Player Prefs Plus by SteveSmith.Software
An enhanced player preference system
Save and Retrieve preferences for multiple players.
Preference data types include :-
int, string, float, bool, long, byte, DateTime, Vector 2,3 and 4, Color, Quaternion, Rect, Sprite, GameObject and UnityEngine.Object
Supports arrays of all data types above.
Setup and copy default values
GUI Editor and code for defining preferences and values
Powered by SQL4Unity.
Visit Publishers Website for full online documentation
Price $0.00
Save and Retrieve preferences for multiple players.
Preference data types include :-
int, string, float, bool, long, byte, DateTime, Vector 2,3 and 4, Color, Quaternion, Rect, Sprite, GameObject and UnityEngine.Object
Supports arrays of all data types above.
Setup and copy default values
GUI Editor and code for defining preferences and values
Powered by SQL4Unity.
Visit Publishers Website for full online documentation
Price $0.00
Digger by Amandine Entertainment
Digger is a simple yet powerful tool to create natural caves and overhangs on your Unity terrains directly from the Unity editor.
Forum | Doc | Discord
> > SPECIAL LAUNCH OFFER! Don't miss it, the price will be higher in a week or two!
More and more AAA games add gentle overhangs and caves to their environment to make it more realistic, more interesting and more diversified.
A common way to do this is to create 3D models with an external modeling tool, and then place them manually over the terrain and blend them with it. This is tedious, unpractical and inefficient unless you have an army of 3D artists and level designers... and even in that case, you'd probably want them to focus on more valuable work.
This is where Digger comes to action. No more external tool required, no more loss of time, no more headache. It lets you create caves and overhangs on your terrain directly within the scene view, in a few clicks.
It will make you feel like you have a voxel terrain in your hands, without the downsides. It actually keeps the new, fast and reliable Unity's terrain system and creates seamless cave/overhangs meshes just where you need. Internally, Digger uses voxels and Marching Cubes to create meshes, but instead of replacing the entire terrain with a voxel terrain, it creates a mix of them and gives you the best of both worlds.
With this tool, you will be able to:
- Dig in your Unity terrain just like if it was a smooth voxel terrain.
- Create overhangs (the opposite of digging).
- Apply different textures on the overhangs, in the caves, etc.
However, you won't be able to:
- Dig in real-time and at runtime.
- Generate caves procedurally.
If you need these features, you should get a full voxel-based terrain solution, like Ultimate Terrains.
« Wait! I heard that Unity 2019 will have caves built-in, so why should I buy this? »
As things stand, Unity plans to give a clean way to cut holes in the terrain, that's all. A hole is not a cave, it's just about cutting a piece of terrain so you can, for example create the entrance of a tunnel. Actually, when this feature will be available, Digger may become even more powerful as it should be an excellent companion for terrain holes feature.
Full feature list:
- Easy to setup
- Dig/add mater on terrain
- Paint texture on cave meshes
- Reset back to terrain (locally)
- 'Sync & Refresh' button to recompute everything (useful if terrain textures or terrain heights changed)
- Clear (remove all modifications made with the tool)
- Undo/redo
- Automatic collision solver
- Create LOD groups (for caves/overhangs meshes) automatically
- Remove grass and details automatically
- Persists modifications on the fly
- Multi-terrains support
- Add triplanar mapping to standard terrain shader
- Includes a triplanar mapping shader for meshes equivalent to the terrain shader
- Supports CTS, but without the possibility to change textures of meshes. Texture can only be the same as terrain texture above. This should become possible in a future version of CTS.
Limitation:
- Doesn't work properly with terrain lightmapping
- Until Unity releases the official terrain holes feature (expected to be in Unity 2019.2), Digger has to create bigger meshes to handle collision. Most of the time, you should not care about this, but if you cover your entire terrain with caves and overhangs, there will be an impact on performance. If this is what you want to do, you should get a full voxel-based terrain solution, like Ultimate Terrains.
Roadmap:
- Remove trees automatically (unless it kills the perf)
- Add details objects on caves/overhangs meshes
- HDRP/LWRP support (waiting for triplanar mapping in HDRP/LWRP terrain shaders)
Features that will have to wait for Unity 2019.2 and the official terrain hole feature:
- Lightmap support in caves (light passing through terrain holes), depending on feasibility
- Pathfinding
Digger requires Unity 2018.3 (or a more recent version) as it's built on the new terrain system. It also requires Burst, Collections and Mathematics packages.
Price $28.00
Forum | Doc | Discord
> > SPECIAL LAUNCH OFFER! Don't miss it, the price will be higher in a week or two!
More and more AAA games add gentle overhangs and caves to their environment to make it more realistic, more interesting and more diversified.
A common way to do this is to create 3D models with an external modeling tool, and then place them manually over the terrain and blend them with it. This is tedious, unpractical and inefficient unless you have an army of 3D artists and level designers... and even in that case, you'd probably want them to focus on more valuable work.
This is where Digger comes to action. No more external tool required, no more loss of time, no more headache. It lets you create caves and overhangs on your terrain directly within the scene view, in a few clicks.
It will make you feel like you have a voxel terrain in your hands, without the downsides. It actually keeps the new, fast and reliable Unity's terrain system and creates seamless cave/overhangs meshes just where you need. Internally, Digger uses voxels and Marching Cubes to create meshes, but instead of replacing the entire terrain with a voxel terrain, it creates a mix of them and gives you the best of both worlds.
With this tool, you will be able to:
- Dig in your Unity terrain just like if it was a smooth voxel terrain.
- Create overhangs (the opposite of digging).
- Apply different textures on the overhangs, in the caves, etc.
However, you won't be able to:
- Dig in real-time and at runtime.
- Generate caves procedurally.
If you need these features, you should get a full voxel-based terrain solution, like Ultimate Terrains.
« Wait! I heard that Unity 2019 will have caves built-in, so why should I buy this? »
As things stand, Unity plans to give a clean way to cut holes in the terrain, that's all. A hole is not a cave, it's just about cutting a piece of terrain so you can, for example create the entrance of a tunnel. Actually, when this feature will be available, Digger may become even more powerful as it should be an excellent companion for terrain holes feature.
Full feature list:
- Easy to setup
- Dig/add mater on terrain
- Paint texture on cave meshes
- Reset back to terrain (locally)
- 'Sync & Refresh' button to recompute everything (useful if terrain textures or terrain heights changed)
- Clear (remove all modifications made with the tool)
- Undo/redo
- Automatic collision solver
- Create LOD groups (for caves/overhangs meshes) automatically
- Remove grass and details automatically
- Persists modifications on the fly
- Multi-terrains support
- Add triplanar mapping to standard terrain shader
- Includes a triplanar mapping shader for meshes equivalent to the terrain shader
- Supports CTS, but without the possibility to change textures of meshes. Texture can only be the same as terrain texture above. This should become possible in a future version of CTS.
Limitation:
- Doesn't work properly with terrain lightmapping
- Until Unity releases the official terrain holes feature (expected to be in Unity 2019.2), Digger has to create bigger meshes to handle collision. Most of the time, you should not care about this, but if you cover your entire terrain with caves and overhangs, there will be an impact on performance. If this is what you want to do, you should get a full voxel-based terrain solution, like Ultimate Terrains.
Roadmap:
- Remove trees automatically (unless it kills the perf)
- Add details objects on caves/overhangs meshes
- HDRP/LWRP support (waiting for triplanar mapping in HDRP/LWRP terrain shaders)
Features that will have to wait for Unity 2019.2 and the official terrain hole feature:
- Lightmap support in caves (light passing through terrain holes), depending on feasibility
- Pathfinding
Digger requires Unity 2018.3 (or a more recent version) as it's built on the new terrain system. It also requires Burst, Collections and Mathematics packages.
Price $28.00
Naninovel — Visual Novel Engine by Elringus
Naninovel is a comprehensive solution for creating full-featured visual novels using writer-friendly tools.
DEMO • SANDBOX • GUIDE • SUPPORT
Document-Based Scripts
Designed for scriptwriters, novel scripts — unique feature of the engine — allow developing complex text-based adventure games using familiar text editors. Write stories, not code!
Comprehensive Tools
Get everything you need to create a full-featured visual novel: text printers, skipping and auto-advancing, save-load system, characters voicing, transitions and special effects, conditional story flow and much more.
Advanced Visuals
Powered by Unity game engine, you have all the power of the modern GPU at your disposal; create your own unique visuals or use any of the multiple built-in effects.
Cross-Platform
Optimized to work great on all the modern platforms: desktop, mobiles, consoles and web browsers. Create once, publish everywhere!
Extensible
Provides open APIs to inject your own implementations of the engine systems, add new custom features and integrate with existing projects.
Community Modding
Games built with Naninovel can be easily modified to add new scenarios, resources and localizations. Open your games for the players to create their own stories and grow the fanbase!
Have any questions or suggestions? Feel free to post on the Unity forum thread or send a private message.
Price $70.00
DEMO • SANDBOX • GUIDE • SUPPORT
Document-Based Scripts
Designed for scriptwriters, novel scripts — unique feature of the engine — allow developing complex text-based adventure games using familiar text editors. Write stories, not code!
Comprehensive Tools
Get everything you need to create a full-featured visual novel: text printers, skipping and auto-advancing, save-load system, characters voicing, transitions and special effects, conditional story flow and much more.
Advanced Visuals
Powered by Unity game engine, you have all the power of the modern GPU at your disposal; create your own unique visuals or use any of the multiple built-in effects.
Cross-Platform
Optimized to work great on all the modern platforms: desktop, mobiles, consoles and web browsers. Create once, publish everywhere!
Extensible
Provides open APIs to inject your own implementations of the engine systems, add new custom features and integrate with existing projects.
Community Modding
Games built with Naninovel can be easily modified to add new scenarios, resources and localizations. Open your games for the players to create their own stories and grow the fanbase!
Have any questions or suggestions? Feel free to post on the Unity forum thread or send a private message.
Price $70.00
Retro Space Rail Shooter by Kevin Foley
A game template inspired by classic games of the 16-bit era. This template provides nearly everything you need to start building a 3D on-rails shooter in a retro style, including code, music, sound effects, models, prefabs, HUD, menu and gameplay scenes, retro-style shaders, and more!
This project is designed for Unity developers of all skill levels. Extensive, well-written documentation will help everyone from rookie coders to expert developers to understand and work with the code, components, and assets.
Not a coder? No problem! Flexible, highly reusable components allow you to quickly build enemies, NPCs, levels, new weapons, and more without needing to write any code.
Features:
- Single-player on-rails shooter gameplay. Steer your ship to aim; shoot down enemies while avoiding obstacles and enemy fire.
- Scoring system
- Player inventory / power-ups system
- Laser cannon and homing missile weapons
- Player lives and respawning
- Several types of AI and movement patterns for enemy / NPC ships
- Retro flat-shaded player spacecraft model with two variants
- 5 retro flat-shaded enemy spacecraft models, plus 1 retro flat-shaded enemy carrier model
- Functional enemy prefabs for each enemy model
- One complete level demonstrating all gameplay features, plus several scenes demonstrating specific concepts and gameplay features
- Menu Main scene
- Settings scene
- Two music tracks and dozens of retro-style sound effects
- Graphical presets to create a more authentic retro look. Quickly set your resolution and framerate to emulate 16-bit, 32-bit, 64-bit, or high-def platforms
- A custom retro shader that gives your models an authentic 16-bit look, with flat-shading and checkered shading inspired by the Super FX chip*
This project also includes my core library, which contains highly reusable code and systems that can be utilized in just about any project! The core library includes:
- Object pooling system
- Many components for simple movements and animations
- Volume and event triggers
- Health and damage system
- A "DrawConnections" system for visualizing script links (such as references and events) between GameObjects in the scene view
- Many other utility components that can simplify your life when building a game!
Are you tired inheriting technical debt? Tired of working with low-quality game templates that use terrible coding practices and break every time you change or add a feature? Sick of trying to decipher poorly translated documentation? I know I am - it was those same feelings that motivated me to make this template in the first place!
"Retro Space Rail Shooter" is a high-quality template developed by a professional software engineer in the U.S. You can expect clean, modular code that is well-written and highly flexible, as well as exceptional documentation written in perfect English. My goal is to give you a solid foundation that lets you focus on building your game, without ever making you bang your head on your desk in frustration!
This is the first release of this package, so there may be bugs or other issues. Please email me if you encounter any bugs, and I'll fix them as fast as possible.
Planned features for the future (no ETA at this time):
- Level Select screen
- Shield powerup
- Localization support
*This project is not affiliated with or endorsed by Nintendo.
Price $30.00
This project is designed for Unity developers of all skill levels. Extensive, well-written documentation will help everyone from rookie coders to expert developers to understand and work with the code, components, and assets.
Not a coder? No problem! Flexible, highly reusable components allow you to quickly build enemies, NPCs, levels, new weapons, and more without needing to write any code.
Features:
- Single-player on-rails shooter gameplay. Steer your ship to aim; shoot down enemies while avoiding obstacles and enemy fire.
- Scoring system
- Player inventory / power-ups system
- Laser cannon and homing missile weapons
- Player lives and respawning
- Several types of AI and movement patterns for enemy / NPC ships
- Retro flat-shaded player spacecraft model with two variants
- 5 retro flat-shaded enemy spacecraft models, plus 1 retro flat-shaded enemy carrier model
- Functional enemy prefabs for each enemy model
- One complete level demonstrating all gameplay features, plus several scenes demonstrating specific concepts and gameplay features
- Menu Main scene
- Settings scene
- Two music tracks and dozens of retro-style sound effects
- Graphical presets to create a more authentic retro look. Quickly set your resolution and framerate to emulate 16-bit, 32-bit, 64-bit, or high-def platforms
- A custom retro shader that gives your models an authentic 16-bit look, with flat-shading and checkered shading inspired by the Super FX chip*
This project also includes my core library, which contains highly reusable code and systems that can be utilized in just about any project! The core library includes:
- Object pooling system
- Many components for simple movements and animations
- Volume and event triggers
- Health and damage system
- A "DrawConnections" system for visualizing script links (such as references and events) between GameObjects in the scene view
- Many other utility components that can simplify your life when building a game!
Are you tired inheriting technical debt? Tired of working with low-quality game templates that use terrible coding practices and break every time you change or add a feature? Sick of trying to decipher poorly translated documentation? I know I am - it was those same feelings that motivated me to make this template in the first place!
"Retro Space Rail Shooter" is a high-quality template developed by a professional software engineer in the U.S. You can expect clean, modular code that is well-written and highly flexible, as well as exceptional documentation written in perfect English. My goal is to give you a solid foundation that lets you focus on building your game, without ever making you bang your head on your desk in frustration!
This is the first release of this package, so there may be bugs or other issues. Please email me if you encounter any bugs, and I'll fix them as fast as possible.
Planned features for the future (no ETA at this time):
- Level Select screen
- Shield powerup
- Localization support
*This project is not affiliated with or endorsed by Nintendo.
Price $30.00
Medium Mech Gunstar by MSGDI
This pack contains an animated mech with modular weapons.
Please note: You can check out the free test mech “Striker” available here
You can use this test mech to play around and test out if the mech models will fit your needs. If the test mech works fine all my other mechs will work as well. The test mech also includes the background scene shown on the pics
- Medium Mech Gunstar
- 30+ animations (in place + root motion)
- Non-humanoid Skeleton with 19 bones
- Modular weapon design
- Canons, lasers, MGs, long- and short-range-missile launchers
- 2 missiles, 2 projectiles
- 34 decals
- Arms are destructible (can be blown off)
- Mech has NO hands
- 5 different texture sets
- PSDs with intact layers are included
- PBR textures (metallic)
- Ready to use prefabs of all models are included
- Texture sizes are 4096 (mech), 2048 (weapons, decals) and 1024 (ammunition)
- Tris count ca. 6400
- Final tris count depends on how many weapons are used for the mech
Screenshots were made using Unitys “Post Processing Stack” – available for free on the asset store.
Price $35.00
Please note: You can check out the free test mech “Striker” available here
You can use this test mech to play around and test out if the mech models will fit your needs. If the test mech works fine all my other mechs will work as well. The test mech also includes the background scene shown on the pics
- Medium Mech Gunstar
- 30+ animations (in place + root motion)
- Non-humanoid Skeleton with 19 bones
- Modular weapon design
- Canons, lasers, MGs, long- and short-range-missile launchers
- 2 missiles, 2 projectiles
- 34 decals
- Arms are destructible (can be blown off)
- Mech has NO hands
- 5 different texture sets
- PSDs with intact layers are included
- PBR textures (metallic)
- Ready to use prefabs of all models are included
- Texture sizes are 4096 (mech), 2048 (weapons, decals) and 1024 (ammunition)
- Tris count ca. 6400
- Final tris count depends on how many weapons are used for the mech
Screenshots were made using Unitys “Post Processing Stack” – available for free on the asset store.
Price $35.00
