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The newest packages in the Unity Asset Store.
Updated: 6 min 41 sec ago

Vintage Soda Vending Machine by SIUP

2026, March 4 - 11:28

PBR textures: Yes

Texture size: 2048x2048

Textures: AO, Color, Metallic_Smoothness, Normal, Emissive

Number of textures: 5

Number of materials: 1

Number of meshes: 2

Includes formats: FBX, TGA textures

UV mapping: Yes

Polycount:

Vending Machine: 1289 triangles

Soda Drink: 1104 triangles

This 1980s-style vending machine features a weathered metal body with a coin slot and selection buttons.

The model includes a single soda can asset. It features realistic surface wear, scuffs, and period-accurate graphics.


Please note that all branding and logos featured on the model arefictional and do not infringe upon any existing trademarks or copyrights.


PBR textures: Yes

Texture size: 2048x2048

Textures: AO, Color, Metallic_Smoothness, Normal, Emissive

Number of textures: 5

Number of materials: 1

Number of meshes: 2

Includes formats: FBX, TGA textures

UV mapping: Yes

Polycount:

Vending Machine: 1289 triangles

Soda Drink: 1104 triangles



Price $11.89

Vintage Wallpapper by SIUP

2026, March 4 - 11:28

PBR textures: Yes

Texture size: 4096x4096

Textures: Color, Metallic_Smoothness, Normal

Number of Materials: 22

Number of Textures: 50

Includes formats: TGA textures

This set includes 22 PBR texture sets featuring 14 unique historical patterns with additional color variations. The designs range from classic floral damasks to elegant Victorian stripes.

Each texture includes subtle aging effects, stains, and wear for a realistic antique look.


PBR textures: Yes

Texture size: 4096x4096

Textures: Color, Metallic_Smoothness, Normal

Number of Materials: 22

Number of Textures: 50

Includes formats: TGA textures





Price $11.49

Cauldrons by Tower Studio

2026, March 4 - 11:23
Two types of cauldrons for cooking with different dimensions.

Rigged: NO

Animated: NO

Number of Meshes: 12

Vertex Count(Total): 19,384

Triangle Count(Total): 38,324

Number of Prefabs: 5

Number of Textures: 7

Texture Resolutions: 4096

Number of Materials: 2

Objects Details:

3x cauldrons

2x rustic cauldrons


Unity Universal Render Pipeline (Metalic Standard):

2 AlbedoTransparency Maps

1 AO Maps

2 MetallicSmoothness Maps

2 Normal Maps


Price $12.00

HexForge Abandoned Modular Building Pack by HexForge

2026, March 4 - 11:00
64 modular abandoned building assets with shared 2K PBR textures, optimized low-poly kit for fast level design.
  • Number of unique meshes: 64
  • Average vertex count: 250–300 per mesh
  • Collision: Yes – Automatically Generated (Simple Collision)
  • LODs: No
  • Rigged: No
  • Animated: No

Materials & Textures

  • Number of Materials: 1 Master Material
  • Shared texture set across all assets
  • Number of Textures: 4
  • Texture Maps:
    Albedo
    Normal
    Smoothness
    Ambient Occlusion
  • Texture Resolution: 2048 x 2048

Platform Support

Windows: Yes
Mac: Yes

Abandoned Modular Building Pack is a modular construction kit designed for building abandoned, industrial and post-apocalyptic environments.

The pack includes 64 unique modular meshes such as walls, windows, doors, roof modules, chimneys, metal platforms, metal stairs and structural elements. All assets are grid-aligned and designed for seamless snapping, allowing you to assemble buildings of any scale quickly and efficiently.

Each mesh is optimized with an average of 250–300 vertices, making the pack suitable for large environments and performance-sensitive projects.

The pack uses shared 2K PBR textures, ensuring consistent visual style while keeping draw calls and memory usage efficient.

Perfect for:

  • Post-apocalyptic games
  • Survival games
  • Horror projects
  • Industrial environments
  • RTS and strategy maps
  • Urban decay scenes

Price $44.99

Large Scale Character Controller | Kaiju,Titan and Boss Movement System by Golem Kin Games

2026, March 4 - 10:28
Scale-aware movement system for massive creatures, bosses, and titans. Designed for extreme size, weight, and inertia, delivers heavy, grounded motion that standard character controllers can't handle.

TECHNICAL DETAILS

  • URP compatible
  • Rigidbody-based movement
  • Input-system agnostic
  • ScriptableObject profiles supported
  • Clean, documented API

Large-Scale Creature Movement System for Unity

TheController is a physics-assisted movement framework built specifically for massive entities — kaiju, titans, giant bosses, mechs, and other large-scale creatures that break traditional character controllers.


Standard controllers fail at extreme scale. This system is designed from the ground up to handle weight, inertia, terrain interaction, and camera behavior for creatures far larger than humanoid characters.


This asset focuses purely on locomotion and feel. No combat, no AI, no animations — just reliable, scalable movement that feels heavy, deliberate, and powerful.


KEY FEATURES

Scale-Aware Movement

  • Designed for creatures 10x–100x humanoid size
  • Mass-scaled acceleration and deceleration
  • Heavy inertia with configurable damping curves
  • No snapping or twitchy motion

Grounded Locomotion

  • Slope-aware movement
  • Dynamic step height based on creature scale
  • Push-through behavior for small props
  • Blocked movement for large obstacles

Advanced Grounding System

  • Multi-point ground sampling
  • Averaged surface normals for stability
  • Prevents tipping, jittering, and edge balancing
  • Smooth terrain alignment

Weight & Impact Handling

  • Landing force calculation
  • Optional heavy step and impact events
  • Designed to support camera shake, VFX, or destruction systems via hooks

Kaiju-Ready Camera System

  • Scale-based camera distance
  • Soft follow and rotation damping
  • Vertical framing bias
  • Ground collision avoidance
  • Reinforces size and weight instead of fighting it

Animation-Friendly

  • Velocity and turn-based parameters
  • Grounded state tracking
  • Works with any rig or animation style
  • No humanoid assumptions

Flexible Control Modes

  • Player-controlled movement
  • AI-driven locomotion via simple movement API
  • Hybrid setups supported

Performance-Focused

  • Single Rigidbody architecture
  • No per-frame allocations
  • Stable physics behavior at large scales
  • Mobile-safe defaults

WHAT THIS ASSET IS NOT

This is a locomotion system only.

It does not include:

  • Combat or attacks
  • AI decision logic
  • Health systems
  • Destruction systems
  • Animations or models
  • City or environment content

This keeps the system reusable, performant, and easy to integrate into existing projects.

IDEAL USE CASES

  • Kaiju or titan games
  • Giant boss encounters
  • Large creature NPCs
  • Mechs and massive robots
  • Open-world boss traversal
  • Destruction-focused games

WHY THIS EXISTS

Normal character controllers are built for human-scale movement.
They fall apart when size, mass, and inertia increase.

The Controller solves that problem directly.


Price $25.00

Village Buildings Pack by HexForge

2026, March 4 - 10:18
20 stylized medieval village buildings (realistic + stylized variants) optimized prefabs for Unity Built-in/URP, ready to drop into your scene.

- Number of textures: 80 PNGs (4 maps × 20 variants).

- Texture dimensions: 2048 × 2048 for all maps.

- Polygon (tris) per model (same for realistic/stylized prefabs): Bakery 2,404; Barn 2,190; Blacksmith 2,236; Guard House 2,489; House 1,394; Hunter’s Hut 3,232; Stable 3,018; Village Center 9,835; Windmill 2,128; Woodcutter 3,186.

- Minimum polygon count: 1,394 tris (House).

- Maximum polygon count: 9,835 tris (Village Center).

- Number of meshes/prefabs: 10 FBX meshes; 20 prefabs (10 realistic + 10 stylized).

- Rigging: No.

- Animation count: 0.

- Animation types: None.

- UV mapping: Yes (all meshes UV-unwrapped for PBR textures).

- LODs: None included.

- Materials & texture maps: PBR; shared materials using AlbedoTransparency, Normal, AO, MetallicSmoothness maps.

Village Buildings Pack delivers a complete medieval village in two styles (realistic + stylized). Includes 10 core structures—house, barn, bakery, blacksmith, guard house, hunter’s hut, stable, woodcutter, windmill, village center—and the same set in a stylized palette. Optimized geometry per model: Bakery 1,552 verts / 2,404 tris; Barn 1,433 / 2,190; Blacksmith 1,418 / 2,236; Guard House 1,767 / 2,489; House 965 / 1,394; Hunter’s Hut 1,968 / 3,232; Stable 1,905 / 3,018; Village Center 6,407 / 9,835; Windmill 1,392 / 2,128; Woodcutter 1,995 / 3,186 (total 20,802 verts, 32,112 tris). Prefabs use real-world Unity scale with clean pivots for quick placement and kitbashing. Shared materials make re‑tinting easy; PBR textures (albedo, normal, AO, metallic/smoothness) are optimized for real-time. Works out of the box in Built-in and URP (HDRP not tested). No scripts or animations—just drop the prefabs into your scene and build villages fast.


Price $29.99

2D Icons - Fantasy Chest by LAYERLAB

2026, March 4 - 08:51

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A complete reward chest asset pack featuring four unique chest tiers, designed for in-game reward and progression systems.


This pack includes four distinct chest types — Wooden, Silver, Gold, and Special (Purple & Pink) — each with three visual states to support a wide range of reward presentations, from simple unlocks to impactful, high-value moments.


✨ States Included (per chest)


  • 🔒 Closed
  • 🔓 Opened
  • ✨ Opened with effect

✨ Features


  • 🪵 Wooden chest — Stage 1, ideal for early-game and tutorial rewards
  • 🥈 Silver chest — Stage 2, designed for mid-tier and stage clear rewards
  • 🏆 Gold chest — Stage 3, perfect for premium, rare, and high-value rewards
  • 💜 Special chest — Purple & pink palette with glowing & sparkle effects, designed for event, limited, and top-tier loot
  • 🎮 Suitable for casual, hyper-casual, mid-core, RPG, and mobile games
  • 🧩 Built for tier-based progression systems with clear visual distinction between stages

📦 Files Included


  • 📦 PNG format
  • 📐 3 sizes per chest: 512 / 256 / 128

A versatile chest collection covering the full reward spectrum — from beginner tutorials to special events and premium milestones.


🚫 These assets may not be used for training, input, or any purpose related to generative AI programs.



----------------------------------------------------------

If there any suggest or idea for improvement feel free to contact me, if it

possible I will add your request in further updates.


📰 Follow us for updates and news!

Discord | Youtube | Facebook | Support mail


LAYERLAB

https://layerlab.games


Price $7.99

2D Icons - Picto Icon Pack 01 by LAYERLAB

2026, March 4 - 07:06

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A free pictogram icon pack featuring 220+ essential icons

designed for game UI and gameplay systems.

Built with a clean flat style, these icons offer high readability

even at small sizes, making them ideal for fast-paced and minimal UI designs.



  • 🔹 220+ pictogram icons included
  • 🎮 Focused on essential game UI elements
  • 👁️ Clean flat style with strong visual clarity
  • 📦 PNG format only
  • 📐 4 sizes included(512 / 256 / 128 / 64)
  • ⚡ Perfect for buttons, HUDs, menus, and popups

Well-suited for casual, hyper-casual, and minimalist game UI.

A reliable free icon set for both prototyping and production use.



----------------------------------------------------------

If there any suggest or idea for improvement feel free to contact me, if it

possible I will add your request in further updates.


📰 Follow us for updates and news!

Discord | Youtube | Facebook | Support mail


LAYERLAB

https://layerlab.games


Price $0.00

Schoolboy by Dary Palasky

2026, March 4 - 06:17
Detailed realistic schoolboy character for games and cinematics. Features facial blendshapes.

Number of textures: 43

Texture dimensions: (1024x1024,2048x2048,4096x4096)

Polygon count :

Minimum polygon count: 31830

Maximum polygon count: 31830

Number of meshes/prefabs: 3x1

Rigging: Yes

Animated: No

UV mapping: Yes

LOD information: No LODs

Please note that the model has no facial bones; facial animation is done using blendshapes.


Rig: Humanoid


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Feature:

  • 52 Face blend shapes/morph target
  • 5 ready-made facial emotions
  • Blood/Dirt mask: Face/Body/Cloth
  • Color mask: Skin/Eyes/Cloth

Polycount:

  • Polygons: 31830
  • Vertices: 43151
  • Triangles: 62755

Price $59.99

Toho (Nias Spear pack) by Nusantara Art World

2026, March 4 - 03:53
Dominate the battlefield with the Toho, a collection of 12 authentic traditional spears from Nias Island, inspired by the legendary stone-jumping warriors of the Majapahit era.

Number of textures 8

Texture dimensions 1024x1024

Polygon count of

Toho A 364

Toho B 144

Toho C 176

Toho D 176

Toho E 396

Toho F 208

Toho G 176

Toho H 160

Toho I 136

Toho J 176

Toho K 136

Toho L 104


Spear Rack 504


Minimum polygon count 104

Maximum polygon count 504

Number of meshes/prefabs 13

Rigging: Yes

UV mapping: Yes

Types of materials and texture maps PBR

The Unyielding Steel of the Megalithic Guardians.


The Toho is the soul of the Nias warrior—a symbol of fierce independence and tribal honor from the rugged islands of North Sumatra. Known for their formidable stone-fortress villages and the legendary tradition of Fahombo (Stone Jumping), the people of Nias crafted spears that were as resilient as the stone they lived upon.


The Echo of Sumpah Palapa: During the golden age of the Majapahit Empire, the western seas were a frontier of legendary strength. As Prime Minister Gajah Mada sought to fulfill the Sumpah Palapa (The Palapa Oath) to unify the archipelago, the warriors of Nias stood as masters of their own domain. The Toho spears in this pack represent that era of fierce tribal pride, where the Majapahit Invasion met the unshakeable defense of the Nias island dwellers.


Key Features:

  • 12 Unique Variants: Includes a diverse range of spearheads, from the heavy-duty Toho Simatua for frontline combat to ornate ceremonial variants used by tribal chiefs.
  • Cultural Authenticity: Meticulously modeled after traditional Nias craftsmanship, featuring signature slender shafts and distinct blade silhouettes.
  • High-Quality PBR Textures: Textures capture the contrast between hand-forged steel and the dark, polished tropical woods used by ancestral smiths.
  • Optimized for Games: Performance-ready assets with optimized geometry, perfect for historical RPGs, survival games, or fantasy combat.

Price $16.00

2D Icons - Reward Chest Pack by LAYERLAB

2026, March 4 - 03:06

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Join in to our LayerLab Discord Community!

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A free reward chest asset pack featuring

Wood, Silver, and Gold chests, designed for game reward systems.

Each chest includes both closed and opened states,

making it easy to create satisfying reward reveal moments in-game.

Perfect for casual and hyper-casual games,

with a clean and friendly style that fits a wide range of UI themes.


  • 🎁 3 chest types: Wood, Silver, Gold
  • 🔓 Both closed and opened versions included
  • 🎮 Optimized for casual & hyper-casual games
  • 🧩 Fully editable PSD source files provided
  • ✂️ Clean shapes, ready for immediate UI use

Ideal for daily rewards, stage clear rewards, loot boxes, and more.

A solid free asset for building rewarding game experiences.



----------------------------------------------------------

If there any suggest or idea for improvement feel free to contact me, if it

possible I will add your request in further updates.


📰 Follow us for updates and news!

Discord | X | Youtube | Facebook | Email


LAYERLAB

https://layerlab.games


Price $0.00

2D Icons - Casual Icon Pack by LAYERLAB

2026, March 4 - 02:51

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Join in to our LAYERLAB Discord Community!

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A free icon pack featuring 15 essential game icons

commonly used across game UI and systems.

Designed for casual, hyper-casual, and mobile games,

this pack covers core elements such as currency, settings, rewards, combat, and UI navigation.


  • ⭐ 15 essential icons included
  • 🎮 Optimized for casual & hyper-casual game styles
  • 🧩 Fully editable PSD source file included
  • 📦 PNG files in 3 sizes
    • (512 × 512 / 256 × 256 / 128 × 128)
  • ✂️ Cleanly cropped and ready for immediate UI use

A solid free icon set, perfect for both quick prototypes and production-ready games.



----------------------------------------------------------

If there any suggest or idea for improvement feel free to contact me, if it

possible I will add your request in further updates.


📰 Follow us for updates and news!

Discord | Youtube | Facebook | Support mail


LAYERLAB

https://layerlab.games


Price $0.00

2D Icons - Casual Flag Icons by LAYERLAB

2026, March 4 - 02:21

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Join in to our LayerLab Discord Community!

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A set of 24 country flag icons, designed specifically for

language selection and localization UI in games and applications.

Created in a casual and friendly style,

these icons blend naturally into casual games, mobile games, and service interfaces

without feeling too realistic or rigid.



✨ Features


  • 🌍 24 country flag icons included
  • 🎮 Ideal for language and region selection screens
  • 🎨 Casual, approachable visual style
  • 👁️ Easy to recognize even at small sizes
  • 🧩 Fully editable PSD source files included


📦 Files Included


  • 📦 PNG & PSD formats
  • 📐 2 sizes provided
    • Small / Large

A practical and clean icon set for global-ready UI and localization systems.


🚫 This asset may not be used for training, input, or any purpose related to generative AI programs.



----------------------------------------------------------

If there any suggest or idea for improvement feel free to contact me, if it

possible I will add your request in further updates.


📰 Follow us for updates and news!

Discord | X | Youtube | Facebook | Email


LAYERLAB

https://layerlab.games


Price $4.99

Modular Characters - Basic by Normalgon

2026, March 4 - 01:50
Free sample of the modular character system with limited content. All features included: swap parts, customize colors & shapes, add accessories. Animation-ready with runtime support.
  • Animation: Does not include animation but is compatible with Unity's animation system
  • Rigging: Humanoid rig, compatible with all animations
  • Polygon count: Each fully assembled character ranges from about 1,500 - 3,000 verts
  • Materials: Custom PBR shader with vertex color support
  • Blend shapes included: Face, Hips, Waist, Bust, Feet
  • Render pipeline: URP
  • Runtime modification: Fully supported
  • Platform compatibility: All platforms supported by Unity
  • Unity version: Unity 6+
  • Number of prefabs:
    • 7 pairs of feet
    • 6 pairs of hands
    • 2 heads
    • 6 hairstyles
    • 3 helmets
    • 6 bottoms
    • 7 torsos
    • 6 sets of armor
    • 4 hats
    • 2 facial hairstyles

Normalgon Modular Characters Basic - FREE SAMPLE includes a starter set of parts with the complete modular character system and all its features.


Experience all the core features and workflows, then upgrade to the full version for the complete content library. This pack includes fully rigged characters ready for animation. Animations are not included but work seamlessly with Mixamo, Unity Asset Store animations, or your custom animations.


What's Included in the Free Sample:


Sample Content:

  • Limited selection of body parts (head, torso, legs, arms, hands, feet)
  • Sample socketed accessories
  • Demo scene with example characters
  • Full Modular Character Editor tool
  • Custom color-zone material

What You Get:


Full Modularity

  • Mix and match heads, torsos, legs, arms, hands, and feet
  • Each part works seamlessly with animations (tested with Mixamo, Humanoid rigs)
  • Bone Remapper script ensures all parts animate perfectly together

Deep Customization

  • Body Shapes: Adjust hips, waist, bust, face structure, and more via simple BlendShape sliders
  • Color Zones: Custom shader system with vertex coloring for performant, multi-zone color customization
  • Metallics & Smoothness: Control shininess per color zone with alpha-based material settings
  • Fantasy Options: Toggle pointed ears on/off for elves and fantasy races

Socketed Accessories

  • Add armor, hats, beards, mustaches, backpacks, and more
  • Automatic positioning and parenting to correct bone locations
  • Layer accessories (yes, even hats on hats!)

Two Workflow Options

  1. Manual Assembly: Drag-drop parts for complete control
  2. Modular Character Editor: UI-based system with Pick/Remove buttons—works in-editor AND at runtime for in-game character creators

Runtime Ready

  • Swap parts and colors during gameplay
  • Perfect for character creation screens, equipment systems, and RPG customization
  • Optimized for performance with efficient vertex coloring

Ideal For:

  • Medieval/Fantasy RPGs
  • Character creation systems
  • Games requiring visual equipment changes
  • Projects needing diverse NPC populations
  • Any genre requiring customizable humanoid characters

Technical Highlights:

  • Animation-ready with proper bone mapping
  • Performant shader system
  • Clean prefab structure
  • Expandable part library
  • Debug mode for troubleshooting

Whether you're building a character creator, an RPG with equipment visualization, or simply need varied NPCs, this modular system provides the flexibility and ease of use to bring your characters to life!


Price $0.00

Modular Characters - Medieval by Normalgon

2026, March 4 - 01:50
Fully modular character system! Swap parts, customize colors & shapes, add accessories. Animation-ready with runtime support. Perfect for RPGs & character creators.
  • Animation: Does not include animation but is compatible with Unity's animation system
  • Rigging: Humanoid rig, compatible with all animations
  • Polygon count: Each fully assembled character ranges from about 1,500 - 3,000 verts
  • Materials: Custom PBR shader with vertex color support
  • Blend shapes included: Face, Hips, Waist, Bust, Feet
  • Render pipeline: URP
  • Runtime modification: Fully supported
  • Platform compatibility: All platforms supported by Unity
  • Unity version: Unity 6+
  • Number of prefabs
    • 18 pairs of feet
    • 10 pairs of hands
    • 2 heads
    • 15 hairstyles
    • 3 helmets
    • 19 bottoms
    • 31 torsos
    • 11 sets of armor
    • 12 hats
    • 7 facial hairstyles

Normalgon Modular Character Pack is a complete character customization solution that gives you the freedom to create unique characters without the complexity of traditional character systems.


This pack includes fully rigged characters ready for animation. Animations are not included but work seamlessly with Mixamo, Unity Asset Store animations, or your custom animations.


What You Get:

Full Modularity

  • Mix and match heads, torsos, legs, arms, hands, and feet
  • Each part works seamlessly with animations (tested with Mixamo, Humanoid rigs)
  • Bone Remapper script ensures all parts animate perfectly together

Deep Customization

  • Body Shapes: Adjust hips, waist, bust, face structure, and more via simple BlendShape sliders
  • Color Zones: Custom shader system with vertex coloring for performant, multi-zone color customization
  • Metallics & Smoothness: Control shininess per color zone with alpha-based material settings
  • Fantasy Options: Toggle pointed ears on/off for elves and fantasy races

Socketed Accessories

  • Add armor, hats, beards, mustaches, backpacks, and more
  • Automatic positioning and parenting to correct bone locations
  • Layer accessories (yes, even hats on hats!)

Two Workflow Options

  1. Manual Assembly: Drag-drop parts for complete control
  2. Modular Character Editor: UI-based system with Pick/Remove buttons—works in-editor AND at runtime for in-game character creators

Runtime Ready

  • Swap parts and colors during gameplay
  • Perfect for character creation screens, equipment systems, and RPG customization
  • Optimized for performance with efficient vertex coloring

Ideal For:

  • Medieval/Fantasy RPGs
  • Character creation systems
  • Games requiring visual equipment changes
  • Projects needing diverse NPC populations
  • Any genre requiring customizable humanoid characters

Technical Highlights:

  • Animation-ready with proper bone mapping
  • Performant shader system
  • Clean prefab structure
  • Expandable part library
  • Debug mode for troubleshooting

Whether you're building a character creator, an RPG with equipment visualization, or simply need varied NPCs, this modular system provides the flexibility and ease of use to bring your characters to life!


Price $60.00

Mobile Gore System by Pavan Games

2026, March 3 - 19:49
High-performance gore toolkit with automated mesh separation and limb dismemberment. Optimized for mobile with native support for standard Mecanim Humanoid rigs.
  • Full pipeline automation – From raw character to ready-to-dismember prefab in seconds.
  • 🧩 Auto mesh merge – Combines multiple body meshes into one skinned mesh.
  • 🦴 Smart ragdoll generation – Auto-colliders with proportional sizing, similar to Unity’s Ragdoll Wizard but improved.
  • 💥 One-click dismemberment – Characters are automatically split into body parts with clean prefabs.
  • 📱 Optimized for mobile – Designed for thousands of characters without runtime overhead.
  • 🔧 Minimal setup – No manual bone assignment, no mesh cutting at runtime.
  • 🎮 Plug-and-play – Works out of the box with any standard Mecanim Humanoid rig.

⚠️ Demo Character Notice

The included demo character is provided for showcase purposes only and is intentionally high-detail to better demonstrate the dismemberment system.

It is not optimized for mobile devices.

For production use on mobile platforms, we strongly recommend integrating the system with a properly optimized character model.

From standard Humanoid characters to a fully dismemberable ragdoll in just 3 seconds.


Mobile Gore System is a Unity toolkit designed to instantly transform standard Mecanim Humanoid characters into fully functional ragdolls, ready for dismemberment — with minimal setup and no runtime mesh slicing.

Unlike traditional gore systems that require manual bone selection and complex setup, Mobile Gore System automates the entire pipeline:

  • Automatic Skinned Mesh Merge – Characters with multiple meshes can be merged into a single Skinned Mesh Renderer, producing a clean, ready-to-use mesh.
  • One-Click Ragdoll Generation – Colliders and joints are automatically configured with smart proportions.
  • Instant Dismemberment – Split characters into body parts that can be blown apart, hidden, or destroyed in real time.
  • Optimized for Mobile – No expensive runtime mesh cutting. Thousands of characters can be spawned, dismembered, and destroyed without affecting performance.

Supported Characters and Requirements

  • Fully tested with standard Humanoid rigs and characters generated from common modeling tools (using the GameEngine-ready rig).
  • FBX models must have a single mesh and a single material for correct functionality.
  • Characters with multiple meshes or materials must be merged before use.
  • Standard Mecanim Humanoid compatibility ensures support for the vast majority of character libraries available on the market.

Mobile Gore System is ideal for shooters, horror games, survival projects, or any title requiring visceral, plug-and-play ragdoll destruction — without the pain of manual setup or complex rig adjustments.


Price $24.99

Vfx particles-Portal vfx by Graphics Art

2026, March 3 - 19:44
Portal VFX Pack includes a collection of high-quality stylized portal effects designed for fantasy, sci-fi, action, and magic-based games.

Customization Options

· All portal effects are fully customizable via the Inspector:

· Particle System Properties

Users can customize particle system properties like start lifetime, rotation, color over lifetime, emission, size over lifetime, etc.

· Shader & Material Properties

Users can customize properties like Color, Strength, Density, Speed, Brightness, etc. These exposed properties will allow users to easily create new visual styles without editing the shader itself.


Texture size: 2048b/w 2048

Texture format: 2D

Texture type: Default



Portal VFX Pack includes a collection of high-quality stylized portal effects designed for fantasy, sci-fi, action, and magic-based games. This pack features 7 unique portal effects, each provided with 2 visual variants, resulting in a total of 21 portal prefabs ready to use.

The portals are created using a combination of Shader Graph materials, Particle Systems, and Post Processing to achieve visually rich and immersive effects. Post Processing is applied globally through the camera in the demo scene to enhance the overall look and presentation.


  • Unique portal effects
  • 2 variants per portal effect
  • Total of 21 portal prefabs
  • Demo Scene showcasing all portals

Each portal is designed to be modular and easy to integrate into gameplay scenarios such as level transitions, or magical gateways.


1. Prefabs: All portal Effects Prefabs each with 2 variants.

2. Textures: All textures

3. Materials: All materials

4. Scripts: Script used in demo scene

5. Shaders: Shader that is used for the portal effects.


Usage

1. Import the package in your unity project.

2. Open the Demo Scene to preview the effects.

3. Use the Left Mouse Button in the demo scene to switch between the portal effects.

4. Drag and Drop: Drag any portal effect prefab from the Prefabs folder into your scene.

5. Positioning: Position the effect into your scene according to your desired location and orientation.

6. Triggering: Activate the effect on your game logic or animation events to bring them to life at the right moment.


Price $4.99

Piercable Object System | Real Holes at Walls. by Semih Durmus

2026, March 3 - 19:44
Advanced bullet impact system for HDRP. Supports dynamic decal spawning, material-specific effects, and realistic entry/exit holes. (And also has a audio management system as extra)

Core Modules:

  • Surface Manager: Handles raycast data and delegates effects.
  • Piercable Object: Manages UV-based hole painting and double-sided raycast logic for penetration.
  • Impact Controller: Controls visual effect lifetime and pooling.
  • Audio Manager: Centralized audio pooling and playback system.

Included Assets:

  • Full C# Source Code (Fully commented in English).
  • Demo Scenes & Prefabs.
  • ScriptableObject Templates for Surface Libraries and Audio Data.

Compatibility:

  • Render Pipeline: HDRP (High Definition Render Pipeline) is REQUIRED.
  • Unity Version: Unity 2021.3 LTS or higher (Tested on Unity 6).
  • .Dependencies: Requirescom.unity.render-pipelines.high-definition

Bring your shooter game to life with realistic surface interactions!

The Piercable Object System is a complete solution for handling bullet impacts, surface detection, and penetration physics in Unity HDRP. Whether shooting at concrete walls, metal barriers, or thin wooden doors, this system ensures the correct visual and audio feedback is played every time.


Key Features:

  • 🎯 Material-Based Interactions: Automatically detects surface types (Wood, Metal, Concrete, etc.) using Physics Materials and plays the appropriate particle effects and sounds.
  • ⚡ High Performance: Built-in Object Pooling system for Particles and Sound Emitters ensures zero garbage collection spikes during intense gunfights.
  • 🎨 HDRP Ready: Utilizes HDRP Decal Projectors for high-quality.
  • 🔊 Advanced Audio System: Includes a robust Audio Manager with 3D spatial blending, random pitch/volume variations, and mixer group support.
  • 🛠️ Easy to Extend: Data-driven architecture using ScriptableObjects makes adding new surfaces incredibly fast.

Workflow: Simply assign your effects to the Surface Library, verify your Physics Materials, and call the API from your weapon script. The system handles the rest!


Price $15.99

Footstep System by MGe Labs

2026, March 3 - 19:32
Instantly upgrade your game's movement audio. The MGe Labs Footstep System provides fast ground detection and automatic footstep sounds for both Terrain and GameObjects.

With this Footstep System, you can add footstep functionality to your characters quickly and efficiently.

It uses ScriptableObjects to define per-surface sounds and terrain-layer mappings, allowing each character to use its own set of surfaces and letting you map your own terrain layers to ground types.


Footstep and landing sounds can be triggered automatically through built-in movement and ground detection, or manually via the FootstepHandler when you need precise timing.

The system works on both GameObjects and Terrains and is easy to extend for project-specific requirements.


You can check out the Playable Demo 👣


Feature Overview

  • Works with GameObjects and Terrains
  • Surface setup using reusable ScriptableObjects
  • Supports Walk, Run, Jump, and Land sounds including sound variation
  • Supports footstep decals and ground particles
  • Supports separate detection for each foot
  • Raycast and SphereCast support
  • Flexible, extendable API
  • Includes an automated setup to add the FootstepHandler to Characters
  • Comes with various CC0 licensed footstep sounds for different surfaces
  • Documentation included

Limitations

  • The usable ground types are defined inside an enum, this means you will have to change the code if you want to add additional ground types (there are 25 types out of the box, 10 of them have sounds included).

Price $6.99

Terrain Census by Veridian Systems

2026, March 3 - 18:54
Stop guessing. Profile Unity Terrains with precise heatmaps for asset density, slope, and height. Audit instance counts, analyze curvature, and optimize performance with high-speed Burst analysis.

1. Architecture & Performance

Terrain Census is built on the Unity Job System and Burst Compiler to handle large datasets efficiently. It employs a "Gather-Process-Apply" architecture, offloading heavy mathematics—such as counting 50,000 trees or calculating slope angles for a 4k heightmap—to background worker threads. This ensures the Unity Editor remains responsive during analysis.

  • Fast Operations: Asset Counting, Height, Slope, and Aspect analysis are generally near-instantaneous.
  • Heavy Operations: Region Analysis (Curvature) uses a complex iterative algorithm (Connected-Component Labeling). On very large terrains, calculating this specific heatmap may cause a noticeable delay.
  • Mesh Optimization: Includes adjustable Mesh Quality Settings (High/Medium/Low), allowing you to trade visual smoothness for Editor frame rate on lower-end hardware.

2. Dependencies & Unity Version

  • Target Version: Developed and tested exclusively for Unity 6+ (6000.0+).
  • Required Packages: com.unity.burst and com.unity.mathematics.
  • Built-in Pipeline: Users on the Built-in pipeline (or those who have manually stripped their package manifest) will need to install these dependencies via the Package Manager.Installation:
    URP / HDRP:
    These packages are typically included by default in modern templates; no extra installation is required.
  • Code Safety: This asset utilizes Safe Burst Code only. No unsafe code blocks or experimental project settings are required.

3. Render Pipeline CompatibilityThis tool is designed to work out-of-the-box across all standard Unity render pipelines.

  • Intelligent Shaders: The visualization overlay uses a single, smart shader file that automatically detects the active pipeline and compiles the correct passes. The Blending shader is pipeline-agnostic.The Tool (Fully Compatible):
    Works natively in Built-in, URP, and HDRP.
  • Workaround: If you are using Built-in or HDRP, the tool itself will work perfectly, but the Demo Scene objects will appear pink. To use the demo scene in other pipelines, you must manually upgrade or swap the terrain and prop materials to match your render settings.The Demo Scene (Conditional):
    Warning:
    The included Demo Scene creates its terrain and props using URP Lit materials.

4. Analysis Features (Technical Breakdown)

The calculation engine uses specialized algorithms to extract meaningful data from raw terrain maps.

  • Texture Weighting: Analyzes Alpha Maps (Splatmaps) to calculate the exact surface coverage percentage of every Terrain Layer, filtering out layers with negligible impact.Asset Census Engine:
    Parallel Counting:
    Utilizes a "Map-Reduce" job structure to count thousands of Tree instances and Detail objects across multiple threads simultaneously.
    Detail Aggregation: Efficiently sums instance counts from multiple detail resolution layers, handling both "Instance Count" (grass) and "Vertex Lit" (mesh) prototype modes.
  • Aspect: Determines the compass direction (0° to 360°) of slope faces using interpolated terrain normals, essential for lighting and biome logic.Morphological Analysis:
    Height:
    Generates binary or gradient masks based on altitude ranges. Supports custom Modulation Curves (AnimationCurve) to create soft-falloff visualizations rather than hard cutoffs.
    Slope: Calculates surface steepness (0° to 90°) using central difference sampling on the heightmap.
  • Connected-Component Labeling (CCL): Runs an iterative algorithm to group these classified pixels into contiguous regions. This allows for filtering by Region Size (e.g., "Ignore any flat spots smaller than 100 pixels").Advanced Region Analysis (Curvature):
    Shape Detection:
    Implements a sliding-window algorithm to classify terrain pixels as Concave (basins), Convex (ridges), or Flat (plateaus) based on a configurable analysis radius and vertical threshold.
  • Logic Modes: Supports Intersection (AND) to find overlapping valid areas and Union (OR) to aggregate multiple data layers.Boolean Logic & Blending:
    Hybrid Blending Architecture:
    The tool attempts to use a custom shader and Graphics.Blit for instant, GPU-accelerated texture blending (Intersection/Union). If the GPU path is unavailable, it automatically falls back to a robust Burst/Job-based CPU implementation.
  • Extrema: Calculates global Min, Max, and Mean elevation statistics.Statistics:
    Histograms:
    Generates 20-bin frequency distribution charts for Height and Slope to visualize the overall profile of the terrain.

5. Package Structure & Limitations

  • Assembly Definition: All scripts are wrapped in the Veridian.TerrainCensus.Editor assembly. This ensures the tool is strictly Editor-Only and is automatically stripped from your final game builds, ensuring zero impact (0MB) on runtime build size.
  • Memory Usage: Generating high-resolution heatmaps (e.g., matching a 4096 heightmap pixel-for-pixel) consumes VRAM and RAM. Users working with massive terrains on lower-end hardware are advised to use the Mesh Quality settings (Medium/Low) to reduce overhead without sacrificing data accuracy.

6. Roadmap: The Full VersionWhile this free version is a complete analysis suite, the upcoming Full Version transforms Terrain Census from a diagnostic tool into a runtime engine.

  • Runtime API: The full version exposes the core calculation engine to your game scripts, allowing you to generate height, slope, and density heatmaps dynamically during gameplay. Includes examples for Utility AI (finding cover) and minimap generation.
  • Scene Object Replacer Integration: Directly link your census data to the Scene Object Replacer Use heatmap data to drive probabilistic replacement of Terrain Trees, Detail patches, or GameObjects (e.g., "Replace all rocks in this High-Slope zone with Mossy variants").
  • Biomator Integration: Seamlessly connect with the Biomator procedural engine to visualize spawn rules in real-time or drive object placement based on complex terrain morphology.

A professional profiling and visualization utility that gives you a "God's Eye View" of your Unity Terrain data through intuitive heatmaps, exact instance counts, and statistical analysis.


The Origin Story

Building a large-scale environment is often an artistic process, but optimizing and debugging it is a technical one.

I originally developed Terrain Census as the internal debugging layer for Biomator (my upcoming procedural generation engine) and BurstLOD (my optimization suite). I needed a way to verify that my procedural rules were working correctly—I needed to see exactly where trees were spawning, which slopes were too steep, and where texture coverage was heaviest.

Unity Terrains are often treated as "Black Boxes"—you paint trees and textures, but you rarely have easy access to the quantitative data behind them. I realized that this lack of visibility is a problem for every Level Designer and Technical Artist, not just those using procedural tools.

While this tool is part of a larger paid ecosystem, I am releasing the core analysis engine as a standalone free asset because I believe that being able to see your data shouldn't be a premium feature. If you are building a world, you deserve to know exactly what is in it.


What is Terrain Census?

Terrain Census is an Editor-Only diagnostic instrument. It bridges the gap between your artistic vision and the raw data stored in your Terrain assets.

It scans your terrain to provide precise data on asset distribution, density, and topography, turning invisible numbers into clear, color-coded Heatmaps directly in the Scene View.

It is designed to answer the specific questions that arise during level design and optimization:

  • Topography: "Where exactly are my steep cliffs (unwalkable) versus my flat plateaus (buildable)?"
  • Optimization: "Why is performance dropping in this sector? Do I have too many trees or too much grass density here?"
  • Validation: "Did I accidentally paint snow texture below the sea level?"

Instead of guessing, Terrain Census lets you see the answers.


Key Features: The "God's Eye View"

Terrain Census turns invisible data into actionable insights, allowing you to answer complex questions about your environment instantly.

  • Interactive Context Tool: Click the magnifying glass icon next to any asset in the census list to instantly select the Terrain and activate the specific painting tool for that asset, speeding up your editing workflow.Comprehensive Asset Auditing:
    Precise Instance Counts:
    Get exact numbers for every Tree prefab and Detail object (grass/meshes) on your terrain. This allows you to pinpoint exactly which assets are consuming your performance budget.
    Texture Coverage Analysis: View accurate percentage breakdowns for every Terrain Layer (Splatmap). This helps identify textures that are barely used or unintentionally painted over, saving memory and draw calls.
  • Aspect Direction: Visualize which compass direction slopes are facing, which is essential for placing solar arrays, vegetation biomes, or directional lighting effects.Visual Heatmaps (Density & Morphology):
    Asset Density Visualization:
    Project color-coded heatmaps onto the terrain to see clustering patterns for trees, details, or custom GameObject Groups.
    Height Range Masking: Isolate specific altitude bands to visualize gameplay constraints, such as snow lines, sea levels, or fog zones.
    Slope Angle Analysis: Identify terrain steepness with a configurable range (0° to 90°), making it easy to spot unwalkable cliffs or flat buildable zones.
  • Topological Classification: Automatically highlight Basins (concave valleys), Plateaus (flat elevated areas), and Ridges (convex peaks) based on adjustable radius and threshold settings.Advanced Region Analysis:
    Curvature Detection:
    Going beyond simple slope checks, this feature uses neighbor-based algorithms to identify contiguous terrain shapes.
  • Union Mode (OR): Highlight areas that meet any of the selected criteria, such as identifying all "Steep Cliffs" OR "Deep Water" to create a map of non-traversable zones.Logical Visualization Blending:
    Boolean Logic:
    Combine multiple data layers to answer complex level design questions.
    Intersection Mode (AND): Highlight only the specific areas where conditions overlap, such as finding terrain that is both "High Altitude" AND "Flat."
  • Extrema Locators: Instantly find the mathematical highest peak or lowest valley in your world by clicking the "Locate" buttons, which snap the Scene View camera directly to those coordinates.Statistical Histograms:
    Distribution Charts:
    Generate 20-bin bar charts for Height and Slope to understand the overall profile of your level geometry.

Performance & Workflow

Analyzing a 4km x 4km terrain with 50,000 trees requires heavy mathematics. Terrain Census is built on a modern architecture designed to respect your time and your hardware.

  • Burst-Powered: The core analysis engines utilize the Unity Job System and Burst Compiler to offload heavy calculations (counting, raycasting, and pixel analysis) to background worker threads.
  • Non-Blocking UI: The Editor remains fully responsive while the Census runs. You can continue working in the scene without waiting for a progress bar to finish.
  • Non-Destructive: Analysis creates temporary, hidden overlay meshes in the scene to render data. The tool reads your data but never modifies your Terrain, Scene, or Project files.

"Honesty First": What to Expect

This asset is intentionally niche. I built it to solve specific bottlenecks in my own development process, and while it is a powerful utility, it is important to understand its scope.

  • Analysis Only: This tool reads and visualizes data; it does not place objects or auto-generate terrain. If you need to mass-replace objects based on this data, please see the Scene Object Replacer tool.
  • Editor-Only: This is a design-time instrument. The scripts are strictly for the Editor environment and are stripped from your game builds. There is no Runtime API in this free version.
  • Predictive Mode: You will see a tab labeled "Predictive Mode" in the UI. This feature allows for real-time visualization of procedural generation rules, but it requires the Veridian Biomator package to function. In this free version, please focus on the Analysis Mode, which handles all existing terrain data.

The Veridian Ecosystem

Terrain Census is part of a larger optimization and world-building pipeline. While this tool helps you understand your environment, you may need other tools to act on that data.

  • Scene Object Replacer (Free): Terrain Census tells you where you have too many rocks or the wrong tree type; the Scene Object Replacer helps you swap, cull, or randomize them instantly.
  • BurstLOD (Paid): Once you have analyzed your scene density, you will need to optimize those assets. BurstLOD offers automatic LOD generation, mesh fusion, and geometry optimization to keep your frame rate high.
  • Biomator (Coming Soon): The complete rule-based procedural generation engine.

Included Demo Scene

This package includes a complete demo scene featuring the natural plant and rock assets (trees, stones, terrain textures) shown in the screenshots. The sample terrain is pre-populated, allowing you to test the profiling tools and visualize heatmaps immediately upon installation.

  • Optional: The demo content is not required for the tool to function. You can choose not to import the Demo folder, or delete it later to keep your project clean.
  • URP Materials: The demo assets use URP Materials. If you open the demo scene in the Built-in Pipeline or HDRP, objects may appear pink unless you manually upgrade their materials. Note: The Terrain Census tool itself functions perfectly in all pipelines; this limitation applies only to the sample art assets.

Documentation

This asset includes comprehensive online documentation covering setup, feature breakdowns, and troubleshooting.


https://docs.google.com/document/d/1QVa2XRYepTGmk0fyY9QO_7A5DvSQalwNINXLGaxgFc4/edit?usp=sharing


Price $0.00

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