Target Platform - for multi-platform development by jagapippi
Target Platform boost your development for multiple platforms.
Features:
- Make GameObject and it's components work only on specific platform
- Enable to check whether the Unity's built-in symbols are defined at runtime
- Shorthands of UnityEngine.RuntimePlatform
- All source codes are included!
For example, if you have a button to display on only iOS, you can actually do it by simply attaching a component that specifies iOS to GameObject. Even if you specify multiple platforms only on Android or Unity editor, you just combine the components.
You can specify all 20+ platforms that can be built with Unity 5.0 ~ 2017.1!
Code using directives such as:
#if UNITY_IOS ~ #endif
helps to reduce the capacity of the application at compile time, but in many cases you should want to use if-statement and the bool value. With the Target Platform, you can write it as:
if (UnitySymbol.UNITY_WII)
This helps reduce compilation errors that occur for the first time when changing or building a build target.
Instead of writing:
if(Application.platform
== RuntimePlatform.Android)
you can write:
if(Runtime.Platform.isAndroid)
Of course, full source codes are included!
Price $5.00
Features:
- Make GameObject and it's components work only on specific platform
- Enable to check whether the Unity's built-in symbols are defined at runtime
- Shorthands of UnityEngine.RuntimePlatform
- All source codes are included!
For example, if you have a button to display on only iOS, you can actually do it by simply attaching a component that specifies iOS to GameObject. Even if you specify multiple platforms only on Android or Unity editor, you just combine the components.
You can specify all 20+ platforms that can be built with Unity 5.0 ~ 2017.1!
Code using directives such as:
#if UNITY_IOS ~ #endif
helps to reduce the capacity of the application at compile time, but in many cases you should want to use if-statement and the bool value. With the Target Platform, you can write it as:
if (UnitySymbol.UNITY_WII)
This helps reduce compilation errors that occur for the first time when changing or building a build target.
Instead of writing:
if(Application.platform
== RuntimePlatform.Android)
you can write:
if(Runtime.Platform.isAndroid)
Of course, full source codes are included!
Price $5.00
B Propulsion System by Adrian Artisan
We have built a series of 3D "thrusters", Transform or Physics components that changes game objects position or rotation, can be used as thrusters, engines, controllers, hammers, wind etc.
It is a "system" because we have pre-built helper components that will speed your development time, like: throttle controllers with keyboard or joysticks, special effects (particles, lights and sounds) and more.
Examples of usage
* continuous force applied: car, spaceship, boat, submarine, wind, character jump etc
* one time push/nudge: canon ball, pinball etc
* simple hover mechanic
* simple magnet repulsion (based on collision)
Friendly
* tooltips for all the public properties
* open code - the code is in C#, open to read and extend (not hidden in a library)
* all the classes are well documented and prepared to be extended (virtual methods)
* designed to be extended - the logic is split to multiple functions so you can extend our classes and implement your own custom components, optimized for your specific needs.
* all our DEMO scenes have README files that explains in detail how it works
* Platform independent - it uses only basic UnityEngine features, should be compatible with all platforms (Android, iOS, tvOS, WebGL, Xbox etc)
* The thrusters direction is the same as the Green GO Axis for convenience
Plug&Play
* over 7 DEMO scenes and prefabs that can be used right away
* drag&drop components with default values that suit most cases
* easy setup thanks to visual friendly components, tooltips and comments
* each thruster push/move an object in one direction, add a thruster for each desired direction
Common properties/features (for all thrusters)
* state - ignition on/off
* faults - temporary disables the thruster, can be used as penalties or debuffs
* throttle - an absolute value clamped between a min&max
* normalized throttle - as value between 0-1 and 0-100, to be used as relative/percentage control
* custom multi component inspector
* speed or force to push
3D Physics thrusters (requires a rigid body)
Thruster Force - add a Force to a rigid body each frame (or physics tick), used for simple physics.
Thruster Force Point - add a Force and Torque to a rigid body, used for realistic physics, it's position and rotation directly affects the force.
3D No physics thrusters (requires a Transform)
Thruster Transform - increase a Transform position.
Thruster Rotate - increase a Transform rotation based on it's rotation.
Controllers (1 or more attached thrusters)
* Key - binds a Keyboard/Controller key event to actions: Ignition (on,off,toggle), throttle (accelerate,decelerate;, to minimum, to maximum).
* Axis - used for joysticks, each Axis can affect 2 series of thruster (one for each side of the axis)
* Hover collider - automatically accelerate/deccelerate based on collider's raycast collisions. Multiple sensors can be created to scan for collisions.
* Property Relay - expose all thruster properties so they can be controlled by custom scripts or animations (Animation, DoTween, iTween etc)
Helpers
* UI Slider - link a thruster to an UI Slider component both ways
* Light - link a thruster to 1 or multiple Light component. Based on throttle automatically can control the Intensity, Range and.or Color(gradient).
* Particle - link a thruster to 1 or multiple ParticleSystem components. based on throttle can control the StartLifeTime, StartSpeed and/or Emission RateOverTime.
* Sound - link a thruster to 1 or multiple AudioSource components. Based on throttle can control the Volume and/or Pitch.
* Fault Collision - apply a fault to all Thrusters that collides ,Ex: can be used as a temporary disable an engine when they hit a spike
Debug
All the components have a DebugLog flag, when turned on it displays in the console relevant messages. Example the debug flag on a controller will throw a message each time a key press is detected and the action was made.
Use relevant gameobjects naming, they will be displayed in the debug messages. Example: attach the Controller component to a "ControlThrusterLeft" game object so you will know from which controller the debug came from.
Contact for pre-purchase questions, support or feedback:
* artisan.adrian@gmail.com
* Unity Connect (profile & live chat)
* Asset store comment
* Twitter @ArtisanAdrian
* Youtube @Artisan Unity Assets
What's next?
* improvements, fixes and new features based on your feedback
* 2D thrusters
* powerups and debuff system (on-the-fly change thruster properties like min/max throttle)
Common Q&A
* Why is the package so large (6mb)?
The scripts size is 100kb, the rest are the assets for the DEMO scenes, you can remove them at anytime.
You do NOT require the subfolders "Demo" and "Identity". * What platforms are supported?
Should work on any platform, contact me to solve any possible issues.
* Can I control the Thrusters with DoTween,iTween,my own scripts, etc?
Yes, you will need the Controllers.BThrusterPropertyRelay component to directly control the thrusters' properties and states.
* Can I use multiple controllers for 1 trusters? Key vs joysticks
Yes but you have to be careful, they will most likely cause problems/conflicts, same as having 2 bosses and 1 employee.
You should have at most 1 controller that auto decelerate.
Price $15.00
It is a "system" because we have pre-built helper components that will speed your development time, like: throttle controllers with keyboard or joysticks, special effects (particles, lights and sounds) and more.
Examples of usage
* continuous force applied: car, spaceship, boat, submarine, wind, character jump etc
* one time push/nudge: canon ball, pinball etc
* simple hover mechanic
* simple magnet repulsion (based on collision)
Friendly
* tooltips for all the public properties
* open code - the code is in C#, open to read and extend (not hidden in a library)
* all the classes are well documented and prepared to be extended (virtual methods)
* designed to be extended - the logic is split to multiple functions so you can extend our classes and implement your own custom components, optimized for your specific needs.
* all our DEMO scenes have README files that explains in detail how it works
* Platform independent - it uses only basic UnityEngine features, should be compatible with all platforms (Android, iOS, tvOS, WebGL, Xbox etc)
* The thrusters direction is the same as the Green GO Axis for convenience
Plug&Play
* over 7 DEMO scenes and prefabs that can be used right away
* drag&drop components with default values that suit most cases
* easy setup thanks to visual friendly components, tooltips and comments
* each thruster push/move an object in one direction, add a thruster for each desired direction
Common properties/features (for all thrusters)
* state - ignition on/off
* faults - temporary disables the thruster, can be used as penalties or debuffs
* throttle - an absolute value clamped between a min&max
* normalized throttle - as value between 0-1 and 0-100, to be used as relative/percentage control
* custom multi component inspector
* speed or force to push
3D Physics thrusters (requires a rigid body)
Thruster Force - add a Force to a rigid body each frame (or physics tick), used for simple physics.
Thruster Force Point - add a Force and Torque to a rigid body, used for realistic physics, it's position and rotation directly affects the force.
3D No physics thrusters (requires a Transform)
Thruster Transform - increase a Transform position.
Thruster Rotate - increase a Transform rotation based on it's rotation.
Controllers (1 or more attached thrusters)
* Key - binds a Keyboard/Controller key event to actions: Ignition (on,off,toggle), throttle (accelerate,decelerate;, to minimum, to maximum).
* Axis - used for joysticks, each Axis can affect 2 series of thruster (one for each side of the axis)
* Hover collider - automatically accelerate/deccelerate based on collider's raycast collisions. Multiple sensors can be created to scan for collisions.
* Property Relay - expose all thruster properties so they can be controlled by custom scripts or animations (Animation, DoTween, iTween etc)
Helpers
* UI Slider - link a thruster to an UI Slider component both ways
* Light - link a thruster to 1 or multiple Light component. Based on throttle automatically can control the Intensity, Range and.or Color(gradient).
* Particle - link a thruster to 1 or multiple ParticleSystem components. based on throttle can control the StartLifeTime, StartSpeed and/or Emission RateOverTime.
* Sound - link a thruster to 1 or multiple AudioSource components. Based on throttle can control the Volume and/or Pitch.
* Fault Collision - apply a fault to all Thrusters that collides ,Ex: can be used as a temporary disable an engine when they hit a spike
Debug
All the components have a DebugLog flag, when turned on it displays in the console relevant messages. Example the debug flag on a controller will throw a message each time a key press is detected and the action was made.
Use relevant gameobjects naming, they will be displayed in the debug messages. Example: attach the Controller component to a "ControlThrusterLeft" game object so you will know from which controller the debug came from.
Contact for pre-purchase questions, support or feedback:
* artisan.adrian@gmail.com
* Unity Connect (profile & live chat)
* Asset store comment
* Twitter @ArtisanAdrian
* Youtube @Artisan Unity Assets
What's next?
* improvements, fixes and new features based on your feedback
* 2D thrusters
* powerups and debuff system (on-the-fly change thruster properties like min/max throttle)
Common Q&A
* Why is the package so large (6mb)?
The scripts size is 100kb, the rest are the assets for the DEMO scenes, you can remove them at anytime.
You do NOT require the subfolders "Demo" and "Identity". * What platforms are supported?
Should work on any platform, contact me to solve any possible issues.
* Can I control the Thrusters with DoTween,iTween,my own scripts, etc?
Yes, you will need the Controllers.BThrusterPropertyRelay component to directly control the thrusters' properties and states.
* Can I use multiple controllers for 1 trusters? Key vs joysticks
Yes but you have to be careful, they will most likely cause problems/conflicts, same as having 2 bosses and 1 employee.
You should have at most 1 controller that auto decelerate.
Price $15.00
Training Targets Pack Volume 1 by Ricochet
Click here to see more products in our Unity Asset Store.
[ABOUT]
This pack contains 11 prefabs of training targets and their elements. There are several variants of each target depending on its purpose: animated model (includes LOD0, LOD1), static model (includes LOD0, LOD1), ungrouped static LODs of the full targets, static prefabs consisting of separated pieces of the training targets (includes LOD0, LOD1).
[ANIMATION LIST]
Training Dummy:
- Idle01 (loop);
- Left Hit (loop);
- Left Critical Hit (loop);
- Right Hit (loop);
- Right Critical Hit (loop);
- Double Hit (loop);
Straw Target:
- Take Damage (loop);
- Take Critical Damage (loop);
N.B. A 2-frame idle animation is added for a straw target animated model prefab. It does not imply any action, and can be used as an idle stance and as a transition between other animations.
[OPTIMIZATION]
All the prefabs contain two levels of details: LOD0 and LOD1. LOD1 has roughly 50% fewer polygons than LOD0. One material is used for all the LOD0-models, as well as one material is used for all the LOD1-models. A Training Dummy skeleton consists of 6 joints. A Straw Target skeleton consists of 2 joints.
[TEXTURES]
Only two materials are used for this pack: one is for LOD0-models, and the other is for LOD1-models. Both of them use PBS-Metallic shader, and there is set of textures for each material: Albedo, Normal, Metallic/Smoothness, Occlusion. The definition for all the LOD0-material maps is 2k, and for LOD1-material is 1k.
Suggestions, comments, feedback are highly appreciated! Contact info:
maxgorelikov@gmail.com
Price $7.00
[ABOUT]
This pack contains 11 prefabs of training targets and their elements. There are several variants of each target depending on its purpose: animated model (includes LOD0, LOD1), static model (includes LOD0, LOD1), ungrouped static LODs of the full targets, static prefabs consisting of separated pieces of the training targets (includes LOD0, LOD1).
[ANIMATION LIST]
Training Dummy:
- Idle01 (loop);
- Left Hit (loop);
- Left Critical Hit (loop);
- Right Hit (loop);
- Right Critical Hit (loop);
- Double Hit (loop);
Straw Target:
- Take Damage (loop);
- Take Critical Damage (loop);
N.B. A 2-frame idle animation is added for a straw target animated model prefab. It does not imply any action, and can be used as an idle stance and as a transition between other animations.
[OPTIMIZATION]
All the prefabs contain two levels of details: LOD0 and LOD1. LOD1 has roughly 50% fewer polygons than LOD0. One material is used for all the LOD0-models, as well as one material is used for all the LOD1-models. A Training Dummy skeleton consists of 6 joints. A Straw Target skeleton consists of 2 joints.
[TEXTURES]
Only two materials are used for this pack: one is for LOD0-models, and the other is for LOD1-models. Both of them use PBS-Metallic shader, and there is set of textures for each material: Albedo, Normal, Metallic/Smoothness, Occlusion. The definition for all the LOD0-material maps is 2k, and for LOD1-material is 1k.
Suggestions, comments, feedback are highly appreciated! Contact info:
maxgorelikov@gmail.com
Price $7.00
Pepperbox Revolver by Don_Falcone
The intended use of these models is the game of the first or third person.
High resolution textures exported out of Substance Painter. Materials, meshes and texture names follow an easy to understand naming convention. Every element per weapon which requires animation has been detached and given the proper name. Each weapon material has the same name as the textures for it. You can downscale the textures from 4K to 2K or 1K depending on your needs but you'll get the highest resolution to decide for yourself.
IMPORTANT NOTE: Rig, animations, arms or sounds are not included! Weapon models and textures only.
Technical Details:
-Texture Size: 4096x4096 (png)
-Physically-Based Rendering: Yes
-Polycount:
Revolver_LOD0 - 3065 tr.
Revolver_LOD1 - 2008 tr.
Revolver_LOD2 - 1177 tr.
Bullet_LOD0 - 156 trisses
Bullet_LOD1 - 96 trisses
Bullet_LOD2 - 50 trisses
-DemoStand included in package (non LODs)
-Each moving part has its pivot point.
Let me know if you have any questions.You can write to my email.
Price $12.00
High resolution textures exported out of Substance Painter. Materials, meshes and texture names follow an easy to understand naming convention. Every element per weapon which requires animation has been detached and given the proper name. Each weapon material has the same name as the textures for it. You can downscale the textures from 4K to 2K or 1K depending on your needs but you'll get the highest resolution to decide for yourself.
IMPORTANT NOTE: Rig, animations, arms or sounds are not included! Weapon models and textures only.
Technical Details:
-Texture Size: 4096x4096 (png)
-Physically-Based Rendering: Yes
-Polycount:
Revolver_LOD0 - 3065 tr.
Revolver_LOD1 - 2008 tr.
Revolver_LOD2 - 1177 tr.
Bullet_LOD0 - 156 trisses
Bullet_LOD1 - 96 trisses
Bullet_LOD2 - 50 trisses
-DemoStand included in package (non LODs)
-Each moving part has its pivot point.
Let me know if you have any questions.You can write to my email.
Price $12.00
Ultimate Water System by UltimateGames
Fully fledged water simulation Unity plugin of the AAA-quality! Forum Thread | Documentation | YouTube Photo Realistic Water Simulation Based on the recent oceanographic research, can simulate hundreds of thousands of waves with excellent foam and particle spray simulation adding a lot of realism to storm and windy weather. UWS is based on Unity Standard Shader (PBR), supporting Forward and Deferred pipelines, tessellation, planar reflections and reflection probes. Dynamic Water Physics / Ripple Effects Based on Shallow Water Equations it simulates water ripples movement on GPU (both pixel and compute shader implementations are provided) This allows for dynamic interaction with other mesh-objects in game (even particles, see rain below). Additionally, static obstacle detection enables ripples to be blocked by other objects such as rocks, pillars, etc. Buoyancy Physics Allows for simulating forces affecting Rigidbody movement, based on water density, as well as object mass and volume. Underwater Shader Renders objects taking into consideration depth and distance based, customizable, underwater light absorption, enables using underwater-only particles (i.e for marine snow). Caustics Simple texture projection that defines the areas of concentrated light. Wet Lens Normal map based lens distortion created by air-water contact point, (or alternatively - blurs the whole screen). Advanced Rain Drops Parametrized, dynamic simulation of raindrops on camera lens surface, featuring air friction, external forces (including camera movement), glass imperfections. Shore / Object Detection Foam Simple shore foam implementation based on the distance between water surface and underwater terrain and objects. Subtractive Volumes / Volume Masking Allows for removing water from specified volumes (i.e. in the inside of the submarine). Water Decals (Projectors) Projects textures onto water surface, enabling creation of leaves, dirt, oil spills etc. Water Profiles Ultimate Water System supports highly adjustable water profiles (separate for water and physics simulation), that enable user to create almost any desired setup. Additional * Many built-in water profile settings, based on Beaufort scale and actual oceanographic research * Few geometries supported: radial grid, projection grid, uniform grid, custom mesh * Shader collection builder ensures that only necessary shaders get into the build * Full shader and C# source code included * Basic Water Particles Included * Highly adjustable quality levels YouTube playlist with all features presented
Price $175.00
Price $175.00
Low Poly Cartoon Pans by YGS Assets
This packages contains 2 pans, a normal pan and a frying pan, both of them with 4 colors.
Tris:
Frying Pan: 348
Pan: 412 + Lid: 308
Let me know if you want the PSDs to make any tweaks.
Twitter
Price $1.00
Tris:
Frying Pan: 348
Pan: 412 + Lid: 308
Let me know if you want the PSDs to make any tweaks.
Price $1.00
Sprite Atlas Selector by Dream Catcher
NB: Must have Unity 2017 for this to work
With the release of the NEW Sprite Atlas feature in Unity 2017, things have gotten much simpler, when packing your sprites into atlases.
But with Sprite Atlas Selector, things are even easier!
This asset allows you to easily access any of the sprites within your newly packed Sprite Atlas, (which by default, Unity doesn't allow you to do) in a variety of ways.
The script is fully dynamic, meaning it will list and name all sprites according to their names as the separate sprites in your Sprite Atlas, without you having to do it manually in the editor or code. This will save you hours of work and allows for greater flexibility when rebuilding your Sprite Atlases with updated graphics or a different layout.
Sprite Atlas Selector includes a previous and next button system to allow the user to flip though sprites in the atlas at runtime.
It also has a dynamic menu system that will populate the exact amount of buttons, based on how many sprites are packed inside your atlas. These buttons are dynamically named, and when clicked, will load their corresponding sprite at runtime
This asset as features a Text Object that will also change at runtime according to the chosen sprite.
Sprite Atlas Selector is very easy to install and implement into your project. Simply drag the prefab into the scene, build a Sprite Atlas and you are good to go.
As easy as that :)
Here is a demo APK (android) for you to try out on your Android phone:
APK Demo
NB: Must have Unity 2017 for this to work
Please report any issues to dreamcatcherdevelopment@gmail.com
All the animal sprites used in this asset are from the amazing href="https://kenney.nl/assets">Kenny Website, and are freeware to use both personally and commercially. You rock Kenny! Thanks
Price $15.00
With the release of the NEW Sprite Atlas feature in Unity 2017, things have gotten much simpler, when packing your sprites into atlases.
But with Sprite Atlas Selector, things are even easier!
This asset allows you to easily access any of the sprites within your newly packed Sprite Atlas, (which by default, Unity doesn't allow you to do) in a variety of ways.
The script is fully dynamic, meaning it will list and name all sprites according to their names as the separate sprites in your Sprite Atlas, without you having to do it manually in the editor or code. This will save you hours of work and allows for greater flexibility when rebuilding your Sprite Atlases with updated graphics or a different layout.
Sprite Atlas Selector includes a previous and next button system to allow the user to flip though sprites in the atlas at runtime.
It also has a dynamic menu system that will populate the exact amount of buttons, based on how many sprites are packed inside your atlas. These buttons are dynamically named, and when clicked, will load their corresponding sprite at runtime
This asset as features a Text Object that will also change at runtime according to the chosen sprite.
Sprite Atlas Selector is very easy to install and implement into your project. Simply drag the prefab into the scene, build a Sprite Atlas and you are good to go.
As easy as that :)
Here is a demo APK (android) for you to try out on your Android phone:
APK Demo
NB: Must have Unity 2017 for this to work
Please report any issues to dreamcatcherdevelopment@gmail.com
All the animal sprites used in this asset are from the amazing href="https://kenney.nl/assets">Kenny Website, and are freeware to use both personally and commercially. You rock Kenny! Thanks
Price $15.00
Houses wooden barracks by ATOMICU3D
2 big wooden barracks.
Buildings have an interior.
Models have optimized collisions.
All doors can be opened.
Doors, window and glass-
separated from the house-
they can be crash, deleted or replaced.
PBR materias. Textures size-2048x2.
Large number of rooms.
More information in the screenshots.
Price $35.00
Buildings have an interior.
Models have optimized collisions.
All doors can be opened.
Doors, window and glass-
separated from the house-
they can be crash, deleted or replaced.
PBR materias. Textures size-2048x2.
Large number of rooms.
More information in the screenshots.
Price $35.00
PBR Sword by A3D
Low poly PBR Sword.
Screenshots are taken in Unity Engine.
Hight-quality textures: 2048x2048 png Textures: Albedo, Metallic, Normal, Ambient Occlusion and Emission.
Unity Standard Shader;
Files: 2x.fbx; Other model has origin in the middle of the mesh and other on the handle.
Polycount 2865 tris.
Price $2.50
Screenshots are taken in Unity Engine.
Hight-quality textures: 2048x2048 png Textures: Albedo, Metallic, Normal, Ambient Occlusion and Emission.
Unity Standard Shader;
Files: 2x.fbx; Other model has origin in the middle of the mesh and other on the handle.
Polycount 2865 tris.
Price $2.50
Character Death FX by Rivermill Studios
A collection of dramatic effects for to add dynamic deaths to your character models.
Three effects are included: fire, ice and blood, each created with a complex combination of effects:
Fire
The characters explodes into flames, emitting sparks, fire and smoke, before dropping to ash on the ground.
Ice
The character is frozen in place, turning to frost and ice. After several seconds (the duration easily set to any chosen length), the character shatters into ice pieces which fall to the ground.
Blood
The character explodes in a bloody mess of blood and flesh which drops and pools on the ground below.
Custom scripts control all of the effects such as fading out the character, dynamically altering the materials or controlling real time lighting. Sound effects are also supplied.
The example standard character is setup and included to demonstrate all 3 of the death effects. However the effects have been designed to work with any skinned mesh character and detailed instructions are provided to help you implement this.
Price $20.00
Three effects are included: fire, ice and blood, each created with a complex combination of effects:
Fire
The characters explodes into flames, emitting sparks, fire and smoke, before dropping to ash on the ground.
Ice
The character is frozen in place, turning to frost and ice. After several seconds (the duration easily set to any chosen length), the character shatters into ice pieces which fall to the ground.
Blood
The character explodes in a bloody mess of blood and flesh which drops and pools on the ground below.
Custom scripts control all of the effects such as fading out the character, dynamically altering the materials or controlling real time lighting. Sound effects are also supplied.
The example standard character is setup and included to demonstrate all 3 of the death effects. However the effects have been designed to work with any skinned mesh character and detailed instructions are provided to help you implement this.
Price $20.00
Screwdriver by wb-gameart
HQ Screwdriver created in low-poly as one object with 1 LOD. There are 2 variants, new and used one.
Topology LOD0: 684 Qudas, 1296 Tris Topology LOD1: 204 Qudas, 384 Tris
PBR Textures:
2x Diffuse Map (2048x2048) 2x Normal Map (2048x2048)
2x Specular/Smoothness Map (2048x2048) 1x Ambient Occlusion Map (2048x2048)
Mesh: .fbx Format
Textures: .png Format
PLEASE RATE THE PRODUCT IF YOU LIKE IT. THANKS!!!
Price $2.50
Ball Pool UI Asset Pack (180+ Items) by Game Slyce Design
❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
★★★ Amazing Pool Game UI Pack ★★★
❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
✦ Beautiful UI Pack for your awesome multiplayer board game like Billiard Pool, 8 Ball Pool, Pool Ace, Snooker Pool Game etc.
This Package includes
✦ Tons of different UI assets like progress bar, panels, buttons, scroll bar, toggle buttons etc.
✦ Colors or objects can be tweaked, customized as AI and PSD source files are included.
✦ Many Beautiful Pool Tables
✦ Many Queue Sticks
✦ Sprite Sheet is provided in High Resolution.
✦ Custom design Request are always welcomed.
Help and support is always available from a very friendly Developer.
If you like it, please take a minute out and Rate our Asset. It's very important for us.
✉ Support:
info.gameslyce@gmail.com
GameSlyce Facebook Page
More Developer Assets
More Design Assets
Price $45.00
★★★ Amazing Pool Game UI Pack ★★★
❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
✦ Beautiful UI Pack for your awesome multiplayer board game like Billiard Pool, 8 Ball Pool, Pool Ace, Snooker Pool Game etc.
This Package includes
✦ Tons of different UI assets like progress bar, panels, buttons, scroll bar, toggle buttons etc.
✦ Colors or objects can be tweaked, customized as AI and PSD source files are included.
✦ Many Beautiful Pool Tables
✦ Many Queue Sticks
✦ Sprite Sheet is provided in High Resolution.
✦ Custom design Request are always welcomed.
Help and support is always available from a very friendly Developer.
If you like it, please take a minute out and Rate our Asset. It's very important for us.
✉ Support:
info.gameslyce@gmail.com
GameSlyce Facebook Page
More Developer Assets
More Design Assets
Price $45.00
Race Online Example by Kurtav
A simple example of Race Online:
- network synchronization of the start of the race by timer
- synchronization of the traversed path in meters between players
- synchronization of the machine - inclination of the machine body, position and rotation of the wheels
- example of a track with two circles
PC Build
Other products :
2D Online Free
2D Online Full
FPS Online Shooter Example
2D Online Platformer Tutorial
2D Online Shooter Tutorial
Saving Traffic. Movement Bots
If you have any questions, please do not hesitate to contact me: aleksandronto@gmail.com
Price $5.00
Tic Tac Toe complete template by Terkion
This is a tic tac toe game template to help you build your own tic tac toe game faster the code works well and just need some changes in graphics for better custormisation. features: 1. 2 player mode 2. unity ads 3. iap integration(you might need to re-import the iapmanager). 4. cool graphics. 5.level unlock system. how to use : first goto the pVpcontroller in the scene and change the items the way you want them. you can play arround.
Price $6.00
Price $6.00
Simple Profiler: Data Visualization Tool by Ron Mar
Simple Profiler is a high-performance tool designed to help developers visualize their key application data over time. Instead of writing debug messages to the console or putting ad hoc GUI labels onscreen, Simple Profiler can graph data and measure performance in critical code areas over time, help developers more easily diagnose unexpected changes in data, and correlate changes in state. Simple Profiler runs on all Unity platforms. Works in the Unity Editor and on-device.
Price $20.00
Price $20.00
Clinic Steel Table 01 PBR by GamePoly
Clinic Steel Table 01 PBR
A Very Detailed Low Poly Clinic with High-Quality Steel and Painted Steel PBR Texturing.
Fits perfect for any PBR Interior Game Environment such as a clinic, hospital, industrial environments etc.
4 Different Materials, Steel, Painted Blue, Green, and White.
4 Prefabs Included
The Mesh is unwrapped, and UV Mapped PBR Painted
Albedo, MetallicSmoothness, Normal, and Occlusion Maps
2048x2048 Texture Maps TGA
Please Note, this PBR Textures Only.
Low Poly Triangles
Small Table
1944 Tris
1040 Verts
Big Table
1944 Tris
1040 Verts
Price $3.00
A Very Detailed Low Poly Clinic with High-Quality Steel and Painted Steel PBR Texturing.
Fits perfect for any PBR Interior Game Environment such as a clinic, hospital, industrial environments etc.
4 Different Materials, Steel, Painted Blue, Green, and White.
4 Prefabs Included
The Mesh is unwrapped, and UV Mapped PBR Painted
Albedo, MetallicSmoothness, Normal, and Occlusion Maps
2048x2048 Texture Maps TGA
Please Note, this PBR Textures Only.
Low Poly Triangles
Small Table
1944 Tris
1040 Verts
Big Table
1944 Tris
1040 Verts
Price $3.00
Modern Loft Interior Vol.1 by Max Ocklze
Modern Loft Interior Vol.1 is a fully set-up project presenting the high-quality modern house including full lighting and camera control system to provide immersive experiences. All objects from this asset are ready to use in any type of projects.
Features:
- Over 140 prefabs
- Custom RGB-masked PBR shader to customize prefabs' colors
- Custom carpet shader
- Custom glass shader
- Scene controller for lighting presets and camera control
- VR-Ready baked scene with all of the lighting presets
- Fully realtime scene with dynamic lighting presets
- 2 post-processing stack profiles with custom LUTs
- Over 20 high-quality tiling materials
Learn More
Demo
Price $99.99
Features:
- Over 140 prefabs
- Custom RGB-masked PBR shader to customize prefabs' colors
- Custom carpet shader
- Custom glass shader
- Scene controller for lighting presets and camera control
- VR-Ready baked scene with all of the lighting presets
- Fully realtime scene with dynamic lighting presets
- 2 post-processing stack profiles with custom LUTs
- Over 20 high-quality tiling materials
Learn More
Demo
Price $99.99