Old used caravan by LYRAT
- Polygons are all quads or tris, no n-gons
- No overlapping UVs
- Model scaled to approximate real world size
- Model clean centered
- All textures and objects named appropriately
- No special plug-ins needed to use this product
- Vertecis: 11.406
-- TEXTURES --
High Quality Textures made in Substance Painter:
- 2048x2048
- Textures in .png format
- Textures made for Physically Based Rendering (PBR)
Price $15.00
Realistic Solar Panels by LYRAT
- no overlapping UVs
- Model scaled to approximate real world size
- Model clean centered
- All textures and objects named appropriately
- No special plug-ins needed to use this product
-- TEXTURES --
High Quality Textures made in Substance Painter:
- 2048x2048
- Textures in .png format
- Textures made for Physically Based Rendering (PBR)
Price $19.00
Waterfiltration System by LYRAT
- The models are comprised of polygons/triangles - no n-gons
- No overlapping UVs
- Models scaled to approximate real world size - Models clean centered
- All textures and objects named appropriately
- No special plug-ins needed to use this product
- Verices: Water Filter: 12.514; Water Filter Bag: 3.241; Water Filtration System: 11.775
-- TEXTURES --
High Quality Textures made in Substance Painter:
- 2048x2048
- Textures in .png format
- Textures made for Physically Based Rendering (PBR)
You get a combined waterfiltration system which you can easily hanging it on a tree or pole. And a waterfiltration system which consists of two parts: The bag and filter, to lay them down somewhere.
Price $9.00
Auto-ASMDEF by 2SD
Auto-ASMDEF provides an easy way to create assembly definition files to your entire project or to selected folders, in a way that resembles Unity's special compilation folders.
Why use assembly definition(or asmdef) files?
Using assembly definitions can speed up compilation times, because when set up properly you only have to recompile the part of your code that's changed - the most common scenario is you have a lot of assets from the store which clutter both your first and second passes, meaning whenever you change your own code you'll have to recompile those as well, even when they aren't changed at all, an essentially empty project with only a handful of popular assets can lead to even a minute long compilation each time when in reality you might only have a few thousand lines of code that needs to be recompiled.
So what's the catch?
Setting them up by hand can be extremely cumbersome. Each time you create a new asmdef file Unity will recompile, then when you add an assembly definition reference it has to recompile again. I set up a test project(with Playmaker, Behaviour Designer, Doozy UI, MasterAudio and EVP5 - so nothing crazy, I'm certain most of you have a similar setup even on day0), these required 487 asmref files - and not only that, you have to make sure you add them to the correct assembly(which as you might imagine can be a huge pain when you have to do it 487 times). But apart from that, even if I know exactly where to place the asmref files, and which assembly I want to target, in this case it took approximately 11 seconds to recompile my scripts, doing it 487 times would mean almost an hour and a half of waiting alone. Ouch.
Alright, so we ended up between a rock and a hard place, where to go from here?
Auto-ASMDEF solves these issues completely. You set a target directory you want to use for storing the created asmdef files, if you want to always include assemblies you can set them up here as well, you can set up the excluded folders if you want, then press a button and boom, done. It will automatically create the required asmdef files, and the references in each subfolder which contains a script, and at that point you only have to recompile those assemblies when you make a change to them(for example if you update them from the store).
The folder structure stays the same, your files won't be moved or changed in any way, only new ones will be created(and this whole process can be reversed with a single click as well if needed).
Requirement: 2019.2 and up(it relies on .asmref files which were added in an alpha version of 2019.2)
Price $14.99
Cartoon GUI by Codematics Inc.
Source files are available to edit and modify and even create new UI elements using photoshope.
Feature Overview File-size: 1920×1080 Different Buttons. Dialog Boxes. Png Files PSD file is provided,you can change the size and color.
Price $4.99
Arcade Cars: E9 2800CS / CLS by Zuhian Teiyu Creative Studio
🔸 Two models: 3800 tris (2800CS), 5000 tris (CLS).
🔸 Separated wheels.
🔸 Three set of materials per model.
📧 Send any suggestion or question to: zuhianteiyu@protonmail.com
Price $4.99
UIElements Expansions: Reorderable List by mathru.net
3 functions support you.
1. Global Style Sheet
The CSS that the USS file is based on is basically used by writing something common in the header of the web page。
“Global Style Sheet” is a function that can use USS as a common style file.
2. Inspector design automatic assignment function
Before UIElements appeared, you had to write an editor script to change the design and placement of the inspector.
With the advent of UXML, you can now write these designs as if you were writing HTML.
However, in order to apply this and style sheets, it is necessary to create a short editor script.
This asset eliminates the hassle.
If you place a uxml file with the same name as the class you want to apply in the Assets folder (anywhere), the uxml file is automatically applied to the Inspector.
Furthermore, if you place a uss file with the same name as the class to be applied to the Assets folder, the uss file can be applied only to the inspector of that component.
In addition to components that inherit MonoBehaviour and ScriptableObject, you can also create your own classes with the [System.Serializable] attribute.
3. Reorderable List
Have you ever wanted to add / delete or change the order easily when you want to edit an array or a list like List<T> on the Inspector?
There is a Reorderable List that can be used with IMGUI, but it was necessary to write a difficult script.
This makes it easy to use in UIElements.
You can add, delete, and reorder serialized array elements or lists.
Of course, USS can be applied, so the design can be changed freely.
Usage is the same as other uxml tags.Just write like this (<editor:ReorderableList binding-path="list" />)
This will expand the ReorderableList of serialized list fields.
Price $5.99
Cyberpunk Sports Car 2 by Lukebox
Key features:
• Rotating tyres
• PBR textures
• 3 LODs included (24,000 - 6100 tris)
• Texture resolution 2048x2048
• Texture file type .png
• Model file type .FBX
• Easily add color variations by changing the light material color
For the image effects seen in the screenshots, please import and use the Unity Post-Processing stack, available on the Asset Store.
Problems, feedback, suggestions?
Email me
Price $9.99
200 Skyboxes in 1 by BG Studio
This package contains 200 hi-res 4096 x 2048 skyboxes for different kinds of weathers. The demo scene is included for browsing the skyboxes. Please view the screenshots for details.
Key Features::
- 360 panorama skybox.
- Optimized for mobile devices.
- Compatible for VR platform.
Contains:
- 200 cubemap textures.
- 1 material.
- 1 demo scene.
Price $9.99
Player Pref Anything by aseward.games
Do you need to save a local leaderboard, game progress, stats, anything? Player Pref Anything is a full replacement of the Unity PlayerPref system designed to be a faster and easier way to save your data without the hassle of a large and complicated save system.
Need something just a tiny bit more in depth? Or maybe you need to store you save data online in a cloud storage. Player Pref Anything comes with a fully replaceable back-end controller, allowing you to customize where the bytes are stored.
Effortless integration into existing PlayerPref based projects, simply import the namespace using PlayerPrefs = Plugins.PlayerPrefAnything.PlayerPrefs and immediately gain all the benefits of Odin Serializer. No more constant reads and writes to the registry!
Highlights
Store ANYTHING
Quickly upgrade existing PlayerPref project to PlayerPrefAnything
Customizable Storage Pipeline
In-Editor modifying of pref values.
Build prefs with your project allowing you to set default values without a complicated manager.
Mark variables as PlayerPrefs to give them a key backing.
Fully auto-generated documentation
Source is included, modify to suit your needs.
This asset uses Odin-Serializer under Apache 2.0; see Third-Party Notices.txt file in package for details.
Price $14.99
Soldier Robot by Agarkova_CG
Character setup to work with Mecanim.
PBR textures.
-Albedo -AO -Metallic -Normal (all 2048-2048 size)
Tris: 10960 Verts: 6013
Normal map format – DirectX.
Prefab – 1.
This character is humanoid.
Use it for your amazing games!
Please rate and comment my work.
agarkova.cg@gmail.com
Hope you like it!!!
Price $9.99
Lungs Dissection Animated Parts by Anatomy3DM
Of course it is ready for scenarios, virtual reality, mixed and augmented reality.
Prefabs, when dragging to scene is centered 0.0.0
Tris: 545.9 K
Verts: 1.2 M
More great ANATOMY assets: click here
for support: contact us
Price $19.99
Minimalism Puzzle by Puszkarek
DEMO APK
This is a complete mobile puzzle game template.
Swipe your finger to move the player and find the way to end that is marked with a green block.
The gameplay is fun and relaxing.
Features
⦁ Demo scene with 20 levels.
⦁ Complete game ready to publish.
⦁ Dynamic level Menu(All level selector buttons are generated according to the number of levels).
⦁ It contains only a few compact scripts.
⦁ Advertisements (rewarded ads for skip level, interstitial ads)
⦁ Optimized for mobile(but work on mouse).
⦁ UI interfaces & menus
⦁ Minimalist designer
Scripts are written in C#
If you have any questions, please don't hesitate to write us an e-mail: puszkarek1392@gmail.com
Price $20.00
PBR Modern Smartphone by YGS Assets
It comes with 3 different colors (Teal, Black and White), PBR maps, the screen masked screen area to use on shaders. The textures resolution is 2048x2048, the package also comes with some easy to customize PSDs in case you want to create new colors.
The smartphone model has 160 verts and 204 tris.
Perfect to use in a first person environment.
Thanks,
Any question, let me know:
@yorkgamestudio
Price $5.00
VGS Cross-Platform Save System BETA by Viridax Game Studios
Features
SQLite Databases
Binary Serialisation (Save and Load to/from file)
Easy to use editor and inspector controlls
Extensive documentation
Dedicated discord server
Coming Soon: XML Datastores
The Save System is still in Early BETA and thus has only its core features. We are quickly working towards improving it and with your feedback, we can add features that you want.
Price $9.99
FP Motion - Procedural Motion System by Unfinished Studios
[ Windows Demo | Web Demo ]
FP Motion takes your first person game to the next level!
FP Motion is a plugin that uses a robust spring system and a library of different motion effects to improve the feel of your games.
Motion Effects
- Offset
Position your camera and guns wherever you want!
- Bob And Roll
Makes your camera and guns move as the player moves!
- Sway
Rotate and position your guns whenever the player moves the camera, thus adding weight to them!
- Lean
Use the Q and E keys to change your camera and guns position to create a leaning effect!
- Strafe
Simulates how a person's head rotates a bit when moving sideways.
- Shooting
Simulates recoil when the player is shooting.
- Animation Addition
Follows an object's animation, but allows you to make the magnitude bigger or smaller, smoother or stiffer!
- Breath (Idle)
Simulates a sort of breathing in and out effect, great for your first person guns!
- Falling
Simulates a sort of falling effect, where the object it is used on moves back and rotates as the player falls.
- Landing
Simulates a landing effect by applying a position and rotation force when the player lands.
Platforms
The components in FP Motion have only been tested on PC, but they should work just fine anywhere else.
Integrations
- Low Poly FPS Pack
- Low Poly FPS Pack - Free (Sample)
- Easy Weapons
Contact E-Mail: unfinishedstudios@outlook.com
Price $30.00
DaTable Lite by Niwashi Games
DaTable displays data lists such as items and monsters.
You can create your own data class by inheriting DaTableElement.
- Save the data list in a DaTable asset.
- DaTable assets are managed and edited in the DaTable Window.
- Create a data class by inheriting DaTable Element in your own script.
- Data is selected in the DaTable Window and edited in the Inspector.
- Get the data class from the script and use it.
Price $0.00
ABC - Ability & Combat Toolkit by DiceLock Studio
ABC is an Editor Extension Toolkit which allow you to easily create abilities and also provides many other combat related features, all in a simple to use interface.
For all types of games from 3rd Person to FPS; create melee attacks, combos, magic spells and more with an infinite number of effects like healing an ally, pushing objects or inflicting damage.
The toolkit also comes with animations, graphics, audio and other features relating to abilities and combat including health/mana management, AI, targeting and more.
Documentation | Trailer | Website | Demo | Tutorial | Twitter
Contact: DiceLockStudio@gmail.com
Additional Features
- AI
- Health/Mana System
- Target and Auto Target System
- Automatic Object Pooling
- Stat Creation
- Scroll-able Abilities
- Full Animation Control
- Hit Reaction System
- Fully Interactive Icon Toolbar/Book
- Export & Import System
- Graphics, Animations and Audio Assets
- Ammo & Reload System
- 2 Playable Demos
- UI System showing target info, health/mana, ability activation progress and more
- Ability Grouping allowing abilities to become enabled/disabled on certain events
- Plus more!
Price $58.25
