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Easy Custom VFX/UI(Game Direction Starter Kit) by Yu-Rin-Chi GameStudio

Asset Store newest packages - 2024, June 25 - 08:26
Easy Custom VFX/UI includes over 60 shaders, more than 60 particles, and over 90 texture materials, providing strong support for creating game effects and UI.

Detailed above

This asset can strongly support the game development of many individuals and small game developers who have started game development with Unity. It enables you to implement "sprite processing by shaders," "transitions," and "particles," which are essential for creating rich game effects and UI, all with this one asset.

It will greatly support the enhancement of your game's visuals.

All shaders are created using Shader Graph, making it relatively easy for beginners who have just started using Unity to check and modify the shader implementations.


Example of effects created using this asset →https://www.youtube.com/watch?v=X2w3KRXOW7o


■ Setup Instructions

Detailed setup instructions are provided on the following support page:

https://yurinchi2525.com/easycustomvfxui_en/


■ Included in this Asset

- Shaders: 66 types

- Generic Shader Sub Graphs: 8 types

- Particles: 66 types

- Effect Textures: 97 pieces

- UI Textures: 21 pieces


■ Support

The support site provides detailed setup instructions with GIF images. We also constantly accept QA via the official Discord.


Price $12.50

Cyberpunk/Dark Sci-Fi Music Pack by DrumPierre

Asset Store newest packages - 2024, June 25 - 08:12
A collection of dark futuristic tracks. Style: Synthwave/Metal. Best suited for action/combat. All tracks loop perfectly. Bonus: custom made sound effects and stingers that use similar sounds.

Audio format: .wav

Loopable: Yes (for music tracks)

Sample rate: 44.1Khz

Bit depth: 24


List of music tracks:

- 2080's Nostalgia

- Black Melodies intro

- Black Melodies

- Electric Yin-yang intro

- Electric Yin-yang

- Happier in Dystopia intro

- Happier in Dystopia

- Heavy Fight intro

- Heavy Fight

- Neon Night

- Nothing Can Stop

- Shimmering City

- Strange Tension

- Tribe of the Future


List of stingers:

- Acquiring Item 1

- Acquiring Item 2

- Acquiring Item 3

- Combat Intro (Pokemon-style)

- Failure State 1

- Failure State 2

- Mysterious Stinger 1

- Mysterious Stinger 2 (long)

- Success State 1

- Success State 2


List of sound effects:

- Beep High

- Beep Higher

- Beep Highest

- Beep Multiple

- Beep Triple

- Booting up

- Buzzing Machine 1

- Buzzing Machine 2

- Buzzing Machine 3

- Computer Loading 1

- Computer Loading 2

- Electronic Sparkling 1

- Electronic Sparkling 2

- Electronic Sparkling 3

- Electronic Sparkling 4

- Electronic Whistling 1

- Electronic Whistling 2

- Error Sound

- Explosion Distant 1

- Explosion Distant 2

- Hit 1

- Hit 2

- Hit 3

- Hit 4

- Hit Distant 1

- Hit Distant 2

- Robot Noise 1

- Robot Noise 2

- Robot Old-school Noise 1

- Robot Old-school Noise 2

- Robot Old-school Noise 3

Hey, I'm DrumPierre and I've been a drummer and a gamer for over 15 years. I've been writing music for a long while too.

Enjoy this collection of 10 looping tracks around 3 minutes each for 31:30 minutes of music. You can listen to them here:

https://soundcloud.com/drumpierre/cyperpunk-music-pack

https://www.youtube.com/watch?v=dMDa_Dp5vP4


They will fit games with a Cyberpunk, Dark Sci-Fi, Dystopian, Post-apocalyptic or Industrial aesthetic. The music is influenced by Synthwave and Metal in the style of Perturbator (Hotline Miami OST).

They will fit better intense action moments in your game but the tracks offer a large palette of moods from retro 80's to bombastic Metal fighting music and groovy laid back rock.


As a bonus you will also find in this pack:

- a collection of 10 stingers to punctuate key moments of the player's experience (see list below), written to be cohesive with the music

- a collection of 31 sound effects with uses for menus, ambiant noises, NPCs, combat...they fit the same aesthetics as the music

You can listen to them here:

https://soundcloud.com/drumpierre/cyberpunk-stingers-and-sfx-excerpts


Note: In the future, I will make ambience and SFX packs and I will take the stingers and SFX away from this pack. It is a temporary bonus for early buyers!

I hope you will enjoy my music!


Feel free to contact me for custom music requests :)


Price $34.00

Snow Troll by black_dolphin

Asset Store newest packages - 2024, June 25 - 08:10
Low poly character for your game

Animated: 50

Weapon:28

Attack (x5)

Idle (x3)

Walk(x2)

Run(x2)

Jump(x3)(start,loop,end)

LookAround(x3)

Hit(x4)

Death(x1)

Block(x2)

Dull(x1)

Weapon(x1)

Think(x1)

No Weapon:22

Attack (x5)

Idle (x2)

Walk(x1)

Run(x2)

Jump(x3)(start,loop,end)

LookAround(x3)

Hit(x4)

Death(x1)

Think(x1)

Number of Materials: 8

Number of Textures: 25

Vertex counts of characters: 22177

Maps PBR

low poly

rigged

Render Marmoset


This pack containsthe same base character as my other pack, Troll- Troll_ | 3D Characters | Unity Asset Store


Low-poly modular model of the character Snow Troll

Suitable for games of different genre: RPG, strategy,etc.


HDRP


The video preview scene is not included in the project.


Features:

  • Changing color skin, eyes, mouth,things,hair.
  • Glowing eyes
  • 16 Face Blend Shapes (tongue curves, closing one and the other eye, eye rotation,angry face)
  • Low Poly

Troll:

  • Faces 10029
  • Vertices 9729
  • Tris 19272

Things:

  • Faces 1269
  • Vertices 1309
  • Tris 2462

Hair:

  • Faces 4990
  • Vertices 11139
  • Tris 9972

6 sets of textures :

  • Body (4096x4096)(Albedo,Metallic,Normal,AO)
  • Head (4096x4096)(Albedo,Metallic,Normal,AO)
  • Mouth (2048x2048)(Albedo,Metallic,Normal,AO)
  • Eye (2048x2028)(Albedo,Metallic,Normal,AO,Emissive)
  • Things (4096x4096)(Albedo,Metallic,Normal,AO)
  • Hair (4096x4096)(Alfa,Normal)

Asset contains 50 animations.


All the animations in the video.


The skeleton has additional bones : joint_mount, joint_mount1, joint_language, joint_language1, joint_language2, joint_language3, joint_Bone1, joint_Bone2.


For additional questions, please contact balika_2602198@mail.ru.


Price $45.00

HQ Male Arms by Game-Ready Studios

Asset Store newest packages - 2024, June 25 - 07:29
Rigged Male Hands

Triangles: 12104 Total. 6052 per hand

Vertices: 6082 Total. 3041 per hand

Meshes: 2

Rigged: Yes

Animated: No


Textures: 8192x8192 Albedo, Normal + RGBA

Low-poly Rigged Male Hands for first-person view

Each hand has unique painting


Price $39.99

RTS Game Assets - Royal by TGameAssets

Asset Store newest packages - 2024, June 25 - 07:18
Game Ready, Stylized Low Poly Models of RTS Game Assets. Models are built with realistic proportions and correct Geometry.

Features:-

* Completely Unwrapped different Kingdom Style RTS Game assets.

* Consists of hand-painted vibrant textures.

* All Materials Assigned Properly.

* Consists of properly aligned Arena, Barracks, and Tower Sets.

* Low Mesh Models and Prefabs ready to use for Games.

* Demo Scenes included consisting of Props and Sets aligned.


Number of Unique Meshes: 34

Number of Prefabs: 42

Number of Textures: 32 Diffuse, 28 AO Maps

Texture Resolutions: 2048x2048

Texture Format: PNG

Number of Materials and Material Instances: 34

UV Mapping: Yes

Collision: No

LODs: No

Pack Contains:-

MODELS :

* RTS Game Assets: Packed with 30 amazing different Models.

* Consists of stylized models of a Castle, Tower, Barracks, Weapon Racks, Arena, etc

TEXTURES:

* 32 Textures along with 28 AO maps. Total 60 Maps.

* All Textures with 2048 X 2048 Resolution.

TRI COUNT:

Arena: 1850, Arena Base: 2, Barracks: 4742, Barracks Base: 2, Barrel: 1516, Boat: 3166

Bridge: 644, Cannon: 3000, Castle: 3044, Crate: 552, Crate 1: 552, Crate 2: 212, Crate 3: 192

Crossbow: 1508, Dock: 1384, Fence: 1360, Fence 2: 792, Fence 3: 172, Flag: 550, Hammer: 1474

Hut: 1147, Hut 2: 1225, Mine Cart: 650, Mine Cave: 1019, Mine Cave Base: 2, Shield: 1228

Spear: 1600, Sword: 1026, Tower: 3832, Tower Base: 2, Weapon Rack 1: 1058

Weapon Rack 2: 388, Weapon Rack 3: 588, Wooden Tower: 624, Ladder: 96


We would love to hear your rating and comments.

Support email: tgamesassets@gmail.com


Check out all our Assets @ "https://assetstore.unity.com/publishers/36506"


Price $34.99

Cinematic Symphony Bundle by Andrew Chambers Music

Asset Store newest packages - 2024, June 25 - 07:13
The Cinematic Symphony Bundle: 6 orchestral packs with 140+ fantasy/adventure tracks, offering over 4 hours of epic, ambient, and powerful game music.
  • 154 Stereo WAV audio tracks
  • 16-bit/44.1kHz & 24-bit/48kHz
  • Bit rate: 1411 kbps & 2116kbps
  • 2.73 GB uncompressed
  • Royalty-Free license
  • Seamlessly Looping

Welcome to the Cinematic Symphony Bundle. This extensive collection of fantasy, RPG, and adventure game music combines six orchestral music packs: A Hero’s Path, Dreambound, Eternal Odyssey, Into Darkness, Music of the Forest, and Titan’s Bane.

Featuring approximately 80 compositions and 140 tracks, this bundle offers over 4 hours of meticulously crafted audio. Each pack within the bundle provides a unique musical experience, ensuring your game’s soundtrack can evoke the full spectrum of emotions needed for immersive gameplay. From soaring melodies and intimate textures to dark ambiances and bombastic full-scale symphonic arrangements, the Cinematic Symphony Bundle has it all.


Key Features:

Diverse Themes: Each pack brings a unique flavor, perfect for different settings and moods in your game.

  • A Hero’s Path: Epic and awe-inspiring tracks for heroic journeys
  • Dreambound: Ethereal and dreamlike soundscapes with delicate and emotional melodies.
  • Eternal Odyssey: Full-Spectrum orchestral music for epic quests and magical lands.
  • Into Darkness: Dark and haunting atmospheres.
  • Music of the Forest: Tranquil and mystical forest melodies.
  • Titan’s Bane: Intense and powerful symphonic battle music.

High-Quality Audio: Professionally composed and recorded, using industry standard software to ensure top-tier audio quality for your game.

Versatility: Suitable for various game genres, including RPGs, adventure games, and fantasy settings.

Comprehensive Coverage: Whether you need music for epic battles, serene environments, or emotional storytelling, this bundle has you covered.


Elevate your game's soundtrack with the Cinematic Symphony Bundle and immerse your players in a rich auditory experience. Perfect for game developers looking to enhance their projects with professional, high-quality orchestral music.


TRACKLIST:

A Hero’s Path:

  1. Clear Skies [2:04]
  2. Clear Skies (Loop) [0:33]
  3. Dawn [2:49]
  4. Dawn (Loop) [1:15]
  5. Farmers (Loop) [0:46]
  6. Journeying Forth (Loop) [1:12]
  7. Ride Once More (Loop) [1:00]
  8. Strength in Numbers (Loop) [1:05]
  9. The Citadel in the Sky [3:35]
  10. The Sun Rises [2:29]
  11. The Sun Rises (Loop) [1:08]
  12. Wonders [1:58]

Dreambound:

  1. Autumn Village (Loop) [1:34]
  2. Celestial Dance [2:34]
  3. Home (Loop) [1:41]
  4. Moonlit Path [1:58]
  5. Ocean Floor (Loop) [1:16]
  6. Thania’s Mirror (Loop) [0:59]
  7. The Northern Pass [2:08]
  8. Twisting Road (Loop) [2:24]
  9. Visions of the Past [2:31]
  10. Visit to Town (Loop) [0:55]

Eternal Odyssey:

  1. Ambush [1:52]
  2. Among The Dryads [2:41]
  3. Celestial Cathedral [3:47]
  4. Labyrinth [4:02]
  5. Water Temple [3:24]
  6. Windswept Plains [2:52]
  7. Ambush Loop 1 [0:32]
  8. Ambush Loop 2 [0:32]
  9. Among The Dryads Loop 1 [1:00]
  10. Among The Dryads Loop 2 [1:00]
  11. Celestial Cathedral Loop 1 [1:00]
  12. Celestial Cathedral Loop 2 [1:00]
  13. Labyrinth Loop 1 [1:00]
  14. Labyrinth Loop 2 [1:00]
  15. Water Temple Loop 1 [1:00]
  16. Water Temple Loop 2 [1:00]
  17. Windswept Plains Loop 1 [1:19]
  18. Windswept Plains Loop 2 [0:53]
  19. A Violent Encounter (Looping) [1:06]
  20. Market Town (Looping) [1:20]
  21. Reprieve (Looping) [1:30]
  22. Sacred Ritual (Looping) [1:22]
  23. Shadows Beckon (Looping) [1:20]
  24. Sinister Intentions (Looping) [1:30]

Stingers/Effects:

  • Eerie 1
  • Eerie 2
  • Failure 1 (Death)
  • Failure 2 (Objective)
  • Menu 1 (Navigation)
  • Menu 2 (Select)
  • Neutral 1
  • Neutral 2
  • Ominous
  • Success 1 (Discovery)
  • Success 2 (Mission Progress)
  • Success 3 (Level Up)

Into Darkness:

I = Instrumental A = Ambient

  1. (A) Abyss (Full Track)
  2. (A) Abyss (Loop)
  3. (A) Alone (Full Track)
  4. (A) Alone (Loop)
  5. (I) Aquifer (Full Track)
  6. (I) Aquifer (Loop)
  7. (A) Beneath the Crypt (Full Track)
  8. (A) Beneath the Crypt
  9. (A) Broken Blade (Full Track)
  10. (A) Broken Blade
  11. (A) Cavern (Full Track)
  12. (A) Cavern (Loop)
  13. (A) Cobalt (Full Track)
  14. (A) Cobalt (Loop)
  15. (A) Crystal Catacombs (Full Track)
  16. (A) Crystal Catacombs
  17. (A) Draugr (Full Track)
  18. (A) Draugr (Loop)
  19. (I) Murmuring (Full Track)
  20. (I) Murmuring (Loop)
  21. (I) Nightshade (Full Track)
  22. (I) Nightshade (Loop)
  23. (I) Poison Blade (Full Track)
  24. (I) Poison Blade (Loop)
  25. (I) Secret Stairs (Full Track)
  26. (I) Secret Stairs (Loop)
  27. (I) Shattered Crown Keep (Full Track)
  28. (I) Shattered Crown Keep (Loop)
  29. (I) Shimmer (Full Track)
  30. (I) Shimmer (Loop)
  31. (I) Song of the Tarasque (Full Track)
  32. (I) Song of the Tarasque (Loop)
  33. (I) The River Lethe (Full Track)
  34. (I) The River Lethe (Loop)
  35. (I) Torchlight (Full Track)
  36. (I) Torchlight (Loop)
  37. (A) Underworld (Full Track)
  38. (A) Underworld (Loop)
  39. (A) Vanta (Full Track)
  40. (A) Vanta (Loop)

Music of the Forest:

  1. Curiosities (Full Track)
  2. Curiosities (Loop)
  3. Curiosities - Alt (Loop)
  4. Elder Roots (Full Track)
  5. Elder Roots (Loop)
  6. Elder Roots - Alt (Loop)
  7. Fallen Leaves (Full Track)
  8. Fallen Leaves (Loop)
  9. Fallen Leaves - Alt (Loop)
  10. Little Forest Town (Full Track)
  11. Little Forest Town (Loop)
  12. Little Forest Town - Alt (Loop)
  13. Lost (Full Track)
  14. Lost (Loop)
  15. Lost - Alt (Loop)
  16. Our Journey Begins (Full Track)
  17. Our Journey Begins (Loop)
  18. Our Journey Begins - Alt (Loop)
  19. Rallying Song (Full Track)
  20. Rallying Song (Loop)
  21. Rallying Song - Alt (Loop)
  22. Sunbeams (Full Track)
  23. Sunbeams (Loop)
  24. Sunbeams - Alt (Loop)
  25. The Wood Nymph (Full Track)
  26. The Wood Nymph (Loop)
  27. The Wood Nymph - Alt (Loop)
  28. Wandering Trail (Full Track)
  29. Wandering Trail (Loop)
  30. Wandering Trail - Alt (Loop)

Titan’s Bane:

  1. Arisen Ones (Full Track)
  2. Arisen Ones (Loop)
  3. Arisen Ones - Alt (Loop)
  4. Blood Oath (Full Track)
  5. Blood Oath (Loop)
  6. Blood Oath - Alt (Loop)
  7. Colossus (Full Track)
  8. Colossus (Loop)
  9. Colossus - Alt (Loop)
  10. Curved Swords (Full Track)
  11. Curved Swords (Loop)
  12. Curved Swords - Alt (Loop)
  13. Endless Horde (Full Track)
  14. Endless Horde (Loop)
  15. Marauders (Full Track)
  16. Marauders (Loop)
  17. Marauders - Alt (Loop)
  18. Tension (Full Track)
  19. Tension (Loop)
  20. Tension - Alt (Loop)
  21. The Duel (Full Track)
  22. The Duel (Loop)
  23. The Duel - Alt (Loop)
  24. Weapons Ready (Full Track)
  25. Weapons Ready (Loop)
  26. Weapons Ready - Alt (Loop)

**If you'd like to learn more about Andrew or his ongoing projects, visit andrewchamberscomposer.com


Price $89.99

Solar System Planets by Wasabits

Asset Store newest packages - 2024, June 25 - 07:09
Based on NASA imagery data. Colors and shades of the textures are tuned according to true-color photos made by Messenger, Viking and Cassini, and the Hubble Space Telescope.

Number of textures : 44

Texture dimensions :

4 x 2048/1024

2 x 4096/2048

31 x 8192/4096

1 x 16384/8192

Cubemap : 6 x 2048/2048

Polygon count of planet mesh [LOD]

mdl-planet-mesh-LOD3 : 65024 triangles

mdl-planet-mesh-LOD2 : 16128 triangles

mdl-planet-mesh-LOD1 : 1412 triangles

Minimum polygon count : 1412 triangles

Maximum polygon count : 65024 triangles

Number of meshes/prefabs : 1 mesh ; 12 prefabs ; 44 textures

Rigging: No

Animation count 0

Animation type list 0

UV mapping: Yes

LOD information (count, number of levels) 3

Types of materials and texture maps (e.g., PBR)

Standard shader and materials


Please explore the content section to inspect package's content.


NOTES:

Some parts of the planets haven't been fully mapped yet, so we've filled these "gaps" with fictional terrain that blends seamlessly with the existing landscape. The colors are slightly more saturated to highlight each object's unique features.

The Earth, Mars and Moon textures are the most detailed in the pack. They combine a wealth of geo-data, space photos, and images from NASA's Blue Marble project, which is one of the best sources for Earth textures.

Keep in mind that true Earth colors, as seen from space, can vary depending on the camera, exposure time, lighting, and atmospheric conditions. Our textures are sharp, bright, and colorful for a more vibrant look.

Seasonal changes impact Earth's flora and snow coverage. Our Earth textures show lush vegetation and reduced snow cover for a more vivid appearance.

Embark on a journey through our solar system with this comprehensive 3D Solar System Pack for Unity. This meticulously crafted package includes detailed models of the Sun, Earth, Moon, Mars, Mercury, Saturn, Jupiter, Uranus, and Venus, each UV-mapped with high-resolution textures ranging from 2K to an astounding 16K for Mars.


Key Features:

  • High-Resolution Textures: Experience stunning visual fidelity with textures based on NASA maps, available in resolutions from 2K up to 16K, providing an immersive space exploration experience.
  • Level of Detail (LOD): Optimized for performance, each planet model comes with three different LODs, ensuring smooth rendering at various distances without compromising on quality.
  • HD Quality: Perfectly suited for space exploration applications, this package offers HD-quality visuals tailored for a space point-of-view camera. Note that it is not intended for high-detail ground surface views.
  • Simple Unity Tools: Easy to implement and customize using standard Unity tools, making it accessible for both novice and experienced developers.
  • Versatile Use: Ideal for educational purposes, games, simulations, and any other space-themed applications in Unity.
  • Demo scene : Stars background cubemap included

1 mesh ; 12 prefabs ; 44 textures


2K Textures : NEPTUNE URANUS

4K Textures : MOON 2 SUN

8K Textures : MARS MERCURY SATURN JUPITER VENUS EARTH MOON

16K Textures : MARS UHD


-- IMPORTANT --

Package is still under improvements and will be updated on the future based on new imagery data releases and users feedback. 

Saturn's orbital ring is currently in development phase

Earth atmosphere is currently in development phase


Price $49.99

Japanese Storehouse 2 by Edo Factory

Asset Store newest packages - 2024, June 25 - 02:52
Modular Japanese style storehouse.

Included in this Pack:

- 4 types of exterior walls.

- 2 types of interior wall.

- Floors, ceiling and stairs.

- Door and 2 windows.

- Roofs.

- Stone foundations.

- Wooden barrel.

- Examples Storehouses prefabs.

- 2048x2048 textures.

- URP and HDRP compatibility patch.

- PBR materials (Albedo, Normal and Metallic/Smoothness maps).

This is a remaster of the old Japanese Storehouse Pack, a modular Japanese style storehouse, that you can build your own custom storehouse with interior and/or exterior.


Also known as Kura, the ancient Japanese storehouses are very common all over Japan, a fireproof building with thick clay walls that is used to store food and valuable goods.


Price $40.00

Easy Sign-In [Beta] by Hippo

Asset Store newest packages - 2024, June 25 - 00:43
Play ID is a new platform that empowers your apps with user Authentication, Remote Config, Cloud Saves, Analytics, Leaderboards and Achievements.
With Play ID Authentication is one-click implementation of sign-in with Google, Apple, Facebook, X (Twitter), Telegram, Microsoft and VK. You don't need to register on each platform, read API docs and perform complicated setup steps. All you'll need is to register in Play ID as a developer and setup your app properties.

What is the difference between Play ID Authentication and Simple Sign-In assets? Play ID Authentication works like middleware while Simple Sign-In assets implement direct authentication between your app and OAuth platforms. Thus, you don't have to worry about complicated setup and code implementation.

Benefits
● Cross-platform user auth for cross-platform games and apps
● No plugins, not 3rd party libs, no dependencies
● No impact to build size
● JSON Web Tokens (JWT) validation
● SFSafariViewController is used on iOS (required by App Store review)
● Deep linking for Windows (UNITY_STANDALONE_WIN)

Setup steps
Please visit our GitHub for setup instructions.

How does it work?
● Your app navigates users to Play ID sign-in web page using a default web browser
● Users decide what platform they want to sign-in
● Users are redirected to the selected OAuth platform (Google/Apple/Facebook) sign-in page where they perform authentication
● OAuth platforms redirect users back to Play ID with URI redirection
● Play ID handles the auth code, exchanges it for the access token and request user info with Bearer authorization
● Play ID creates Play ID user profile and links it with the selected platform ● Play ID returns Play ID user profile to your app with deep linking (when possible)
● When deep linking is not supported (WebGL, Editor), the app makes an additional web request to receive user profile (when activated)

Plans and limitations
When creating a new Play ID developer account, the FREE plan is activated for your app (max 100 players). You can use the FREE plan for development and testing Play ID services. Please visit Plans for more info.

Known issues
Please visit our GitHub for known issues.

Support
GitHub - Wiki
GitHub - Bugs & requests
Discord - Questions, live chat with developers

It would be super awesome if you rate ★★★★★ our asset and leave your feedback! Your reviews inspire us for creating and improving our assets. Thanks and good luck with your projects!
Price $0.00

Firestorm VR Mod 7.1.9

Austin Tate's Blog - 2024, June 24 - 18:00

Download link: https://github.com/humbletim/firestorm-gha/releases/
Firestorm VR Mod 7.1.9.74745 is the first PBR (Physically Based Rendering) VR Mod viewer release.

Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is experimental. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases

For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]

Table of Contents Usage Settings Troubleshooting Black in HMD SteamVR Popup Fn Keys Default View FPS Advice Xbox Controller 3D SpaceNav Source Code VRLand Test

Firestorm 7.1.9 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 7.1.9.74745 release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included.

The Firestorm VR Mod viewer (for Windows only) is available as an .exe “Setup” installer or as a .7z zipped file which can be unzipped to any directory and run from there without an install. If required, a free .7z unzip utility is available at https://www.7-zip.org/. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/

You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.

Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.

The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.

Firestorm VR Mod has its own app and channel names “FirestormVR” and the install directory changed to “FirestormOS-VR-GHA” so the installation can exist side-by-side with stock Firestorm if desired. Settings and cache are shared with standard Firestorm. If you installed Firestorm VR Mod from an earlier version (up to 6.6.8) you can delete the now unused settings and cache directories: %APPDATA%\FirestormVR_x64 and %LOCALAPPDATA%\FirestormVROS_x64.

U S A G E

VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…

  • Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
  • Press TAB key to enable and disable VR mode.
  • Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
  • Press F6 to increase the selected value. Press F7 to decrease the selected value.
  • Press F5 again to switch to the next menu entry.
  • By pressing F5 on the last menu entry the menu will close and save the settings in the config file which is located in
    C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini
    and which can be edited directly. Pressing TAB for VR mode reloads the config file.
  • Hold F3 to see some debug info (example here).
  • Press F4 to disable and enable HMD’s direction changes. It may be better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
  • In the camera floater two buttons has been added to offset the HMD’s base rotation.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.

For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…

  1. Firestorm VR Mod works best while sitting and using mouse and keyboard.
  2. WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
  3. If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.

S E T T I N G S

VR Mode Setup

As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F6/F7 are used to increment and decrement each setting selection.

Peter Kappler suggested the following process to establish suitable settings for your HMD:

  1. Set IPD to 0 (zero)
  2. Then adjust Texture Shift until image is sharp and focused
  3. Then adjust IPD which separates your cameras to left and right to get a good 3D effect

@Sgeo on Discord provided a tool to help in calculating the settings for Firestorm VR Mod.. at least to give you a starting position to adjust to your taste…

https://sgeo.github.io/firestorm-vr-calculator/

Source of the calculator is at https://github.com/Sgeo/firestorm-vr-calculator

Hovertips

If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.

Chat Bubbles

In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.


T R O U B L E S H O O T I N G

Misaligned VR Cursor

Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.

Missing Menus and Buttons in Centred VR View

If you notice that the top menu bar and bottom and side button areas do not show in your headset when you are in VR Mode and your view is centred (i.e. mouse is positioned centrally in the 2D view) it may be that the VR settings you chose for Texture Shift and Texture Zoom need to be adjusted, or set to zero.

All Black HMD Display or Black Edges or Strips in HMD Display

An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:

  • Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
  • Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.

Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.

SteamVR Reset/Quit Screen Shows in HMD

When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.

Function Keys and Gestures

If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).

Adjust Over-the-Shoulder Camera View to Suit Yourself

Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control

A D V I C E    O N    F R A M E    R A T E

You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.

You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).

Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).

To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.

Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.

Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:

  1. To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.

C O N T R O L L E R S

Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.

Xbox One Controller

Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.

You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/

You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.

3D SpaceNavigator or SpaceMouse

As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.

My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.

S O U R C E

Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.

With Firestorm VR Mod Peter Kappler uses a coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].

Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.

Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.

The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.

V R L A N D – T E S T   A R E A

VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.

hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000

More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/

You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.

F5 Settings for Specific VR HMDs

  • Oculus Rift DK2
    • Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 0.0
    • Texture Zoom = 0.0
    • FOV = 100.0
  • Oculus Rift CV1
    • Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 50.00
    • Texture Zoom = 0.0 (others report 86-200 works)
    • FOV = 100.0
  • Please provide other VR HMD settings

Missing .dll

If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).

Frames Per Second (FPS) Testing

With Mirrors Without Mirrors Second Life Release 7.1.8.9375512768 56 120 Firestorm 7.1.9.74745 57 135 VR Mod 7.1.9 before ctrl+tab 55 130 VR Mod 7.1.9 after ctrl+tab 2D mode 50 98 VR Mod 7.1.9 VR mode 20 37

Firestorm VR Mod 7.1.9.74745 for testing.
Graphics: Ultra. Draw Distance: 256m. Environment fixed = Midday.
FOV, camera, location, 2D windows size, etc all identical.
No other avatars on region.
Server: Second Life.

Test of Firestorm VR Mod 7.1.9.74745 in @SecondLife with my usual VR Mod Graphics Settings. 2D = 185fps, VR Mode = 75 fps. Click thumbnail for larger size image to see graphics settings used.

400+ Stylized Textures - Mega Texture Collection 8 by LowlyPoly

Asset Store newest packages - 2024, June 24 - 17:39

Limited offer :

All customers will receive - Stylized Railway Modular Constructor for FREE*


400+ Stylized Textures - Mega Bundle 8 with perfectly tillable textures!


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- 400 Unique Textures

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*To receive these perks, join to discord LowlyPoly community and send the invoice number to Alex Lowlypoly to verify your purchase.


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*Upgrade to any of these collections with a discount by clicking on the products above.


Other Assets

*You can combine this asset pack with our Fantasy packs and Textures.


Follow us for updates and news:

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*To receive free gifts, you need to send an email to us with the purchase date and invoice number (IN...) to support@lowlypoly.com or send pm in discord to LowlyPoly.


Price $120.00

Street Props 2. by DEXSOFT

Asset Store newest packages - 2024, June 24 - 15:48
Collection of 60 street props

Technical Details:

  • Number of Meshes: 60
  • LOD stages: 1-4 per model
  • Number of Prefabs: 60
  • Number of Materials: 25
  • Number of Textures: 75
  • Texture Sizes: up to 4K
  • Texture formats: PNG and TGA

Poly-count Details (LOD0):

  • Barrier Plastic: 293
  • Bench: 1106
  • Concrete Barrier: 136
  • Fire Hydrants: 2590
  • Garbage Cans: 1310
  • Large Garbage Bin: 1200
  • Parking Device: 610
  • Traffic Light: 1122
  • Ramp: 1360
  • Road Signs: 138
  • Road Cone: 216

60 highly-detailed street props are included in this pack: fence, road signs, bench, traffic lights, parking machines, ramp, barriers and more. Please check images from the overview scene.


Contact: 

Email: info@dexsoft-games.com

Join Discord Server


Note: The example scene shown in the images is NOT included in this pack, only the street props. The images are taked in our Boulevard City Creator asset pack which is also available on Unity Asset Store. Materials for metal, plastic, marble and wood use textures taken from free PBR source (www.ambientcg.com)


Price $19.99

Simple Acoustic Guitar Themes by Muz Station Productions

Asset Store newest packages - 2024, June 24 - 14:59

Part of Grand Music Bundle - BIG multi-genre music collection for any project!


Simple Acoustic Guitar Themes

Background positive guitar tracks written especially for fun, casual games!
Suitable for happy projects, background music for positive video, games, children and kids project, though corporate and business.


Preview:

https://soundcloud.com/muzstation-game-music/sets/simple-acoustic-guitar-themes


Pack includes:

– 11 different tracks

– High Quality 16 bit WAV files


Useful Again & Again

You can use music as a background in your commercial or free projects, in media contents, videos, streams, games...

But you can't include music outside your project, resale, give away.


Price $15.00

· Explorer Girl Type 2 · by Desk Dragons

Asset Store newest packages - 2024, June 24 - 11:48

Characters: 1.


Skins: 1.


Materials: 1 standard (metallic).


Textures: albedo, normal, emission, metallic.


Texture Resolutions: 4096.


Number of Textures: 4.


Poly-count: 23833 triangles, 14824 vertices.


Rigged: yes, humanoid (Mixamo complatible).


Animated: no.


Number of Animations: 0.


Price $18.00

· Swamp Monster Type 3 · by Desk Dragons

Asset Store newest packages - 2024, June 24 - 11:48

Characters: 1.


Skins: 1.


Materials: 1 standard (metallic).


Textures: albedo, normal, metallic, occlusion.


Texture Resolutions: 2048.


Number of Textures: 4.


Poly-count: 8192 triangles, 5298 vertices.


Rigged: yes.


Animated: yes.


Number of Animations: 20.


Price $18.00

Crest Water 5 - Shifting Origin by Wave Harmonic

Asset Store newest packages - 2024, June 24 - 10:15
Brings Shifting Origin support to Crest 5.

DocumentationEmailDiscord GitHub TwitterYouTube


Shifting Origin is a solution to the problem of precision issues when the camera is far from the center of the world (world zero). It will shift the world so the camera remains at world zero.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Features

  • Shifting Origin script to shift the origin once transform passes a threshold
  • Integrates with Crest to provide seamless shifts

Requires Crest 5 and must meet same requirements.


Price $20.00

Crest Water 5 - CPU Queries by Wave Harmonic

Asset Store newest packages - 2024, June 24 - 10:15
Brings CPU queries to Crest 5.

DocumentationEmailDiscord GitHub TwitterYouTube


CPU queries are useful for authorative servers or where a GPU is not available. Computations use Burst and Jobs.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Features

  • Bake FFT waves for CPU queries
  • Computations use Burst and Jobs

Limitations

  • Can only bake one set of waves
  • Wave conditions are static. This includes Wind Speed and Weight
  • Does not support wave attenuation (ie Depth Probe not supported)
  • Varied water level is not supported. Limited to a fixed sea level

These known limitations may be solved in future versions.


Requirements

  • Unity Mathematics package
  • Unity Burst package (optional)

Requires Crest 5 and must meet same requirements.


Price $40.00

Crest Water 5 - Portals by Wave Harmonic

Asset Store newest packages - 2024, June 24 - 10:15
Portals is a screen-space effect which restricts water rendering to a given geometry for Crest 5.

DocumentationEmailDiscord GitHub TwitterYouTube


The Portals package brings the Portals/Volumes feature to Crest 5. Portals restrict rendering of the water surface and volume to a mesh using either the front or back face. Volumes restricts rendering of the water surface and volume using both the front and back faces.


This feature can be useful for aquariums and underwater windows. The promotional video shows the volume feature and then the portal feature (inverted) respectively.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Features

  • Restrict water rendering to the front or back faces of a mesh
  • Restrict water rendering to both the front and back faces of a mesh

Limitations

  • Only one mesh can be used at a time

Requires Crest 5 and must meet same requirements.


Price $20.00

Crest Water 5 - Splines by Wave Harmonic

Asset Store newest packages - 2024, June 24 - 10:15
Splines for Crest 5.

DocumentationEmailDiscord GitHub TwitterYouTube


The Splines package brings splines to Crest 5. They can control waves, water level, flow and foam. Popular use cases for splines are streams and shorelines, but they can be used for much more.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Features

  • Point-level controls of waves, water level, flow and foam
  • Data can be oriented lengthways or sideways, and in-between, for streams and shorelines respectively
  • Integration with Unity Splines

Requires Crest 5 and must meet same requirements.


Price $30.00

Crest Water 5 - Shallow Water by Wave Harmonic

Asset Store newest packages - 2024, June 24 - 10:14
Shallow Water brings a Shallow Water Simulation to Crest 5 with presets for both shorelines and streams.

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The Shallow Water package brings a Shallow Water Simulation to Crest 5. It can be used to achieve next-generation visuals by simulating shorelines and streams. Furthermore, the final output of streams can be baked to a texture for negligable performance impact.


Being a simulation, results depend on water sources and the terrain/geometry being fed into the simulation.


We provide sample scenes, documentation, tooltips and validation. A video tutorial will be published in the future.


Sample scene selection may not include ones shown in marketing materials and screenshots.


Features

  • Simulate shallow areas of shorelines
  • Simulate streams with an option to baked the final output to a texture
  • Simulate shallow water generally

Limitations

  • Simulation currently cannot be moved when running

These known limitations may be solved in future versions.


Requires Crest 5 and must meet same requirements.


Price $60.00

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