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Updated: 38 min 16 sec ago

Provencal Farm by Unigône

2019, January 14 - 09:47

This package contains a high quality model of french provencal farm, including house, barn, warehouse, grain silo and many set straw boots.


Textures are high quality with normals maps

Differents prefab are already created


Price $25.00

HD Christmas Tree Cedar Pine by Jim

2019, January 14 - 08:37
This asset package contains 4 Cedar Trees.

3 Cedar Trees are High Polygon FBX Model. These are exported from ZBrush and Optimized Triangles roughly. So the 3 Cedar Trees are not suitable for video games, but performance well in showroom. Please optimize triangles by yourself.

1 Cedar Trees is lowpolygon FBX Model. It is worked well in video games.

INSIDE:

- Cedar1, 266199 triangles.
- Cedar2, 369140 triangles.
- Cedar3, 476106 triangles.
- Cedar4, 1265 triangles.

Take a look at the screenshots for more detail.
Price $4.99

PostEffectHighlightFire by sdqq1234

2019, January 14 - 08:30
This is a simple Post Effect Highlight Fire.
This shader is write by amplify shader editor V1.5.4.
If you have amplify shader editor V1.5.4,
you can editor this shader by amplify shader editor directly.
If the effect not work,please mail
zhangsdqq1234@gmail.com
Price $5.00

Reaction AI Steroid Edition by NovoSync Mobility Inc

2019, January 14 - 08:29
Combine Reaction AI Combat with A* Pathfinding and Automatic Sound Detection!
v4.0

Core features:
A* pathfinding
NPC AI Combat
Automatic Sound detection and follow
saving and loading

User Guide

View the sample demo videos!

Reaction AI Steroid Edition brings a new feature that leverages the A* pathfinding implementation where the NPC can detect audio playing and then automatically go to that location. It combines some of the logic for the previous section (A* Pathfinding) with its own specific requirements and features.

Combat:

Reaction AI is an artificial intelligence engine to be used for game developers that have non-player characters governed by AI or other game components that rely on artificial intelligence for reactions based on actions by the avatar.

It can also be used for other systems that require learning systems and provides an intelligent output based on input. Reaction AI models the human brain and neural networks in its design. It learns over time and uses past events in a memory system to determine the next best reaction. However, it is pseudo-dynamic in the resulting output based on how well the “brain” is functioning at that time based on stimuli.

The “brain” is divided into four components, each sized proportionally to the human mind. This includes the Frontal Lobe which performs reasoning and emotion, the Parietal Lobe for movement, the Occipital Lobe for visuals, and the Temporal Lobe for memory. When the “brain” is created, the number of total neurons must be specified. This will generate an n-ary tree. At each time a new “brain” is created (i.e. for different NPCs), a different brain structure is created dynamically and pseudo-randomly. When stimuli is applied (i.e. an avatar action), Reaction AI will send a random set (within a range) of electrons to each component of the brain (also proportional to the size of the respective lobe) to activate a subset of the neurons.

The algorithm uses the active neurons to total neurons to determine the performance of the “brain” in each of the lobes for their respective purpose. Thus, a better functioning “brain” will yield more “intelligent” results. Each time stimuli is applied, the “brain” will function slightly better or worse due to the difference in the number of active neurons. This is done by ranking the results and using data based on whether it can map the avatar action with a calculated emotion and prior reaction data for what the NPC “thinks” is the best next action. If certain data fails to map, fallback mechanisms are performed which still are “intelligent”.

There is a memory system where historical data is stored. When a new memory is created, the successfulness of the most recent reaction is also mapped to that memory cell. The data includes what the avatar action was, what was the AI’s output for that action, and how successful it was. This data grows over time and the “search” starts from most recent memory to earlier in time memories. However, the “search” also goes as far back in memory as the number of active neurons at that time. The maximum size of the memory is the total number of neurons in the temporal lobe. When a new memory is created, and the maximum size is reached, the oldest memory is removed. When the “brain” is created, the memory is initialized with a user defined input (one time) for the NPC’s “personality”, which defines the allowed reactions, sub-reactions, and emotions.

The final output of the system is a reaction category, sub-reaction, emotion, visual rank (ranging from 1 -5 where 1 is the lowest rank and 5 is the highest), and a speed value (ranging from 1 – 4 where 1 is the slowest and 4 is the fastest). You can decide how to handle (how the NPC behaves) based on the output, and can cause a different reaction as well based on the values returned for emotion, visuals, and speed. The neural networks involve the structure of the “brain”, the stimuli that activate neurons, the memory, and the personality, being passed to different functions in different parts of the “brain” and results in final outputs. The fact that the system is varying each time a “brain” is created, the performance of the “brain” per stimulus, and what the allowed output values can be, allow Reaction AI to be reused any number of times with varying results. Thus, the same engine can be used for any number of different NPCs or AI based elements. The user defined “size” of the “brain” also introduces dynamics.

Finally, for extremely large “brain” sizes, and longer periods of learning, Reaction AI can be as complex accordingly.

Also, for NPC attacks (proactive actions instead of reaction to avatar action), use Avatar action states as idle=1, blocking=2, starting attack=3, etc)


A* Pathfinding:

Reaction AI v4.0 supports pathfinding for NPCs using the A* algorithm. The asset contains demo scenes, grid files and scripts.
You can have as many NPCs use A* (limited by performance) with their own AStar object. The pathfinding uses a text file that describes the map/level that you must create first.
You can also call the pathfinding method on the same AStar object if the “goal” has changed by calling the setGoalLocation method and setNPCLocation method and then call getShortestPath after that.

Using Reaction AI allows you to path-find to the Avatar, and then use the combat support to enter combat with the Avatar. Furthermore, you can design the NPC with the Reaction AI to have some of its reactions map to follow/find the avatar.
For example, the Brain can use a ‘reaction’ 4 which maps to ‘follow/find’ if the avatar flees and the ‘Brain’ for the NPC has learned this. There are only four API calls required to implement A* within Reaction AI.
Price $12.00

2d characters family by pondomaniac

2019, January 14 - 08:23
An rpg/ rogue like set of characters to be used in 2d games

Includes 8 Sprites monsters, humans. Includes walk, idle animations, many with multiple versions selected from randomly. Launch the main scene to see the sprites in action.
Price $4.99

Simple Monochrome Effect by Dinosauria

2019, January 14 - 08:23
With Monochrome Effect, create beautifuls black and white and colorized monochrome fullscreen effect in Unity. Choose between 11 color filters, ajust luminosity and color balances, add some patterns (6 patterns), reverse colors or increase constrast...
Price $4.99

Stylized Rock Pack 1 by JacobDigital

2019, January 14 - 08:21

This pack is easy to use jus click and drag

It has 9 models and 36 prefabs

The packs are in 4 diferent styles

- Normal Pack

- Snowy Pack

- Sandy Pack

- Mossy Pack

Hope you will enjoy this Stylized Rock pack


Price $15.00

'Jiggle System' PRO - Jiggle Objects In BR Style! [Shader Graph] by GGStudios

2019, January 14 - 08:20
'Jiggle System' - Jiggle objects in Battle Royale style!
Jiggle objects with only one line of code:
JiggleSystem.JiggleMaterial(renderer, PointOfJiggle);

- Mobile Friendly
- Shader graph based
- LWRP supported
- HDRP supported
- Easy to use (Beginners friendly)
- No 'Using' statement needed!
- No hard and complicated implementation!

Asset includes:
- Detailed documentation
- 'JiggleShader' shader (shader graph)
- 'JiggleSystem' system
- Sample scene with "jigglable" game objects
- Simple FPS controller to navigate the sample scene
- The following models & prefabs: cabin, xmas tree, presents, trees, rocks, snowman, and more..

Price $9.99

Isometric Survival Level Pack by Reberu Game Studio

2019, January 14 - 08:20
Here is a Special Design Isomatric survival level pack. This pack include 71 customizable prefabs. You can make your own Top Down post apocalyptic city with many combination.

1x 2048x2048 Atlas PBR Texture with BONUS Terrain textures
58x FBX Model
71x Prefab

Price $65.00

Elemental Orbs by Sleepy Cat

2019, January 14 - 08:19

Pack included 3 types of elements:
- fire
- frozen
- electric.


Each of them is provided in three variants:
- up-and-down
- spiral flash
- away-and-return.


All prefabs are ready available to drop into the scene.


Price $8.50

Hyena by Rifat_Bilalov

2019, January 14 - 08:17
This asset has Hyena model.
Model has 4 LOD.
- 10800 tris
- 8000 tris
- 4000 tris
- 2000 tris
Diffuse, normal and metallic / Smoothness maps (4096x4096).

18 animations: attack 1/2, walk, walk_back, run, eat, sleep_start, sleep_idle, sleep_end, die, hit(back, front,midle), idle 1,idle 2, idle look left /right), jump.
If you have any questions, please contact us by mail: Chester9292@mail.ru
Price $15.00

Copper Mortar by Reberu Game Studio

2019, January 11 - 16:34
Here is a PBR textured Copper Mortar you can use as environment object, research, Urban Criminal games of found based games.

AlbedoTransparency ( 4096x4096 )
Normal (4096x4096 )
SpecularSmoothness ( 4096x4096 )
Price $4.99

Sci-Fi Modular Space Base Location by LittleChild Games

2019, January 11 - 16:17
Sci-Fi Modular Space Base Location - low poly 3D models pack ready for Virtual Reality (VR), Augmented Reality (AR), games and other real-time apps.
Assets contains pack of models (floor tiles, platforms, generators, stands, elevator, etc..) intended to use for building location similar to provided one. Asset could be used in FPS genre games. This asset is optimized and hand tweaked.
Shaders has designed for use color masks in purpose of quick tweaking their primary colors.
The textures looks amazing and super realistic, tuned for Physically-Based Rendering.
Triangles count: from 200 to 1700 tris (per model).
Textures resolution are from 1024*1024 to 4096*4096 pixels. (11 texture sets).
Following textures included: Diffuse, normal map, illumination, metallness and smoothness

Price $30.00

Menu Template by Quantum Tek

2019, January 11 - 16:15
This asset allows users to easily create menus, either made of multiple windows with however many open at a time, or tab menus with only one window shown, and tabs at the top. There are many prefabs for menus and UI elements. Audio upon button click is supported as well. Settings can be automatically saved using the system setup for it. Lastly, animations are supported for opening/closing windows, along with activating/deactivating tabs.

THIS ASSET REQUIRES TextMeshPro. Install instructions found in documentation.

Support for this asset can be found at https://github.com/QuantumTekSupport/MenuTemplate/issues, or you can contact us at quantumteks@gmail.com.
Price $0.00

Sci-fi Flying/Hover Car by Jonathan Holmes

2019, January 11 - 15:59
A rigged and animated Sci-fi flying/hovering car.

Includes an example scene (See video demo)


DEMO

Comes with 4 animations


- Idle Move

- Open Doors

- Close Doors

- Turn on/off headlights


Model details

- Verts 2,709

- Faces 2,576

- Tris 5,270


Bone count

- 5


Comes with 3 realistic PBR Textures (see video demo)

These include albedo, metallic smoothness, normal and ambient occlusion maps

Textures provided in 2048x2048 and 4096x4096


Feel free to contact me for any extra features, animations or general work.


Price $10.00

Federation Frigate GX9 by CGPitbull

2019, January 11 - 15:29
This Original package contains one “Spaceship Frigate”.

Add a professional touch to your SciFi VideoGame project with this original low poly model.

Set of one Spaceship (FBX model). No animated parts, script or LOD. Included Weapons, see previews.

Poly Counts: Polys/6.164 - Verts/6.940 - Tris/12.242 With no duplicated parts.

_Textures included (Tiff):

_5 differents color schemes / PBR Materials (see previews)

_5 Diffuse maps 4096x4096

_1 Normal maps 4096x4096

_1 Glow (Emission) map 4096x4096

_1 Roughness map 4096x4096

_1 Metallic map 4096x4096

_1 AO map 4096x4096

_Weapons have 1024x1024 maps.

_Included PSD file, you can customize colors, add your own logos, remove or add dirts & more.
Price $27.00

Custom NxN Tic Tac Toe by Crixo

2019, January 11 - 14:48
This project package contains Tic Tac Toe which can be customized to play with NxN matrix.
You can customize the level as per need from 3 x 3 till N x N.

The game screen is fully draggable.

The AI designed as
1. Win Check
2. Play Winning Turn
3. Block player
4. Play random

Launch the scene Demo to select different levels and play.

Launch the scene LevelLoader to play 3x3 mode.


Price $14.99

2D SpriteShape/Ferr2D Textures pack - Lava by Mobile Assets Brush

2019, January 11 - 14:46
This texture pack is created using 2D SpriteShape tool! Feature documentation and Sample can be found here.

Tutorial on how to use Sprite Shapes can be found here.

Also includes scene made with Ferr2D Terrain Tool.

Package contains 3 handpainted fill textures with 4 sides each. Tiling background image is included.

Package also includes sliced tiling textures.

Support contact: mobileassetsbrush@gmail.com

Thank you for choosing our assets and good luck creating your games!
Price $10.00

VFX For Sci-Fi RTS v1 by Vdr0id

2019, January 11 - 14:43
VFX pack with audio files for RTS, Top down, and other games

Pack include high quality Visual FX of Sci-Fi weapon shots with hit FX and explosions, audio files are included
See the Screenshots and videos for more details :)
All prefabs have the correct orientation
Position/rotation - Set to 0
Scale of all prefabs - Set to 1

include:
Gauss_v1
(+ hit FX + audio files)
EPC_v1 (+ hit FX + audio files)
Small_green_pulse_laser_v1
(+ hit FX + audio files)
Small_green_one_shot_laser_v1
(+ hit FX + audio files)
Red_middle_pulse_plasma_v1
(+ hit FX + audio files)
Red_middle_one_shot_plasma_v1
(+ hit FX + audio files)
Blue_big_pulse_plasma_v1
(+ hit FX + audio files)
Blue_big_one_shot_plasma_v1
(+ hit FX + audio files)
Violet_big_one_shot_laser_v1
(+ hit FX + audio files)
Big_explosion_v1
(+ hit FX + audio files)
Middle_explosion_v1
(+ hit FX + audio files)
Big_automatic_gun_v1_one_shot
(+ hit FX + audio files)
Small_automatic_gun_v1_one_shot
(+ hit FX + audio files)

One Showcase scene

not include:
Turret and other 3d models

In the next package I will add more FX and audio files. If you have any wishes and suggestions, please write a review, for improve the quality of content, or visit my Unity connect page https://connect.unity.com/u/5a295626880c64001c409522 Use and Enjoy :)

Price $15.00

Athletic Equipment by Steffen Horn

2019, January 11 - 14:19
This package contains 12 unique models of athletic equipment. A total of 31 game-ready prefabs with colour, size and height variations (hurdles, steeple) is provided.
Models are conform to IAAF rules.

List of prefabs:
• Discuses (1026 verts) for men and women in red, green, blue, black and yellow.
• Hurdles (484 verts) in 4 different heights
• Javelins (528 verts) for men and women
• Relay batons (98 verts) in red, green, blue and yellow
• Shot Put Shots (205 verts) for men and women
• Starting blocks (515 verts) in red, green, blue, black and yellow.
• Steeples (136 verts) in 2 different heights
• Throwing Hammer (950 verts)
• Vaulting pole (967 verts)

Texture size: max. 512x512px.
Price $4.99

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