TDRS - Trait-Driven Relationship System by Shi Johnson-Bey
Features:
- ❤️ Model relationships between Agents (NPCs, Groups, and Player(s))
- 📊 Track various agent and relationship stat values like sociability, confidence, friendship, romance, trust, and reputation.
- 🏷️ Tag agents and relationships with various traits to influence stats
- 📏 Associate traits with social rules that change how characters treat others
- 🎊 Dispatch custom social events that propagate through the social network and change relationships
Documentation: https://github.com/ShiJbey/TDRS/wiki
Supported OS: All
Third-Party Dependencies: None
TDRS (Trait-Driven Relationship System) is a Unity package for modeling dynamic character relationships in RPGs, simulation games, visual novels, and adventure games. Designers can model character personalities, emotions, affinities, and relationship statuses. They can also define various social events that NPCs can respond to, given their relationships with the party(s) involved. TDRS aims to empower designers to create engaging, relationship-driven gameplay where the immediate and second-order effects of various social interactions drive NPC decision-making and narrative progression.
Designers can model NPC personalities, emotions, relationship statuses, and interpersonal affinities using combinations of numerical stats and traits. Traits are the driving force of TDRS, as its name implies. They are tags of information attached to NPCs and relationships that provide additional semantic information and may apply various effects or social rules that change how a character treats another.
Price $0.00
Easy Content Delivery Network by SplenSoft
- Connect to Unity Cloud Content Delivery with the absolute minimum setup required
- Content buckets are automatically generated and maintained by the plugin
- Add download-on-demand functionality to your custom fields with the [AssetBundleReference] attribute
- Automatically names, packages and deploys assetbundles
- Works out of the box for most situations, but allows extremely granular functionality for advanced cases
- See Limitations for important information about special situations
This plugin automatically creates asset bundles and uploads them to Unity Cloud Content Delivery. You can then use some very small blocks of code and provided scripts to retrieve the assets, or get as technical as you want and create a full-fledged custom asset pipeline.
EZ-CDN handles the tedium of API connections, client line interfaces and cataloging assets for you. Just design your prefabs, flesh out your scenes and let us do all the heavy lifting.
All platforms and render pipelines supported.
Creating a content delivery network for your game has never been easier.
Just fill out three fields, and you're ready to go!
- Project ID
- API Key
- One (or more) environment IDs
The documentation will help you navigate Unity's dashboard to turn on the Cloud Content Delivery service for your project. Then, open the settings, add those three fields, select your desired runtime platforms and hit "Generate Buckets!"
For most users, that's all the setup that's required.
Next, you can use our simple included samples and scripts to create the smooth asset management experience of your dreams. Check out our documented event and task-based workflows.
Do you have a "main menu" scene and load other scenes after that? Easy.
Does your program run entirely in a single scene? No problem.
Designing a complex multi-client business app that runs in the most restrictive environment? EZ-CDN has you covered, and we're already doing it. Check out our case study of Rockford Homes' Virtual Home Planner, the first app to use our custom CDN API.
Other products that use EZ-CDN
- Nestheads, an upcoming mobile game with tons of big, hand-drawn assets
SplenSoft will always be available for technical support, feature requests and bug reports. Head over to our public support repo and drop us a line!
Price $15.00
Low Poly Bus - Ultimate Pack by Cobra Games Studio
- Number of textures: 5
- Texture dimensions: 512x512
- Avarage polygon count: 4,000
- Number of meshes/prefabs: 6/6
- Rigging: No
- Animation count: 0
- Animation type list: None
- UV mapping: Yes
- LOD: No
⭐ Looking for more stylized low poly models? Check out our new Low Poly Airplanes - Ultimate Pack! We will also announce new models & assets soon.
🚌 This package contains low poly buses ready to use. We also plan to update this asset and add new coaches soon. You can also request a new specific bus by writing about it in a review.
✅ Available buses ✅
- Tems Opali (tris: 4,234)
- Nam Lione (tris: 4,312)
- Sestra S 516 HDH (tris: 3,750)
- Neoplam Star L (tris: 4,842)
- WDL Futurs FDD2 (tris: 5,208)
- Oni 2.0 (tris: 2,286)
⚡ Key features ⚡
- All models are optimized for mobile games (Android & iOS),
- All buses can be painted in 5 different colors,
- Every model has 3 materials (base texture, front & rear lights),
- Every bus has seperate wheels,
- No rigging and no animations,
- Prefabs with/without colliders included,
- Supports Universal Render Pipeline (URP).
🎓 Demo scene included 🎓
On the demo scene you can see all the assets of this collection. City and cars are not included in the package.
📧 Contact us 📧
If you have any ideas, specific requirements or need help, feel free to contact us: cobragamesstudio@gmail.com
© Cobra Games Studio - 2024
Made by developers for developers
Price $14.99
Low Poly Bus - Neoplam Star L by Cobra Games Studio
- Number of textures: 5
- Texture dimensions: 512x512
- Polygon count: 4,842
- Number of meshes/prefabs: 6/6
- Rigging: No
- Animation count: 0
- Animation type list: None
- UV mapping: Yes
- LOD: No
⭐ This bus is a part of Low Poly Bus - Ultimate Pack. Check it out and get more buses at a lower price! You can also buy this asset and then upgrade it to the ULTIMATE PACK with a discount up to 50%!
🚌 This package contains low poly passenger bus ready to use.
⚡ Key features ⚡
- Model is optimized for mobile games (Android & iOS),
- Bus can be painted in 5 different colors,
- Model has 3 materials (base texture, front & rear lights),
- Coach has seperate wheels,
- No rigging and no animations,
- Prefabs with/without colliders included,
- Supports Universal Render Pipeline (URP).
🎓 Demo scene included 🎓
On the demo scene you can see all the assets of this collection. City and cars are not included in the package.
📧 Contact us 📧
If you have any ideas, specific requirements or need help, feel free to contact us: cobragamesstudio@gmail.com
© Cobra Games Studio - 2024
Made by developers for developers
Price $4.99
Low Poly Bus - Sestra S 516 HDH by Cobra Games Studio
- Number of textures: 5
- Texture dimensions: 512x512
- Polygon count: 3,750
- Number of meshes/prefabs: 6/6
- Rigging: No
- Animation count: 0
- Animation type list: None
- UV mapping: Yes
- LOD: No
⭐ This bus is a part of Low Poly Bus - Ultimate Pack. Check it out and get more buses at a lower price! You can also buy this asset and then upgrade it to the ULTIMATE PACK with a discount up to 50%!
🚌 This package contains low poly passenger bus ready to use.
⚡ Key features ⚡
- Model is optimized for mobile games (Android & iOS),
- Bus can be painted in 5 different colors,
- Model has 3 materials (base texture, front & rear lights),
- Coach has seperate wheels,
- No rigging and no animations,
- Prefabs with/without colliders included,
- Supports Universal Render Pipeline (URP).
🎓 Demo scene included 🎓
On the demo scene you can see all the assets of this collection. City and cars are not included in the package.
📧 Contact us 📧
If you have any ideas, specific requirements or need help, feel free to contact us: cobragamesstudio@gmail.com
© Cobra Games Studio - 2024
Made by developers for developers
Price $4.99
Remote Replay Recorder by RealitySims
KEY FEATURES
- Very lightweight, soft launches are often in countries where fast and cheap internet might be an issue; we aimed to fit within tens or hundreds of KB's at most.
- Because it is lightweight, there's no video recording(no mp4's), the replays records Prefab ID's and some of their important properties(position, scale, rotation etc), which can be also disabled/enabled to optimize the replay size. The file is a JSON which is compressed before being sent out.
- Currently leverages Firebase Storage to save the replays remotely.
- Includes Replay Viewer with basic tweening to download & watch the replays inside Unity Editor
- A simple example game to see how it's working
- A PDF manual with a Quick start
CURRENT LIMITATIONS
- Supports 2D games only
- Supports Firebase Storage for remote saving (setup walkthrough included in the manual)
- In 2D games, only Prefabs with SpriteRenderer or Tilemap can be replayed currently. Other object types would be recorded (the asset should still record the transform properties), but during replay you would see a filled circle as stand-in graphic.
Price $0.00
glTF Mesh Tests in Second Life
Linden Lab is in the process of adding glTF 3D model support to Second Life, starting initially with PBR materials and moving on to full mesh and scene import. As part of this effort a test viewer is available that lets you locally load a glTF mesh or scene (multiple meshes). The contents are visible only to yourself and not saved. @davep (Runtai Linden) has stated that the eventual aim is to be able to import anything as it shows in the Khronos glTF Model Viewer or in Adobe Substance.
The tests following were carried out on Second Life Test 7.1.6.8639241871. Remember this is early days and it will be some time before this capability makes it way into normal use in Second Life (and possibly at some stage OpenSim).
glTF Mesh Loading Method
Though the method by which glTF meshes are loaded will change, for test purposes the following procedure should be used.
- Create a simple prim, such as a cube and scale it to 1.0m. The scale is used to set the scale of the mesh that will be imported. So 0.5m would be 50% scale. 1.0m would be 100% scale.
- Edit the cube to select it as the target to attach the glTF mesh.
- Use Develop -> Render Tests -> glTF Scene Preview to select a .gltf or .glb file containing your model.
- Rotate or move the object as necessary. Also scale as you wish.
- Make the root prim be 100% transparency to hide it.
- You can link other prims or mesh objects to the newly loaded mesh if you wish (e.g. to add scripted seats to a vehicle).
A short video by @davep (Runtai Linden) shows the process [Video (MPEG4) via Discord]
Potted Plants Meshes
Sketchfab – Optimized Potter Plants by by Nicholas-3D (@Nicholas01)
Suggested by @davep (Runtai Linden) as a free test mesh.
https://sketchfab.com/3d-models/optimized-potted-plants-967b4bf23fac4098993776fcfc2d3318
Ready Player Me glb Avatars
Ready Player Me (https://readyplayer.me) avatars are made available as .glb meshes, ready rigged (with Mixamo compatible skeletons) and PBR materials. They appear to load fine in the test viewer. Of course the rigging is not operational at this stage.
This avatar is available in .glb format via
https://models.readyplayer.me/6619152aaaa958d48f2143ee.glb
Supercar Mesh
I tested with my usual Gerry Anderson’s Supercar detailed mesh (around 250K triangles) which in its .glTF or .glb format works fine in the Khronos glTF Model Viewer. In the Khronos glTF Model Validator it gives a warning that the texture images are not set at a power of 2 for each side.
- The textures initially did not load, but when converted to a power of 2 for each side they did load fine.
- Textures are not a power of 2 and do not load. A set of replacement textures that are Power of 2 are provided. These can be replace the textures created on glTF export from Blender.
- Each side has 9 yellow cooling vanes, some did not show in early tests.
- There is a chrome fuel filler cap on the rear fuselage top. Only the left side showed in early tests.
- The nose spike and ball are showing near the centre of the model in early tests.
- Parts of the wing structure and its spike do no show in early tests.
- The rear fuselage aerial is out of position in early tests.
- The black seal at the front of the canopy is out of position in early tests.
- A large cylinder appears in the middle of the model in early tests.
- Many parts are grey. The canopy and lights transparency is not retained. Most of the simple colouring and alpha applied to parts that do not have textures is not showing in early tests.
The Supercar model as it appears in the Khronos glTF Model Viewer is as follows:
The large cylinders that appear in the imported model appear to come from parts added late to the model, and which were created at the top level of the model parts list. They were then reparented to a relevant parent part. It could be that some sort of modifier application was not done in a uniform way. For the core Supercar model they were the end stops for the lower fuselage piping and the seven Hidem bands on the front seat. For some of the addon parts lie the rocket gun and magnetic grabs some parts also appear as large cylinders or large boxes. Applying all modifiers to some part (like the lower fuselage piping end stops) fixed some of these issues, but not all. Setting the part origins to the their geometry centre does not seem to be a fix.
Update 18-Apr-2024 – Second Life Test 7.1.6.8728758920 on Aditi Beta Grid Rumpus Room 2024
The update to Second Life Test 7.1.6.8728758920 has improved the preview loading of glTF meshes with most objects correctly rendering in position and scaled properly (just a few items that seem to not have “All Transforms” applied or parenting issues remain). But the main advances is that now all textures and colours are correctly applied.
Update: 19-Apr-2024 – Second Life Test 7.1.6.8757430447 – glTF Mesh Element Editing
Version Second Life Test 7.1.6.8757430447 starts to provide an ability to edit separate parts of a glTF model.. Movement of parts is possible, but not yet separate rotation or scaling.
Black Rock Lab Mesh and Mike Mercury Statue Meshes
The Black Rock Lab (BRL) glTF meshes exported from the Blender models for exterior and interior and the Mike Mercury Statue also import and preview reasonably well after applying all transforms to the parts. Textures are largely missing as they will not (yet) be power of 2.
Update: 29-Apr-2024 – Second Life Release 7.1.7.8852879962
As at Second Life Release 7.1.7.8852879962 on 29-Apr-2024 Supercar, Mike Mercury figure and Black Rock Lab interior and exterior are all rendering quite well. The Black Rock Lab textures are not yet showing as many are not set to a power of two.
glTF Mesh Data
Supercar with Extended Wings
-
Meshes (Nodes): 1501
Vertices: 510174
Triangles: 273230
Opaque Materials: 54
Transparent materials: 4
Supercar with Both Wings, All Accessories and Blast Wall
-
Meshes (Nodes): 1549
Vertices: 545014
Triangles: 293157
Opaque Materials: 2
Transparent materials: 0
Mike Mercury Figure
-
Meshes (Nodes): 4
Vertices: 42606
Triangles: 24415
Opaque Materials: 63
Transparent materials: 4
Black Rock Lab Exterior
-
Meshes (Nodes): 891
Vertices: 68412
Triangles: 39037
Opaque Materials: 31
Transparent materials: 1
Black Rock Lab Interior
-
Meshes (Nodes): 1415
Vertices: 455142
Triangles: 181935
Opaque Materials: 88
Transparent materials: 0
ScenarioFlow by .PROLOGUE
Click here to see online manual.
ScenarioFlow is a great tool for building your own dialogue system with which you can create dialogue scenes effectively.
Philosophy This package provides neither too much nor too little functions needed for creating dialogue scenes. The role of this package is not to provide a perfect system but to help you to build your own system that suits your project to create dialogue scenes. It means that you have to implement most of functions you need. However, it also means you can create your system as you like without any unnecessary dependencies, which is accomplished very effectively with this package.
Highly Scalable and Extensible System The catchphrase of this package is "Suits for all projects." This package has a lot of extensible points so that it works well in your project no matter how the dialogue scene you want to create.
Writer-Friendly System Writers have to describe scenario scripts to play a dialogue scene with invoking "commands" provided by programmers. ScenarioFlow provides a new script format used by writers, "SFText." This new format has very simple grammar and an appearance like for a play, so it is easy to write and also easy to read. Extensions for Visual Studio Code (VSCode) are available, so you can edit SFText scripts comportably with them.
Programmer-Friendly System "Command" is a function invoked by writers to cause some narrative directions like displaying dialogue lines, replacing character images, playing musics, and so on. Thanks to its novel architecture, programmers can implement such commands easily and effectively.
Dependency This package uses UniTask to handle async operations. You have to import it to your project at first to use ScenarioFlow.
English and Japanse manuals are available. See here for more details.
You will also find some sample systems built with ScenarioFlow.Price $0.00
Input Prompts by Fast Studios
Input Prompts is a complete bind UI display system that will help you to save time with your game development. Included with a CC0 binds textures, this system works with multiple gamepad types (Xbox, Playstation, Switch).
Read the documentation
Features:
- New Input System.
- Display the action bind to your UI.
- Dynamic device switch.
- Dynamic gamepad type switch.
- Customizable sprites (Follow the tutorial on the documentation)
- Almost Fully Customizable Asset
If you have any questions or problems with our asset, leave us a form!
Price $15.50
Modern Loft by AK STUDIO ART
Technical specifications:
- Number of Unique Meshes 164.
- Number of polygons – from 2 (for simple models) to 40,121 (for complex models).
- Texture size (512 x 512 to 2048 x 2048).
- Types of texture maps – BaseMap, Normal, MaskMap, HeightMap.
The package contains:
- 67 Fbx models
- 107 Prefabs with colliders
- 211 Textures
- 1 CubeMap
- Optimized 3D Models
- Baked GI
- Post Processing Setup
- 1 demo scene with lightmap
Modern Loft is a comprehensive asset package designed to provide game developers and environment creation enthusiasts with a wide variety of elements to build and decorate an elegant contemporary loft.
Modern Loft is designed with a focus on visual quality and ease of use, offering a wide range of ready-to-use assets that enable game developers and environment designers to quickly build modern and stylized spaces. With this asset, developers can bring impressive urban scenes to life and provide players with a visually appealing and immersive experience.
Price $29.99
Transparent Standalone Window + Clickthrough API by Darkness Blade
Supports: All Unity versions
"Transparent Standalone Window + Clickthrough API" is an Unity Plugin extension that gives you the ability to make your actual window transparent in your standalone build via Scripting.
In other words it lets you see your desktop or anything that is behind your final build window.
The package comes with Example Scenes to help you start and understand its use.
NOTE : This is a Windows only product.
This asset requires "Borderless Standalone Window + Advanced Windows API" to work.
Demo : Download
Video Tutorial: Link
What you actually get:
~A "Color Key" color variable that controls what color will be used for the transparency of the window (Alpha value is the Color similarity tolerance so that there are no cutout artifacts).
~A "Color At Cursor" color variable that returns the current color of what the cursor is hovering for read only purposes. (Ignores UI)
~A "Sync Transparency with Clickthrough" boolean that takes control of window clickthrough when the cursor is not above UI and/or is hovering transparent areas.
~A "Install" boolean that once clicked will automatically install the asset (once per project).
~New Scripting API.
-Transparency.SetEnabled ();
-Transparency.SetDisabled ();
-Transparency.SetColorKey ();
-Transparency.SetBackgroundColor ();
~Complimentary Scripting API.
All the APIs are now integrated into the "Window" c# that you get from the "Borderless Standalone Window + Advanced Windows API".
Conctact Info :
Email : contact@darknessblade.com
Website - https://www.darknessblade.com/
Discord - https://discord.gg/UTApUes8dr
Facebook - https://www.facebook.com/Darkness-Blade-1432547537008058
Youtube - https://www.youtube.com/c/DarknessBlade
Twitch - https://www.twitch.tv/darknessblade_
Forum Thread: https://forum.unity.com/threads/borderless-standalone-window-resizable-movable.298229/
Price $40.00
FastScene by SmallBurger
- Support the structure of multiple Control Maps.
- Implement terrain transition through object-based methods to avoid excessive mesh face count caused by deformation functions.
- Each control map supports five splat maps (two local and three global).
- Support transition terrain processing across objects and multiple Control Maps.
- Provide the AperiodicTexture tool to generate non-repetitive periodic textures, avoiding repetitive tiling.
- User-friendly SplatMap brush tool, allowing simultaneous painting on two or more Control Maps.
- Offer transition terrain Shader functions and various example Shader codes.
FastScene is a user-friendly terrain editing plugin designed with simplicity and user-friendliness in mind, The feature List is here.
- Utilizes object-to-terrain transition processing to keep the terrain flat (as a single Quad), significantly reducing mesh count and enhancing performance on mobile devices.
- Provides a method for objects below the surface to be visible, maintaining smooth edge transitions without the need for surface digging, further reducing mesh count and improving mobile device performance.
- Supports tools for non-periodic texture generation, effectively addressing repetitive texture tiling issues through the use of Wang's tiling algorithm.
- Offers examples of various transition objects, including mountains, depressions, cracks, plateaus, and lakes.
- Provides references to related Shader code, enabling users to personalize the implementation of their own terrain transition objects.
- Supplies easy-to-use brush tools for convenient terrain editing.
- Transition support across multiple Control Maps:Our system facilitates transitions across more than two Control Maps, enabling our game scenes to simultaneously reference multiple Control Maps and achieve seamless transitions between objects and terrains.
- Supports more than two Control Maps and allows direct drawing on multiple Control Maps.
- One Control Map supports up to five TileMaps.
- Supports region brushes (TileMaps dedicated to specific ground) and global brushes (TileMaps shared across grounds), avoiding excessive use of BrushLayers and preventing the generation of excessive Control Maps.
Price $60.00
Realistic Modern Homes Small Dining Room Asset Package by Aligned Games
- Each model includes a Diffuse map, Normal map, Ambient Occlusion map, Lighting map and a Filtered Normal map.
- Includes 12 high quality assets! These include furniture, decorations, structures, props, utilities and much more!
- Poly ranges for the models goes from low to mid poly. The average poly-count is around 500 polys.
- Texture sizes range from 256 to 1024. The average texture size used is 512.
- Prefabs are set up for each model.
- Includes two pre-mades scenes, one in day time and one at night time.
- Includes a unique custom day and night skybox.
- Includes a spectate style test camera script and setup.
- Great performance.
Modern Homes Small Dining Room Asset Package is a living room asset package containing a great selection of assets used to create a detailed and realistic living room scene!
Inside this bathroom scene you'll find a variety of assets ranging from a table to a mirror to a end table to chairs to plants and pots to carpets and everything in between!
Everything has been carefully designed to deliver a realistic and detailed experience.
This package includes a variety of realistic assets to ensure that your game looks and feels the best that it can!
Try the demo : Download Here
For support email me at : alignedgames@mailbox.co.za
My studio website :
Price $15.00
Orc Realistic 08 Modular by Novozhilov3D
Technical details
NO HDRP OR URP!
ONLY DEFAULT SHADER
Disclaimer: Renders made in Marmoset Toolbag 3 and Unity, Most of the footage in the video was made in Unreal Engine 4 and 5
6 Pre Made Characters!
Character: tris 35 772 - 51 582 , verts 21 728 - 33 119
Axe: tris 1 998 , verts 1 212
Hooked Axe: tris 1 838, verts 1 125
Rigged with Humanoid.
Additional bones that are added to Humanoid: u_Jaw, u_Eye_L, u_Eye_R, u_SideArmor_L, u_SideArmor_R
Easy Animations retarget in Unity
PBR Textures Metall/Roughness
4K Textures - Body, Armor, Outfit, Weapon
1K Textures - Eyes, Hair
You can reduce the textures quality without much loss of quality
Textures - normal, metallic, roughness, albedo, AO, opacity, emissive
6 Texture sets - Body, Armor, Outfit, Weapon, Eyes, Hair
Body Skin has 5 Color Variations
Body has 2 types of Scars
Body has 2 types of Scars
Armor has 5 Color Variations
Cloth has 5 Color Variations
Eyes have 13 Color Variations
Hair have 5 Colors
Eye Color can be selected separately for each Eye
All the colors can be mixed to get new look
The model is Completely Modular
Number of Textures: 79
The model is modular, you can remove or add any part you want.
Use the double sided material on the Armor, Hair and Outfit
Only default shader
Low poly Modular Orc Realistic 08. Rigged to Humanoid with additional bones
Only default shader
Price $44.99
Chiptune 8bit BGM Pack by Gotcha Gotcha Games
Tracklist
1. A Hard Decision to Make
2. A Sunny Victory
3. Amusements and Mysteries
4. …And Happiness for Everyone!
5. Bushi
6. Catastrophe
7. Dancing Thief
8. Electric
9. Entering the Octogon
10. Funky Darkness
11. Insouciance
12. Invocation
13. La fille en noir (The girl in black)
14. Le diable du désert (The devil of the desert)
15. Nest
16. Oaf Lrat Dclam Sdwx Dscsds
17. Prelude
18. Rebond
19. Sacrifice
20. Spooky Party
21. Stormy Rave
22. The Adventure Begins
23. The Championship
24. The Evil Within
25. The Factory
26. The Graveyard
27. The Hidden Asylum
28. Tick Tick Tick
29. Wall of Death
30. Winterly Wonderland
—
[Audio BGM]
● 30 .ogg tracks
● 30 .m4a tracks
Massive chiptune pack for your game!
Chiptune 8bit BGM pack is the second official chiptune DLC made by Hefka Games for the RPG Maker series. This pack contains no less than 30 high-quality chiptune BGM for your game project! All these tracks are loopable and seamless and are ready to use. All you have to do is to drag and drop the files into the audio/BGM folder of your project!
From battle themes to creepy tracks, from dungeon themes to colorful ones, this massive chiptune pack got you covered! You’ll find a wide variety of tracks and atmospheres for use.
Since this is 8bit music made with the 2a03 soundchip (the good ol’ Famicom!), this is highly advised to use this pack with a project made in pixel art!
Price $17.99
Ax Angel Studios - Shattered Silence by Gotcha Gotcha Games
Formatted into:
ogg
M4a
Mp3
Contents:
14 tracks
"Ax Angel Studios - Shattered Silence" is a collection of audio assets suitable for RPG Maker Unite.
This chilling mystery horror music album pack by Ax Angel Studios is perfect for your RPG, horror, and adventure mystery games.
With 14 tracks(12 loopable)Inspired by classic horror games from the late 90s and early 2000s, you're sure to find what you need to start your trek into the chilling and mysterious RPG of your dreams... Or nightmares.
Price $12.99
SCI FI: SPIKARIAN by PROTOFACTOR, INC
The package only uses Standard Built-In materials that can easily be upgraded to either URP or HDRP using the Upgrader Tool of the selected pipeline.
Here is a Spikarian. This 3 fingers humanoid alien will be the perfect fir for your Sci Fi project.
Geometry is 29.82 Ktris. Rig is 61 bones and set to Mecanim Humanoid. Model uses 4 materials: Armor, Body parts, eye and fur that use respectively 4096*4096, 2048*2048, 1024*1024 and 4096*4096 PBR textures set.
The package includes a massive comprehensive set of 300+ animations (including in place and root motion variations) to help kick start developing your project.
Price $44.99
Bipedal Animal Robots by JUNNICHI SUKO
Number of textures:50
Texture dimensions:4K
Polygon count of
AllosaurusRobotExterior:29004Verts 41600Tris
AllosaurusRobotSkeleton:407639Verts 212350Tris
GallimimusRobotExterior:25369Verts 18704Tris
GallimimusRobotSkeleton:290306Verts 149517Tris
JerboaRobotExterior :21266Verts 29748Tris
JerboaRobotSkeleton:82079Verts 104664Tris
OstrichRobotExterior:9148Verts 5176Tris
OstrichRobotSkeleton:62010Verts 66324Tris
Number of meshes/prefabs:8
Rigging: Yes
Animation count:4x(39)+(InPlace variations)
Animation type list:(The following 39 animations are included for each robot. It also includes an InPlace type animation that removes the Root node movement.)
AttackLeft
AttackRight
Bite
DashForward
DashJumpLeft
DashJumpRight
DashLanding
DashLeft
DashRight
Death
DefaultPose
DownPose
FallForward
Hit
Idle1
JumpStart
Kick
Landing
LeftPose
LookAround
Rebirth
RightPose
RunForward
RunLeft
RunRight
SideStepLeft
SideStepRight
SitDown
SitDownIdle
StandUp
TurnLeft90
TurnRight90
UpPose
WalkBack
WalkBackLeft
WalkBackRight
WalkForward
WalkLeft
WalkRight
UV mapping: Yes
Types of materials and texture maps:
Base color, Normal map, and packed ORM(AO, Roughness, metallic) textures.
The Models folder contains meshes, animations, and textures for each model.
The materials are adjustable in color.
The Demo folder provides controllable characters using these models.
HydraulicCylinderController is a script that extends and retracts cylinders in response to movement.
This is done with the included animations, but it was prepared with the intention of use in scenarios beyond the included animations, such as using IK.
SuspensionMorphController is a script that morphs the suspension springs in response to movement.
Price $45.99
Runtime Spawner by Megacrush Interactive
Note: Runtime Spawner only handles spawning logic and object pooling, it is not dependent on any AI behaviour or Navigation system and as such, can be used with any existing (or custom) implementations, for example:
Navmesh:
- Unity Navmesh
- A* Pathfinding
AI Behaviour
- Blaze AI
- Emerald AI
- Behaviour Designer
- Your custom AI behaviour
- etc
Global & Biome (region) and Wave based spawning
- Global spawning system within range of the player
- Regional (location based) spawning
- Wave spawning - tower defense / horde style spawning
Object Pooling & Culling
- Automatically pools all spawned objects
- Optional culling beyond a specified range of the camera / player
Example Scenes demonstrating all functionality, including simple example agent behaviour
Tired of hand placing your enemies? Want to add some procedural variety to your crowds? The Runtime Spawner can be used to automate the placement of thousands of enemies in your game worlds.
Additionally, managing large numbers of animated characters and instancing game objects is very taxing on your game's performance. Runtime Spawner also includes a built in Object Pooling system to automatically handle pooling of your characters!
Define any number of custom regions within your world, each with their own custom spawn rules and agents, creating custom biomes, spawn frequency and variation for your game.
Designed specifically for large scenes and open world games, the Runtime Spawner seamlessly integrates with any AI system, and is not dependent on any other internal Unity systems (Terrain, pathfinding or otherwise). Use whatever AI system, build your worlds however you would like, and Runtime Spawner can handle the placement and spawning of your AI!
Includes:
- Global Spawning (anywhere on a navmesh)
- Area Spawning (custom biomes)
- Wave Spawning (trigger horde waves)
- Wave Triggering (triggers that automatically trigger waves)
- Custom wave spawnpoint locations (when waves are triggered, control placement of their spawnpoints)
- Timed 'return instance to pool' component
- Culling (automatic management of instances near the player)
- Fully documented C# API, robust inspectors
- Much more!
Online Documentation
The most up to date version of the documentation is online here:
- User Manual: https://megacrush.gitbook.io/runtime-spawner-user-manual
- API Documentation: https://www.megacrush.app/api/runtime-spawner
Feedback / Get in touch
- For support, please email support@megacrush.app or visit our website at https://www.megacrush.app/support
You can also get in touch:
- on Discord: https://discord.com/invite/kvsMqeFS7Y
- or Twitter: https://www.twitter.com/megacrushinc
Price $50.00
Sci-fi Robot PETMAN by WONILMAX
- The material includes 4096x4096.png textures: Albedo, MetalicSmoothness, Normal, Emissive, AO maps
- Geometry: Polygonal Quad/Tris/N-gon
- Polygons: 232979, Vertices: 232897
- Number of meshes/prefabs:1/1
- Rigging: Yes
- Animation count: 29
- Animation type: Generic
- Animation type list: Base_static_pose, idle1, Stare Back, idle2, Walk_inPlace, Walk_Root, Run_inPlace, Run_Root, Attack Ready, Attack Ready End, Missile Attack1, Missile Attack2, Air Attack Ready, Air Attack idle, Air Attack1, Air Attack2, Air Attack End(Cap), Turn Left, Turn Right, Stare Left, Stare Left to Origin, Stare Right, Stare Right to Origin, Forward JUMP, Big Attack JUMP, Damage1, Damage2, Damage3, Death
- Uv mapping: Yes
- Types of materials: PBR
Assets are ready to use on most used game engines such as Unreal, Unity3D, FPS or third-person shooter games.
- The model consists of single mesh for better game engines performance.
- Assets are ready to use on most used game engines such as Unreal, Unity3D, FPS or third-person shooter games.
- Object Dimensions: Height : 200cm, Width : 135cm, Length: 105cm (Real-world scale)
Price $35.00