance: The low-poly geometry makes this package ideal for mobile devices and performance-sensitive desktop/console games.

What's Included (30+ Unique Meshes)

This comprehensive set provides all the necessary elements to build a complete desert scene:

  • Canyons & Cliffs:
    cliff_rock_01, cliff_rock_02 (Modular main cliff pieces)
    Various large ROCK (10 variations from ROCK_01 to ROCK_10)
  • Natural Props:
    Stylized Cactus (5 variations from cactus_01 to cactus_05)
    Palmtree (2 variations: palmtree_01, palmtree_02)
    Desert Trees (2 variations: Desert trees_01, Desert trees_02)
    Stones & Small Plants (Multiple variations including stone, Plant, TREE)
  • Demo Scene: A visually engaging Demo Scene to showcase asset integration and lighting setup.

Price $13.00

URP SubPixels by R3DWorks

2026, January 8 - 18:00
Render accurate CRT and LCD display surface subpixels close up.

1 URP Shadergraph lit shader

3 Materials

3 Subpixel mask textures

3 Included Display types

 - LCD

 - CRT TV

 - CRT Monitor


Accurate pixel offsetting for authentic feel.


Use your own Subpixel Mask textures for custom subpixels.


Price $9.90

Stylized Tornado and Whirlwind Magic VFX by Piloto Studio

2026, January 8 - 17:52
Take your Unity projects to the next level with the raw energy of elemental tornados. 38 unique elements!

🌪️Elemental Tornado VFX🌪️

Are you ready to harness the raw power of nature in your Unity projects? Look no further! Introducing our stunning Unity VFX Elemental Tornados pack, designed to elevate your game to the next level!

These VFX come with plenty of magic variants such as fire, water, shock and more!

Compatible with all rendering pipelines! Please note that our shader is not compatible with some 2D setups


🌪️ Key Features 🌪️

  • Prefabs are ready to be used out of the box, simply drag and drop them into your scene!
  • 1 Shader for all particles
  • Includes one asset overview scene, and a contextual example of usage.
  • Compatible with ALL rendering pipelines
  • Tornados have a Looping prefab, Activation, and Dissipation, so you can make the tornados last for however long you need them.

The package contains 38 unique Tornados with the following magic elements:

  • Arcane
  • Crimson
  • Dark
  • Fairy
  • Fire
  • Frost
  • Holy
  • Light
  • Mist
  • Nature
  • Shock Yellow
  • Shock Blue
  • Universe
  • Void
  • Water
  • Wind

Price $39.99

Magical Walls VFX by Piloto Studio

2026, January 8 - 17:52
40 Incredibly polished stylized elemental barriers! You can adapt the size of the wall and it works from all angles and in all pipelines. Some of the elements include fire, water, ice and more!
  • 231 Materials
  • 195 Textures
  • 17 models for VFX purposes only. 
  • All shaders using shader graph and particles use a helper script

40 Unique elemental magic barriers.

This also includes a powerful script which makes these walls 100% adaptable and repositionable.

Compatible with all rendering pipelines! Please note that our shader is not compatible with some 2D setups

🛆🛆🛆 Key Features 🛆🛆🛆

  • Prefabs are ready to be used out of the box, simply drag and drop them into your scene!
  • 1 Shader for all particles
  • Includes one asset overview scene, and a contextual example of usage.
  • Compatible with ALL rendering pipelines

The package contains 40 unique VFX with the following magic themes:

  • Arcane
  • Circus / Magician
  • Crimson
  • Dark
  • Disco
  • Fairy
  • Fire
  • Frost
  • Holy
  • Light
  • Mist
  • Nature
  • Shock Yellow
  • Shock Blue
  • Origami
  • Tron
  • Sand
  • Necromancy
  • Honey
  • Tech
  • Universe
  • Void
  • Water
  • Wind
  • & MORE!

Price $34.99

Midas & Gold VFX Starter Kit by Piloto Studio

2026, January 8 - 17:52
Unlock the magic of Midas! Gold everywhere with a magical flare, with this complete 39 large VFX pack, with projectiles, impacts, AOE spells and more!
  • 195 Textures
  • 158 Materials
  • 89 Models for VFX purposes only

You can buy this at a heavily discounted price on our super bundle, this pack is included!

https://u3d.as/3Aqo


⚡Stylized Midas Spells Bundle⚡

This package contains lots of game-ready VFX, coming in a variety of flavors to spice up your game!

All VFX are well optimized and ready for mobile and console.

We offer compatibility for both Standard render pipeline, Universal render pipeline (URP) and High definition render pipeline (HDRP).

Key Features ✨

  • Minimal set-up to get it working on your own mesh
  • 1 Shader for all particles
  • 1 Shader for all 3D Models
  • Includes one asset overview scene, and a contextual example of usage.
  • Compatible with ALL rendering pipelines
  • Stylized art style
  • Drag and Drop!

Includes these and more:

  • AOE Explosion
  • Aura
  • Beam Effect
  • Elemental Sword Slash
  • Enchanted Ground
  • Impact VFX
  • Impales FX
  • Mesh FX
  • Muzzle Flash
  • Orb
  • Projectile
  • Sky Flurries
  • Wings
  • Shield FX
  • Attacks
  • Spells
  • And More Sorted Combat FX!

Price $39.99

Audio Manager Pro – Complete SFX & Soundtrack Suite by Eduardo Martinelli

2026, January 8 - 17:37
This package provides a production-ready SFX & Soundtrack Management system for ALL your audio needs — a single toolkit, a once-and-for-all solution for handling music, SFX, and positional audio.
  • Complete audio management system for SFX and Soundtracks
  • Fully featured Soundtrack Manager (play, stop, pause/resume, crossfade, volume control)
  • Soundtracks cross-fade automatically between sets of audio clips
  • SFX Manager supporting both 2D and 3D positional audio, built-in variance and pooling
  • Supports multiple audio clips per SFX with randomized pitch ranges for natural variation
  • Works with both component-based setups and direct script calls
  • Minimal setup — place managers in scene, populate your audio data, have fun!
  • Clean, simple API for triggering sounds programmatically
  • Extensively tested in commercial environments
  • Easy to extend and integrate into existing codebases
  • Includes interactive demo scenes and step-by-step documentation
  • Clean, well-documented C# source code with summaries and comments
  • Production-ready implementation validated for Unity 6 and down to 2022.3.25f

Audio management is one of the most persistent hurdles in Unity development. Many developers end up reinventing the same audio scripts across projects, struggling with smooth track crossfading, the absence of proper pooling, and inefficient positional sound.


Solve all of your audio needs — permanently — and quickly.


This package delivers a robust, extensible, and thoroughly tested system designed to handle soundtracks, sound effects, positional audio, and component-based triggers in any Unity project. It enforces clean architecture, eliminates repetitive boilerplate. Giving your game a professional-grade audio pipeline used and reused across real industry projects.


The Soundtrack Manager provides all essential features out-of-the-box: play, stop, resume, volume control, and seamless cross-fading between tracks.

The SFX Manager supports both 2D sounds and fully positional 3D audio, whether triggered through your scripts or via component-based architecture within the editor. Everything is fully documented and requires minimal configuration.


This package includes an interactive demo scene, step-by-step documentation, and clear integration samples so you can drop it into any workflow with ease. It is broadly compatible with different Unity versions, tested in Unity 6 and compatible with versions down to 2022.3.25f. This system has been used in commercial environments and proven to improve organization and audio consistency, even in large-scale projects.


Make your projects sound professional, cleanly organized, and production-ready with minimal effort.


All of our packages are written by experienced industry professionals and tested in real, commercial projects. We include descriptive documentation, example scenes and step-by-step instructions so even unseasoned application developers can use our tools.


We offer long-term support and assistance at support@colosso.digital


Price $17.99

Dark Ghosts FREE by SR Studios Kerala

2026, January 8 - 17:32
Dark little Ghost. FREE edition.6 Ghosts, 1 Animation.

- Prefabs : 6

- Poly count (in Tris) : 2552 (With Props)

- Animations : 1 (Idle)

- Used Material(s) : Unity standard material

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)

Note : This is the FREE version of the asset pack “Dark Little Ghosts”.


This pack contains 3d Model and Animation of a Dark Little Ghosts.Best fit for fun and Creepy games.You can use this pack commercially.


Technical Details:-

- Prefabs : 6

- Poly count (in Tris) : 2552 (With Props)

- Animations : 1 (Idle)

- Used Material(s) : Unity standard material

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)


Features:-

- Low poly design

- Props can be toggled On/Off

- Customizable (Create new ghost variation easily)

- Mobile/AR Ready asset

- You can add Custom PBR textures

- Smooth animations (Seamless loop)

- High quality textures

- Textures can be Easy to edit/modify

- Demo scene, Colliders included


How to use:-

Simply drag and drop the prefab to your scene and use it.

(Prefab(s) located under 

Asset > Dark Ghosts FREE > Prefabs).


.................................................................................


About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India


Contact : srstudioskerala@gmail.com


................Thanks for downloading this package................................


Price $0.00

2D Stickman Action Combat Platformer Animation Pack - 40+ Animations by Monish Create

2026, January 8 - 17:19
40+ Sprite-based stickman combat animation pack for platformers and combat games.

48 Animation clips made from 41 SpriteSheets

Animated: Yes

Animation type list:

  • Idle variations
  • Walk (forward, backward, neutral)
  • Run / dash
  • Jump / fall / flip / air poses
  • Wall slide
  • Rolls & evasive moves
  • Attack combos (player)
  • Enemy attack telegraphs
  • Enemy dash & follow-through attacks
  • Taunts & character poses
  • Transition animations (get up, ready stance, etc.)
  • Cinematic / cutscene animations (falling, landing, etc.)

Additional: Pixel-based (SpriteSheets)

This pack includes a collection of handcrafted 2D stickman animations designed for action, combat, and platformer games. All animations are provided as sprite sheets and Unity-ready animation clips.

📁 Included in This Pack

  • Special poses & taunts40+ handcrafted animations, including:
    Idle variations
    Walk, run, jump, fall
    Dash, roll, slide
    Attack combos
    Enemy attack telegraphs
    Hit reactions and stun
  • Sprite sheets for each animation
  • Unity animation clips (.anim)
  • Demo scene showcasing all animations


Price $19.99

Visual Timeline Editor for DOTween by PLPL Factory

2026, January 8 - 16:40
A visual editor extension for Unity that lets you create and manage DOTween animation sequences with an intuitive timeline.
  • Visual timeline editor for DOTween sequences
  • Drag & drop interface, multi-selection, and grid snapping
  • Real-time animation preview in the editor
  • Supports position, rotation, scale, color, fade, jump, shake, punch, and UI (anchored position)
  • Custom easing curves and value modes (absolute/additive)
  • Undo/Redo support
  • Loop settings and timeline scrubbing
  • Works with DOTween Free (tested) and can be used alongside DOTween Pro (Pro-exclusive features not supported)

Visual Timeline Editor for DOTween is a Unity editor extension that makes creating complex DOTween animation sequences easy and visual.


No coding required—just drag and drop, adjust timing on a timeline, and preview your animations in real time.


Perfect for both programmers and non-programmers who want to speed up their workflow and fine-tune animations directly in the editor.


Animation sequences are saved as ScriptableObjects, making it easy to reuse and share animations across multiple scenes and prefabs.


Supports position, rotation, scale, color, and more.


If you want to make your Unity projects more dynamic and expressive, this tool is for you.



Price $12.00

Save System, by DTWorldz by DTWorldz

2026, January 8 - 16:40
A modern Unity save system that just works—IL2CPP-safe, zero deps, modular subsaves, prefab respawn, async progress, and a ready-to-play demo. Drop in, hit save, done.

It requires to have Newtonsoft Json package installed. Should come with the package.

com.unity.nuget.newtonsoft-json


TextMeshPro is required for checking DemoScene. But not required to use the feature ofcourse.

DTWorldz.SaveSystem, Modern, Modular Saving That Just Works


Make saving a solved problem. DTWorldz.SaveSystem is a lightweight, IL2CPP-safe framework built on JsonUtility that gives your game rock-solid persistence, prefab respawn, and a modular subsave architecture—all with zero external dependencies and a polished demo scene you can run on day one.


Why developers love it

  • IL2CPP/AOT safe — No reflection-heavy libs. Fast, tiny, console/mobile-ready.
  • Zero dependencies — Pure Unity API. Drop it in, ship it.
  • Modular “Subsave” design — Save Transform/Animator/Physics/Stats/Inventory (and more) per object, cleanly.
  • Stable identity — SaveGuid ensures scene objects keep the same ID; prefabs get unique runtime IDs.
  • Prefab respawn — Save a prefabId; on load it’s re-instantiated at the saved position/rotation and fully restored.
  • Async progress — Non-blocking save/load with progress reporting and a ready-made UI.
  • 2D & 3D friendly — Works with any render pipeline; examples included.

How it works (in 30 seconds)

  1. SaveGuid gives every save participant a stable ID.
  2. EntitySaver collects small ISubsave adapters (e.g., Transform, Rigidbody2D, Animator…) and stores their JSON payloads under unique keys.
  3. SaveManager writes/reads a JSON file. On load, it respawns missing prefabs by prefabId, reassigns their saved GUID, then restores all subsaves (with a prioritized order for deterministic results).

Prioritized restore order (default): transform → rigidbody2d → animator — so physics and animation land exactly where they should.


What you get out of the box;

Core

  • SaveManager (async save/load + progress)
  • SaveGuid (stable identity; handles scene vs prefab intelligently)
  • EntitySaver (discovers and applies subsaves; includes diagnostics)
  • PrefabCatalog + ISpawnRecipeProvider (respawn system)

Built-in subsavers

  • TransformSubsave — position, euler rotation, local scale
  • Rigidbody2DSubsave — body type, damping, constraints, linear/angular velocity, sleep
  • AnimatorSubsave — float/int/bool parameters, per-layer state (hash + normalized time), optional triggers on load
  • HealthSubsave — max/current; optional deactivate/destroy if dead on load
  • PlayerStatsSubsave — HP/MP/regen/level/XP (fires UI change events)
  • InventorySubsave — item stacks (id+amount), resolved via ItemRegistry

Utilities

  • JsonSerializer, SaveFile, SavePathResolver (atomic writes)
  • Optional Compression (GZip) and Obfuscation (XOR)
  • SaveSettings (pretty print, paths, compression/obfuscation, default catalog)
  • ItemDefinition ScriptableObject + ItemRegistry (auto-loads from Resources/Items)

Demo scene you can learn from (and reuse)

A clean, ready-to-play scene shows everything working together:

  • Player with movement, jumping, shooting, health/mana, and inventory
  • Chest interactable (Animator bool/trigger modes)
  • Snakes that roam, deal contact damage, drop loot, and respawn from saves
  • UI with Save/Load/Quick buttons, progress bar, and status text
  • Inventory toggles and health/mana bars wired to live events

Open, press Save, make a mess, press Load—watch the world snap back exactly.

Production-ready by design

  • Deterministic restores via prioritized subsave order
  • Editor guardrails in SaveGuid (no baked IDs in prefab assets; runtime IDs auto-generated)
  • Diagnostics toggles for missing subsavers and type mismatches
  • Renderer-agnostic (Built-in / URP / HDRP) and platform-ready (desktop, mobile, console)

Extend in minutes

Need to save your own component? Implement:

public interface ISubsave {
string Key { get; } // unique per GameObject, e.g. "myfeature"
string TypeId { get; } // human-friendly payload label
string CaptureJson();
void RestoreJson(string json);
}

Add it beside EntitySaver—done. No reflection, no codegen, no headaches.

Requirements

  • Unity 6+ (tested up to latest LTS)
  • TextMeshPro recommended for the sample UI

Perfect for

  • Indie games that need a trustworthy, maintainable save system
  • Teams shipping to IL2CPP/AOT targets (consoles/mobile)
  • Projects that want clear separation of concerns and easy debugging
  • Anyone who prefers simple JSON over opaque binary formats

Drop in. Press Save. It works.
With stable GUIDs, prefab respawn, modular subsaves, and a polished demo, DTWorldz.SaveSystem turns saving from a chore into a checkbox—so you can ship faster with confidence.


Price $9.99

2D Pixel Character Pack – Attacker Class by RAD Studio

2026, January 8 - 16:38
2D pixel attacker character pack (17) for platformers—Idle/Walk/Attack1 for all, with some characters featuring Buff and Attack2–Attack4; includes prefabs and a demo scene.
  • Characters: 17 Attacker-class pixel characters
  • Animations (ALL): Idle / Walk / Attack1
  • Extra animations (SOME): Buff / Attack2 / Attack3 / Attack4
  • Prefabs included: Yes (character prefabs)
  • Demo scene included: Yes
    Assets/RAD_Pixel2D_Characters_Attacker/Demo/DemoScene.unity
  • Prefabs path:
    Assets/RAD_Pixel2D_Characters_Attacker/Prefabs/
  • Recommended import settings: PPU 64 / Filter Mode: Point / Mip Maps: Off / Compression: None
  • Slicing: Automatic, with manual frame size & pivot adjustments
  • Pivot: Feet-aligned (ground/shadow line)
  • Notes: Attack frames may extend beyond idle/walk bounds by design

2D Pixel Character Pack – Attacker Class is a production-ready pixel character pack designed for side-view 2D games (platformers, action RPG, roguelite, metroidvania, beat ’em up, etc.).

It includes 17 attacker-class mercenary characters, each provided as a ready-to-use prefab with animations, plus a demo scene to preview all characters and animation playback.

What’s included

  • 17 Attacker characters (pixel art)
  • Animations included on ALL characters:
    Idle
    Walk
    Attack1
  • Additional animations included on SOME characters:
    Buff
    Attack2
    Attack3
    Attack4
  • Character prefabs included (ready to drop into your scene)
  • Demo scene included (preview all characters and animations)

Demo Scene Path

Assets/RAD_Pixel2D_Characters_Attacker/Demo/DemoScene.unity

Prefabs Path

Assets/RAD_Pixel2D_Characters_Attacker/Prefabs/

Sprite / Pivot notes

  • All sprites were sliced using Automatic (not “Grid by Cell Size”), and frame sizes/pivot positions were manually adjusted as needed.
  • Characters use a consistent feet-aligned pivot (ground/shadow line) for stable placement.
  • Idle/Walk animations were created in a 64×64 or larger working frame size during production.
  • Attack animations may extend wider than idle/walk frames (e.g., weapon reach), which is intentional.

Support

  • Email: positionHyun@Gmail.com

Price $19.99

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