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The newest packages in the Unity Asset Store.
Updated: 21 min 58 sec ago

Cube Animals 01 Cute Pro Series by Meshtint Studio

2026, April 8 - 15:10

Follow us on social medias to get new updates on new and free assets!


This package is built in Unity’s "Built-In" render pipeline but can be upgraded to URP or HDRP with Unity’s built-in update feature. If you notice purple materials in your scene, follow our quick tutorial to adapt the shaders for your chosen pipeline.


Join our community! Share feedback and contribute to future releases by joining our Patreon. Link here


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About the Cute Pro Series


The Cute Pro Series is a premium upgrade to our original Cute Series (our popular evolution monster collection). Designed with a rounder, smoother, and more detailed style, Cute Pro characters are perfect for developers who want charming yet polished monsters in their projects.

Cute Pro assets are designed to look great both up close and in mobile-friendly settings

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Cube Animals 01 Cute Pro Series


Check other Cute and Cute Pro series assets here


Overview

Bring your game to life with 10 unique stylized animal characters in soft cube shape: Lion, Tiger, Bull, Pig, Capybara, Bear, Rat, Wolf, Boar, and Cow.

  • High-quality textures: 1024 × 1024 PSD, with multiple color variations for easy customization
  • Fully rigged: All animals share the same rig, allowing seamless animation reuse across characters
  • Unity-ready: Includes both Generic Mecanim Root Motion and non–Root Motion prefab setups
  • Flexible animations: Each animation is provided as a separate FBX file for easy control and integration
  • Customizable parts: Eyes and tails are detachable, and wings can be added for more creative possibilities

Important Notes

  • Environment and VFX shown in the preview video and images are not included and are sold separately
  • Animations are provided as individual FBX files and cannot be combined into a single file

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Support & Community

  • Explore more than 800 models in our store
  • Follow us on social media for updates and free assets
  • Join our Patreon to support future releases
  • Buying from our official store helps us keep creating assets, thank you!

Important:

Please review the preview images and videos to ensure the asset meets your needs before purchasing.


Format:

3D files are provided in FBX format. If you require other formats, please inquire about additional options (additional fees apply).


Thank you for choosing the Cute Pro Series!


Price $19.99

Procedural Dungeon Architect by Thorny

2026, April 8 - 14:32
Procedural Dungeon Architect is a runtime dungeon generation system for Unity. It generate interconnected rooms using door-based placement, while enforcing advanced constraints

1. DungeonGenerator Setup

Add DungeonGenerator to an empty GameObject in your scene.

Main parameters:

  • Min Rooms / Max Rooms
    Target range for total room count.
  • Max Generation Time
    Safety limit (in seconds) to prevent infinite loops.
    The generator will abort and log a warning if exceeded.
  • Max Candidate Tries Per Door
    Limits how many attempts are made per door before it is closed.
  • Max Rescan Passes
    Secondary passes to try reaching the target room count.
  • Room prefab List
    List of the rooms that will be procedurally placed.

2. Room Prefabs

Each room prefab must:

  • Contain at least one Closded Door child object with the name tag “Door”.
  • Optionally contain ObjectSpawner child objects with the name tag “ObjectSpawner”.
  • Have a RoomConfig script component
  • Have one or more box colliders (Not marked as Trigger) to define the volume occupied by the room. Those colliders will be used by the script during generation to avoid overlapping and then be deleted. However, you must leave the closed doors outside of those box colliders to allow rooms to be linked. (Allows Physics.ComputePenetration to detect invalid placements)

3. RoomConfig

RoomConfig defines the behavior of a room prefab.

Key options:

Room Placement Rules

  • Allowed Neighbors
    Restrict which room prefabs can be attached to this room. It should help to keep a coherent room organization and a believable dungeon.
  • Max Instances
    This set the number of times this room will appear in the dungeon.

Distance Constraints

  • Use Distance Constraint
  • Reference Object
  • Min Distance / Max Distance

Allow to set a distance min and max for the spawning of a room in a level. It asks for a reference object where you have to feed a prefab object. It can be useful for special rooms such as:

  • Boss rooms
  • Treasure rooms
  • Exit rooms

Distance is measured from the room pivot to the reference object pivot. So, you can force distances between the start and the end of the dungeon for example.


4. Doors – Critical Setup

Doors are central to correct generation.

Door Requirements

  • Must be tagged Door
  • Must be a child of the room prefab
  • Must be a closed door that the generator will try to open.
  • Pivot must be perfectly centered
  • Forward direction must point outward

⚠️ Important
Room alignment is computed using door forward vectors.
If the pivot is offset or rotated incorrectly:

  • Rooms will misalign
  • Doors will not connect correctly

5. Object Spawning System (RoomSpawnPoint)

Each spawn location uses the RoomSpawnPoint component.

This allows:

  • Per-spawn-point object selection
  • Weighted probabilities
  • Full control over what can spawn where

Workflow

  1. Add a child object to the room prefab
  2. Tag it ObjectSpawner
  3. Add RoomSpawnPoint component
  4. Define spawnable objects and weights

This replaces global spawn lists and enables for example:

  • Furniture-only spawns in corners
  • Enemies only in combat zones
  • Props only near walls, etc.

6. NavMesh Generation (Runtime & Build-Safe)

The generator can rebuild a NavMesh at runtime, including in builds.

Features:

  • Uses Physics Colliders (not meshes)
  • Works with procedurally spawned cubes and geometry
  • No Read/Write mesh requirement

Key options:

  • NavMesh Bounds Size (Create a square area with world (0;0;0) at its center where the NavMesh will be initialized)
  • Layer Mask selection
  • Runtime Gizmo visualization

A debug NavMesh mesh can be displayed during play mode.

Procedural Dungeon Architect is a runtime dungeon generation system for Unity.
It allows you to dynamically generate interconnected rooms using door-based placement, while enforcing advanced constraints such as:

  • Room count limits
  • Distance constraints from reference objects
  • Neighbor compatibility rules
  • Controlled object spawning per room and per spawn point
  • Runtime NavMesh generation (fully compatible with builds)

The asset is designed to be:

  • Deterministic enough to control gameplay structure
  • Flexible enough to support roguelikes, dungeons, modular levels
  • Safe for runtime usage (timeouts, safeguards, no editor-only APIs)

It works entirely at runtime and does not require baked geometry or precomputed NavMeshes.


Price $30.00

Ottoman Palace by Animist Studio

2026, April 8 - 14:26
This asset pack provides Low Poly, fully rigged Male and Female characters inspired by the Ottoman Court and medieval era.

Poly Count (Avg.) 341k Tris - Verts 632k

Rigging Humanoid Compatible

Format FBX files

UVs Non-overlapping UV maps

PBR Textures No (Low Poly Style - Use simple color maps)

Unity Version Requires Unity 6000.4.0f1 or higher

Ottoman Court Low Poly Character Pack


Step into the Grandeur of the Ottoman Empire!

Immerse your game project in the rich history and opulent atmosphere of the Ottoman era with this meticulously crafted low poly character pack. Perfect for strategy, RPG, historical, or casual games seeking a unique and vibrant visual style.


Key Features

Historical Theme: Authentic Low Poly models inspired by the iconic fashion and architecture of the Ottoman Court and Palaces.


Diverse Cast: Includes a variety of Male and Female characters, ready to populate your court, harem, guards, and citizens.


Fully Rigged & Ready: All characters are professionally rigged (Humanoid compatible) and ready for your animations and Mecanim system.


Court & Combat: Characters come equipped with a selection of era-appropriate weapons (swords, daggers, axes, etc.) for both combat and ceremonial roles.


Optimized: Low Poly count ensures great performance across all platforms, ideal for mobile, VR, or large-scale scenes.


Modular: Clean mesh topology allows for easy material and texture swaps for costume variations.


Content Details


4 Unique Male Characters: Sultan, Vizier, Janissary Guard, Palace Servant, Citizen.


4 Unique Female Characters: Sultana/Queen Mother, Court Lady, Harem Servant, Noblewoman, Citizen.


5+ Unique Low Poly Weapons/Props: Scimitar (Kılıç), Hand Axe (Balta), Dagger (Hançer), Ceremonial Staff, Scrolls, etc.


Rigging: Standard Unity Humanoid Rig compatible.


Textures: Simple, clean color palettes/textures suitable for the Low Poly style.


Price $18.00

South American Slums - Favela by Leartes Studios

2026, April 8 - 14:23
The South American Slums - Favela Environment with 519 Unique Meshes.

Features:

  • 519 Unique Meshes
  • Attention to Detail / AAA Quality
  • Controllable parameters in Materials
  • High-Quality Assets
  • Game ready/Optimized
  • Unique Concepts of Assets
  • High Attention to Details

Material Variations For Some Assets

Texture Sizes:

  • 4096
  • 2048
  • 1024

Texture Sizes:

We Reduced Texture sizes for this project because it wasn't within the upload limit, you can create a ticket to get the higher-resolution textures and we can mail you.

Collision: Yes, Custom collisions for complex assets

LODs: Yes, up to 6 LOD for Complex assets

Average Poly Count: around 1K up to 222K

Texture Map Types: Base Color / Diffuse, Normal, Smoothness / Roughness, Metalic, Opacity

Materials: This asset contains PBR-based materials which means each material contains a Base Texture and a Normal Texture by default and additionally has Smoothness, Ambient Occlusion, Metalic and Opacity Texture Maps according to the material.

Props: Favela, WaterTank, Barrel, Thrash, Bicycle, Owen, Car, Motorcycle, Chair, etc.. [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]

Architecture: Ground, Walls, Windows, Favelas, Ceiling, Roofs etc. [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]

Number of Meshes: 519 Unique Meshes

Number of Materials: 273

Number of Textures: 690

Supported Development Platforms: All Platforms

The South American Slums - Favela Environment with 519 Unique Meshes. This includes all showcased assets, high-quality assets with a good level of detail, and assets optimized for Game-Ready Projects.

If you want to populate your game environments or any Virtual Production levels, this pack provides high-quality visuals and well-optimized assets.

For all your promotional requests, technical support needs, suggestions please create a ticket.

Here you can join Leartes Discord channel for live support, discounts and Custom Outsource Environment Projects.

INSTAGRAM FACEBOOK LINKEDIN TWITTER YOUTUBE REDDIT


Price $79.99

Robot_Man by SDKwarrior

2026, April 8 - 13:01
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

Number of Unique Meshes: 2

LODs: (No)

Rigged: (Yes)

Rigged to Epic or MetaHumans Skeleton: (Yes, skeleton 5)

If rigged to the Epic or MetaHumans skeleton, IK bones are included: (Yes)

Number of Characters: 1

Vertex Counts of Characters:

Robot Man Faces 8200 Tris 15500 Verts 7800

Weapon Faces 3100 Tris 5800 Verts 2900

Number of Animations: no

Number of Materials: 10

Number of Textures: 25

Texture Resolutions: (4k)

Supported Development Platforms:

  • Windows: (Yes)
  • Mac: (Yes)

Documentation Link: -

Important/Additional Notes: -

My portfolio on ArtStation www.artstation.com/sdkwarrior

👍 Robot Man

A model for your amazing game, video, demo or movie.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Adjustable body parts

👉Change color and emis

👉Smart materials.

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character


Price $64.99

Ogre Orc by SDKwarrior

2026, April 8 - 13:01
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

LODs: (No)

Rigged: (Yes)

Animation (Yes) - 9

Number of Characters: 1 Modular

Vertex Counts of Characters: (26k)

The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

Number of Textures: 24

Texture Resolutions: (4096x4096)

Supported Development Platforms:

  • Windows: (Yes)
  • Mac: (Yes)

Documentation Link: -

Important/Additional Notes: There is a transparency map in the material of the body and clothes. So that in movement one garment does not pass through the other and through the body.

There are extra bones joint_Jaw, joint_Jaw1.

My portfolio on ArtStation www.artstation.com/sdkwarrior

👍 Ogre 5

A model for your amazing game, video, demo or movie.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Apple Blendshapes

👉Adjustable body parts

👉Change color cloth and eye

👉Smart materials. Tatto

👇Animation (Yes)

Attack - 3

Walk - 2

Death - 1

Higt - 1

Idle - 1

Run - 1

👇 Polycount

➡️Character

BODY and Cloth and Hair

🐥 Faces 26k 🐥 Tris 51k 🐥 Verts 26k

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Blendshapes

👉Perfectly calibrated 52 Apple Blendshapes. Tested with Live Link Face in Unreal Engine 5.

Can be used for Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 For facial animations use Blendshapes

👉 Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character


Price $64.99

Robot_Man_Girl by SDKwarrior

2026, April 8 - 13:00
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

Number of Unique Meshes: 3

LODs: (No)

Rigged: (Yes)

Rigged to Epic or MetaHumans Skeleton: (Yes, skeleton 5)

If rigged to the Epic or MetaHumans skeleton, IK bones are included: (Yes)

Number of Characters: 2

Vertex Counts of Characters:

Robot Man Faces 8200 Tris 15500 Verts 7800

Robot Girl Faces 8300 Tris 15800 Verts 7900

Weapon Faces 3100 Tris 5800 Verts 2900

Number of Animations: no

Number of Materials: 15

Number of Textures: 31

Texture Resolutions: (4k)

Supported Development Platforms:

  • Windows: (Yes)
  • Mac: (Yes)

Documentation Link: -

Important/Additional Notes: -

My portfolio on ArtStation www.artstation.com/sdkwarrior

👍 Robot Man | Girl

A model for your amazing game, video, demo or movie.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Adjustable body parts

👉Change color and emis

👉Smart materials.

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character


Price $119.99

Ogre_Collection by SDKwarrior

2026, April 8 - 13:00
&#129304 Low poly model for your game will be the main heroine of your game for you. &#129304 Supports Built-in, URP, and HDRP &#129304

LODs: (No)

Rigged: (Yes)

Number of Characters: 5 Modular

The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

Ogre 1 - https://assetstore.unity.com/packages/3d/characters/creatures/ogre-1-289737

👇 Polycount

🐥 Faces 21397 🐥 Tris 42335 🐥 Verts 23981

Ogre 2 - https://assetstore.unity.com/packages/3d/characters/creatures/ogre-2-289738

👇 Polycount

🐥 Faces 26913 🐥 Tris 53383 🐥 Verts 27974

Ogre 3 - https://assetstore.unity.com/packages/3d/characters/creatures/ogre-3-289739

👇 Polycount

🐥 Faces 30459 🐥 Tris 59817 🐥 Verts 30729

Ogre 4 - https://assetstore.unity.com/packages/3d/characters/creatures/ogre-4-340426

👇 Polycount

🐥 Faces 16k 🐥 Tris 33k 🐥 Verts 16k

Ogre 5 - https://assetstore.unity.com/preview/371908/1313538

👇 Polycount

🐥 Faces 26k 🐥 Tris 51k 🐥 Verts 26k

Texture Resolutions: (4096x4096)

Supported Development Platforms:

  • Windows: (Yes)
  • Mac: (Yes)

Documentation Link: -

mail - sdkwarrior170392@gmail.com

👍 Ogre Collection

An action-adventure model with elements of survival horror and stealth action

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Apple Blendshapes

👉Adjustable body parts

👇 Rig

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Blendshapes

👉Perfectly calibrated 52 Apple Blendshapes. Tested with Live Link Face in Unreal Engine 5.

Can be used for Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Please note that:

👉Clothes can be taken off completely, and full-body is included.

To avoid body intersection through clothes the body is sliced into pieces.

Pieces that are hidden under the clothes must be turned off. It also reduces the polycount!

Animations are not included.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 Humanoid rig

👉 For facial animations use Blendshapes

👉 Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character

👇 Material

👉 Skin

👉 Eyes

👉 Hair

👉 Outfit Parts

👇 4K Textures

👉 BaseColour, Normal, Roughness, Metallic, Ambient Occlusion, Opacity, Emissive


Price $219.99

Robot_Collection by SDKwarrior

2026, April 8 - 13:00
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

LODs: (No)

Rigged: (Yes)

Number of Characters: 5 Modular

The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Polycount

Robot 1 https://assetstore.unity.com/packages/3d/characters/robots/robot-01-323637

Robot 1 🐥 Faces 18k 🐥 Tris 36k 🐥 Verts 18k

Weapon 🐥 Faces 3.2k 🐥 Tris 6k 🐥 Verts 3k

Robot 2 https://assetstore.unity.com/packages/3d/characters/robots/robot-02-324833

Robot 2🐥 Faces 17k 🐥 Tris 31k 🐥 Verts 16k

Robot 3 https://assetstore.unity.com/packages/3d/characters/robots/robot-03-326276

Robot 3🐥 Faces 25k 🐥 Tris 38k 🐥 Verts 19k

Robot 4 https://assetstore.unity.com/packages/3d/characters/robots/robot-04-327804

Robot 4 🐥 Faces 28k 🐥 Tris 43k 🐥 Verts 21k

Robot 5 https://assetstore.unity.com/packages/3d/characters/robots/robot-05-329009

Robot 5 🐥 Faces 23k 🐥 Tris 32k 🐥 Verts 16k

Texture Resolutions: (4096x4096)

Supported Development Platforms:

  • Windows: (Yes)
  • Mac: (Yes)

Documentation Link: -

mail - sdkwarrior170392@gmail.com

My portfolio on ArtStation www.artstation.com/sdkwarrior

👍 Robot Collection

A model for your amazing game, video, demo or movie.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Adjustable body parts

👉Change color eye and dirt and emis

👉Smart materials.

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 Scripts and Animations are not included. Any Humanoid Animations from the store can be applied to this character


Price $299.99

Goblin_GIrl_Man by SDKwarrior

2026, April 8 - 13:00
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

LODs: (No)

Rigged: (Yes)

Number of Characters:1

The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 For facial animations use Blendshapes

Animated: (Yes) 11

Number of characters: 1

Vertex counts of characters: 47572

Number of Textures: 29

Texture Resolutions: 4096x4096

Documentation: No

  • Windows: (Yes)
  • Mac: (Yes)

Important/Additional Notes: There is a transparency map in the material of the body and clothes. So that in movement one garment does not pass through the other and through the body.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Apple Blendshapes

👉Adjustable body parts

👉 Completely modular + interchangeable

👉9 textures tatto

👉 11 Animations . Any Humanoid Animations from the store can be applied to this character

👇 Polycount

➡️Character

The model does not use LOD

Man

🐥 Faces 44955 🐥 Tris 88747 🐥 Verts 47572

Girl

🐥 Faces 26271 🐥 Tris 51416 🐥 Verts 26743

Hair

🐥 Faces 6391 🐥 Tris 12782 🐥 Verts 9119

👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Blendshapes

👉Perfectly calibrated 52 Apple Blendshapes. Tested with Live Link Face in Unreal Engine 5.

Can be used for Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 For facial animations use Blendshapes


Price $99.99

Goblin_GIrl by SDKwarrior

2026, April 8 - 13:00
Low poly model for your game will be the main heroine of your game for you. Supports Built-in, URP, and HDRP

LODs: (No)

Rigged: (Yes)

Number of Characters:1

The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 For facial animations use Blendshapes

Animated: (Yes) 11

Number of characters: 1

Vertex counts of characters: 47572

Number of Textures: 29

Texture Resolutions: 4096x4096

Documentation: No

  • Windows: (Yes)
  • Mac: (Yes)

Important/Additional Notes: There is a transparency map in the material of the body and clothes. So that in movement one garment does not pass through the other and through the body.

👇 Key Features

👉Low-poly

👉Completely modular

👉Fully Rigged

👉Apple Blendshapes

👉Adjustable body parts

👉 Completely modular + interchangeable

👉9 textures tatto

👉 11 Animations . Any Humanoid Animations from the store can be applied to this character

👇 Polycount

Body and Cloth

🐥 Faces 26271 🐥 Tris 51416 🐥 Verts 26743

Hair

🐥 Faces 6391 🐥 Tris 12782 🐥 Verts 9119


👉The model is built on Humanoid rigged.If the starting pose of your animations is slightly different from the pose in the model, you will need to slightly tweak the position of the bones in the config)

👇 Blendshapes

👉Perfectly calibrated 52 Apple Blendshapes. Tested with Live Link Face in Unreal Engine 5.

Can be used for Live Stream facial animations, LiveLinkFace, FaceWare, Facial Mocap, VTuber Avatar, VRchat, MMD, etc.

👇 Modularity

👉The model is completely modular, you can remove or add any part you want.

👇 Unity project

👉 Supported version: 2021.3.21f1

👉 Render pipelines: Built-in, URP, HDRP

👉 For facial animations use Blendshapes


Price $59.00

DebugDraw by Carl Havemann

2026, April 8 - 12:25
DebugDraw provides fast, intuitive methods for drawing shapes and visual aids in-world, helping visualize gameplay systems, physics, and logic with minimal overhead.
  • A variaty of visuals, such as dots, lines, circles, and spheres.
  • A simple API requiring no setup.
  • Works both in the editor and stand alone builds.

DebugDraw is a runtime drawing toolkit for rendering shapes and visual aids directly in the world to support development and debugging. It enables clear visualization of gameplay systems such as physics interactions, AI behavior, targeting logic, pathfinding, spatial queries, and more.


The package provides a wide range of drawable shapes and utilities with a simple, consistent API. Drawing behavior can be customized through parameters such as color, duration, depth handling, and other visual options, allowing it to adapt to different workflows and project needs.


Documentation


Price $15.00

Game Event System(GES) by Unity China Publisher Hub

2026, April 8 - 12:07
Game Event System(GES) is a professional, visual, and type-safe event system for Unity. Eliminate spaghetti code with ScriptableObject-drivenevents, nodes orchestration, and native C# performance

[⚓ ARCHITECTURE]

  • GUID Identity: Every event retains a unique ID in its .meta file. Renaming or moving assets never breaks scene references.
  • Full Generic Support: GameEvent (no args), GameEvent<T>, GameEvent<TSender, TArgs>
  • Multi-Database Management: Modular organization with dynamic loading and category-based fuzzy search.
  • Folder-Move Protection: Automatically intercepts illegal asset moves to prevent broken references.
  • Static Variable Auto-Reset: Uses [RuntimeInitializeOnLoadMethod] to clean internal caches and prevent editor play-mode data pollution. (v1.0.2 deeply refactored for Tuanjie Engine & Unity 6)[🕸️ NODE GRAPH & LOGIC]
  • Expression Tree Compiler: Conditions compile into high-performance delegates (System.Linq.Expressions) — zero reflection overhead.
  • Visual Logic Builder: Build complex nested AND/OR logic and dynamic object property comparisons without code.
  • Hybrid Execution: Seamlessly mix fire-and-forget parallel triggers with blocking serial chains.
  • Argument Transformers: Dynamically extract and pass specific object properties between flow nodes.
  • Flow Gates: Built-in support for "wait for completion", "wait for frames", and conditional execution gates.
  • Undo/Redo: Snapshot-based history system custom-built for the node editor.[🎧 BINDING & SCRIPTING]
  • Visual Binding: Wraps UnityEvent with zero-code drag-and-drop callback binding and type-safe runtime indicators.
  • Priority System: Integer-based sorting ensures critical logic (UI, audio) executes in the correct order.
  • Persistent Listeners: Native cross-scene listeners that remain active across scene transitions.
  • Runtime API: Full programmatic control for registering/unregistering listeners and managing DelayHandle / TaskHandle.[📜 AUTOMATION]
  • Triple CodeGen Modes: Auto-generates concrete classes for base types, custom types, and sender-aware types — resolving Unity's generic serialization limits.
  • Delay & Repeat: Built-in timed signals with cancellable handle management.
  • Async Awaiting: Event chains can await Coroutine or Async task completion before continuing.[📊 DEBUGGING & PERFORMANCE]
  • Runtime Monitor: Live profiling of execution time (avg/min/max), listener count, and GC allocation.
  • Tree Visualizer: Real-time view of active triggers and chain hierarchies for debugging complex logic flows.
  • Scene-Wide Reference Finder: Scans the current scene to locate component-level event dependencies.
  • | Action | Performance | Note | | :--- | :--- | :--- | | Event Raise (0 listeners) | ~0.001ms | Near-zero overhead | | Event Raise (10 listeners) | ~0.02ms | Zero GC allocation | | Logic Condition Evaluation | ~0.003ms | Expression Tree optimized | | Platform Compatibility | IL2CPP & Mono | Fully optimized backends |Deep Logging: Full timestamps, frame counts, argument values, and stack traces.[🚀 PERFORMANCE BENCHMARKS]

🚀 Stop Fighting Spaghetti. Start Building with Clarity.

Game Event System (GES) is an industrial-grade productivity tool built for developers who refuse to choose between visual clarity and runtime performance. It combines the convenience of a visual node graph with the raw power of native C# — giving your project a robust, scalable nervous system.

❤️ Your project deserves professional architecture. 🔥 Fully supports Unity 6 Enter Play Mode (No Domain Reload) & Tuanjie Engine.

📢 Notice for Legacy Users (Important)

I'm back! Due to regional policy adjustments, GES was migrated to this new listing.

Are you a previous owner of the legacy GES? I value your support! If you purchased the previous version and need to migrate to this new listing or claim your community activation code, please join TinyGiants Discord Community. I'll dedicate to verify your proof of purchase and ensuring you have seamless access to all future updates.

🚀 Service & Support Matrix

🛠️ Core Features

  • Asset-Driven Event Architecture: ScriptableObject-based with GUID protection. Rename files, move folders — references never break. Say goodbye to "Missing Reference" errors.
  • 🕸️ Visual Flow Orchestration: A powerful, zoomable node editor. Design complex event chains, parallel triggers, and sequential logic in a single window.
  • Zero-Reflection Performance: Powered by Expression Tree compilation. Logic conditions compile into native delegates at runtime — delivering C++-like execution speed with zero GC allocation.
  • 🧠 Advanced Logic Builder: Build nested AND/OR logic groups and dynamic property comparisons — without writing a single line of code.
  • 🎧 Professional Event Binding: Drag-and-drop UnityEvent wiring with type-safe indicators. Includes priority execution and conditional listeners.
  • Fine-Grained Flow Control: Native support for Delay, Loop, Async/Coroutine awaiting, and conditional gates.
  • 📜 Automated CodeGen Pipeline: A unique triple-mode generator that automatically resolves Unity's generic serialization limitations.
  • 🛡️ Industrial-Grade Toolchain: Built-in scene-wide reference finder, batch creation wizard, and database health checker.

💪 Who Needs GES?

  • 🎯 Solo Developers — Eliminate spaghetti code from day one.
  • 🏆 Professional Teams — A centralized, searchable, maintainable event database.
  • 🎨 Technical Artists & Designers — Trigger and manage complex logic without writing C#.
  • 🚀 Performance-Critical Games — Competitive games, large unit counts, high-throughput projects.

📦 Technical Specs

  • Architecture: ScriptableObject-based with GUID protection
  • Generic Support: Void, GameEvent<T>, GameEvent<TSender, TArgs>
  • Performance: Expression Tree compiler — zero reflection overhead at runtime
  • Workflow: Dashboard-style manager with fuzzy search and batch operations
  • Platforms: PC, Mobile, Console, WebGL (IL2CPP & Mono)

🏆 A Note from the Developer

"I built GES because I was tired of fighting invisible code dependencies. This isn't just a plugin — it's the architectural foundation I use every day in my own game development. Thank you for staying with me through my store migration. Let's build something great together." — Tino, TinyGiants


Price $39.99

Frontier - Field Power Distribution by MartinLjungblad

2026, April 8 - 08:53
Portable sci-fi power distribution infrastructure featuring a field transformer and modular connectors for linking generators and energy storage with powered equipment in system-driven environments.
  • Unity Version: 2022.3 LTS or newer
  • Render Pipelines Supported: URP & HDRP
  • Target Platforms: PC & Console
  • Asset Count: 9 prefabs
  • Poly Range: 950 – 14,161 triangles
  • LODs: LOD0–LOD2 included
  • Texture Resolution: 2K
  • Material Workflow: Mask-driven PBR materials
  • Material Variants: Engineer Yellow, Neutral Grey, Desert Beige (Clean & Worn)
  • Demo Scene Included
  • Interaction Logic: No gameplay systems are included. Assets are designed as production-ready building blocks intended to integrate with custom scripts, animation systems, or gameplay frameworks.

Frontier – Field Power Distribution is a modular sci-fi infrastructure asset pack designed to connect power generation with powered equipment in system-driven environments.


The pack includes a portable field transformer together with modular raw-energy and standardized power connectors, enabling developers to build believable energy networks between generators, energy storage systems, and powered devices.


Ideal for projects involving:

• engineering systems
• deployable infrastructure
• exploration or survival gameplay
• environmental storytelling


Assets are production-ready and designed for clean integration into existing gameplay systems or environment setups.


Designed for System-Driven Worlds

Field Power Distribution represents the distribution layer within a modular energy ecosystem.


Example system chain:

Portable Field Generator → Field Power Distribution → Tools / Workstations / Infrastructure


This makes the asset suitable for developers building energy systems, engineering mechanics, or frontier infrastructure within their projects.


Included Assets

Power Distribution Unit

  • Field Power Converter (hero asset)
  • Mounted Power Converter
  • Power Converter Stand

Raw Energy Connectors

  • Raw Connector – Male
  • Raw Connector – Female
  • Raw Connector – Wall Mount

Standard Power Connectors

  • Standard Connector – Male
  • Standard Connector – Female
  • Standard Connector – Wall Mount

Production Features

  • Optimized meshes with clean shading for real-time rendering
  • Consistent Frontier visual language and scale
  • Modular asset design suitable for system-driven environments
  • LODs included for performance optimization
  • Mask-driven customizable PBR materials
  • URP and HDRP support

Materials & Customization

Assets use a flexible mask-driven PBR material workflow designed for real-time rendering and efficient customization.


Adjustable parameters include:

  • Color tint layers
  • Text / symbol overlays
  • Smoothness, metallic, and clearcoat
  • Wear, rust, and dirt control
  • Surface color and normal variation
  • Emission color and intensity for powered elements

Material color variants: Engineer Yellow, Neutral Grey & Desert Beige (clean & worn)


A Unity-specific Frontier Material Helper tool is included to simplify material assignment and variant management.


Price $9.99

Trap Beats Music Pack: Vol. 2 by Composer Squad

2026, April 8 - 07:47
Pack of Trap Beats For Games: Volume 2

Number of Audio Wavs: 7

Sample rate / bit rate: 16 Bit, 44,100 Hz

Minutes of audio provided: 21

Pack of Trap Beats For Games


❮❮❮❮❮ TRACK LIST ❯❯❯❯❯


1) Fame

2) This Means War

3) Unstoppable

4) Selfless

5) Midnight

6) Fearless

7) Penthouse


❮❮❮❮❮ YOUTUBE NOTICE ❯❯❯❯❯


Our music is registered with YouTube's Content ID system. If you upload a video featuring our music to YouTube, you may receive this notice: "Copyright-protected content found. The owner allows the content to be used on YouTube." This is not a copyright strike. It is a standard notification that does not harm your channel's status or mute your video's audio. You can learn more about this here: https://composersquad.com/contentid



Price $29.00

MAR-Low Poly Excavator by MAR_0237

2026, April 8 - 04:57
Stylized low-poly Excavator asset designed for construction and industrial scenes. Clean topology and optimized mesh, perfect for games, simulations, and real-time environments.

Number of textures : 1

Texture dimensions : 512 × 512

Polygon count : Excavator – 5,517

Number of meshes/prefabs : 4 Prefabs

UV mapping : Yes

Texture maps : Base Color


Compatible with most Unity versions and suitable for games, simulations, and visualization projects.


This stylized low-poly excavator asset is designed for construction and industrial environment scenes. It is suitable for games, simulations, and real-time applications.


The track wheels are separated, allowing you to create moving track effects if needed. The upper and lower parts of the excavator are also separated, allowing the upper structure to rotate for more realistic construction vehicle movement.


Please note that this asset does not include built-in animations.


The model features clean topology and an optimized mesh, making it lightweight and suitable for real-time projects such as games, simulations, and environment building.


This asset may also be included in a 5 construction vehicle bundle package, so it may appear in multiple packages.


Price $4.99

Mesh Combiner Window by Graybox Tools

2026, April 7 - 19:59
Tool that merges multiple meshes into a single mesh, while giving control over pivot placement, submesh handling and output all in a single window.

Mesh Combiner Window is a tool designed to combine multiple MeshFilters into a single mesh while maintaining control over the pivot and the submeshes.


The tool allows you to quickly gather meshes from selected objectsm combine them into a single mesh and save the mesh. It also provides control over the pivot and how to merge the submeshes, making it useful for level optimization.


It is particulary useful when working with grayboxing, optimizing levels or with imported meshes that require pivot fixes and cleanup.


It comes with a Documentation PDF.


Key Features

  • Mesh selection tools, to easily select the meshes directly from the hierarchy.
  • Submeshes handling modes, choose how materials are handled when the meshes are combined.
  • Pivot control, you can define exactly where the pivot of the combined mesh should be.
  • Scene visualization options, it has a gizmos for the pivot and a button to focus on it.

Typical Use Cases

  • Combining group of meshes to reduce draw calls.
  • Fixing the pivot of a mesh.
  • Preparing meshes for prefabs or level assets.
  • Creating optimized mesh assets directly from scene geometry.

Price $0.00

Breakable lock & chain by That Individual

2026, April 7 - 19:56
Add realistic locks you can unlock or break ! Perfect for dungeons or fenced off areas.

Textures: 18 (URP + HDRP)

Texture scale: 2K

Vertices

  • 104 (chain link)
  • 1976 (chain)
  • 80 (key)
  • 114 (lock)
  • 136 (lockLatch)

Meshes: 6

Prefabs: 4

Rigging: yes, on chain

Animations: 0

UV mapped: yes

Lods: 0

Materials: PBR

Trailer/tutorial: https://youtu.be/-MmzIt8XLFY


Nice looking lock & chain with 3 texture sets (2K).

This lock can be used many times in the same level with different keys you can set up.

Find the right key & walk near the lock and it will be unlocked !

In other hand, if you are in a hurry you can shoot/break the lock.

Works by collision or raycasting.


Setup:

  • Drag lock-prefab to your level
  • Set "LockID"
  • Drag key-prefab to your level
  • Set "keyID" to same as the "LockID" in your lock
  • Walk near the key to add it to your inventory (script inside your player, check tutorial)
  • Walk near the lock to unlock it

Note:

As I dont know how doors work in your game, you have to code the interraction with the lock yourself.



Included: Breakable lock-prefab

Included: Key -prefab

Included: Posable chain -prefab

Included: 3 texture sets (2K, URP + HDRP)

Included: URP DemoLevel

Extra: shooting script example



Price $8.99

Sprite Shatter FX (Particle System) by CoreBit_Studio

2026, April 7 - 19:50
Turn any sprite into a particle shatter effect — bake, preview, and tweak it all inside the Unity Editor.
  • Grid slicing — configurable rows and columns slice the source sprite into individual fragment particles; optional scatter offset randomizes starting positions
  • 9 launch directions — Radial, Up, Down, Left, Right, and four diagonals, each with an adjustable spread angle
  • Physics-style motion — explosion force, gravity multiplier, speed modifier, burst impulse, decay sharpness, and velocity retention give fine control over how fragments move and slow down
  • Scale on impact — fragments punch outward with a configurable scale peak at burst, then settle back down
  • Turbulence (Noise) — strength, frequency, and scroll speed controls add organic drift to fragment paths
  • Limit Velocity — cap max fragment speed with a separate dampen value
  • Color tint + flash — optionally shift all fragments to a tint color and trigger a flash at the moment of burst
  • Trails — per-fragment trails with independent width, lifetime, and color
  • Collision — world-collision support with dampen and bounce coefficients, layer mask selection
  • Mask materials — apply shape-mask materials to fragments in Random or Sequential order, loaded from a dedicated asset folder
  • Lifetime & rotation — independent min/max lifetime and rotation-over-lifetime ranges; optional random start rotation
  • Loop mode — optional looping with manual duration override
  • Live preview — built-in PreviewRenderUtility viewport with Play / Pause / Stop controls, no need to enter Play Mode
  • Batch tab — bake multiple sprites in one pass
  • Preset system — built-in factory presets plus unlimited user presets, persisted via EditorPrefs; supports save, rename, and delete
  • Clean output — bakes to a standard UnityEngine.ParticleSystem prefab; optional auto-delete of the previously baked object

Sprite Shatter FX is a small editor tool where you drop in a sprite and get a ready-to-use Particle System out of it. No scripting needed.

The sprite is sliced into a grid of fragments that can explode outward, rotate, fade, and settle depending on how you set things up.

There are five built-in presets to start from: a hard crash, a slow fade, a fiery burst, an icy splinter, and a neutral base.


They’re just starting points — you can tweak them, save your own versions, and switch between presets without losing your current setup.


The tool is meant to fit into existing workflows without much friction. It works for hit effects, UI transitions, collectibles, puzzle elements — basically anywhere a static sprite feels a bit flat.

The result is a standard Unity Particle System prefab, so it plugs directly into scenes and animations.


Note: Masking does not work on Built-In.


Price $20.00

Task Automator | One-Click Workflow Automation for Unity by Ramdal Games Studios

2026, April 7 - 19:19
Automate repetitive Unity work with one-click execution, speed up setup and workflows, save time and cost, reduce manual mistakes, and create your own custom tasks to expand the system.
  • One-click workflow automation for Unity
  • Reusable jobs and unlimited presets
  • Shareable presets across multiple projects
  • Built-in handling for editor restarts and script recompilation
  • Pause and resume support during execution
  • Built-in file, package, and project settings tasks
  • Fresh project setup and configuration workflows
  • File and asset cloning with .meta file skipping
  • Folder setup, file creation, and project backup workflows
  • Expandable system with support for custom tasks, custom UI, and custom workflow logic

Task Automator is a flexible workflow automation system for Unity that turns repetitive setup and production steps into reusable jobs you can run in one click.

With one click, you can:

  • Initialize and configure a fresh project automatically
  • Import your packages and tools, then remove unneeded ones
  • Clone files and assets across different projects or locations without .meta files
  • Set up folders, structure, and required project files
  • Create a full backup of your project or selected files with ease.
  • Apply project settings with less manual work

Out of the box, Task Automator includes tasks for cloning, creating, deleting, and moving files, handling package import and removal, changing input type, and applying project settings.

  • Create unlimited presets for different roles and purposes, then reuse and share them across multiple projects and teams.
  • Task execution can also be paused and resumed, with built-in support for editor restarts and script recompilation.
  • Track task execution with step-by-step logs for faster debugging.

Task Automator is also expandable, allowing you to create custom tasks, custom task UI, and workflow logic for your own pipeline. 

For example, you could create a task that switches from dev mode to release mode, builds for selected platforms, then switches everything back automatically.

DISCORD | DOCUMENTATION


Price $19.99

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