Feed aggregator

Firestorm VR Mod 6.6.17

Austin Tate's Blog - 2024, March 17 - 12:00

Download link: https://github.com/humbletim/firestorm-gha/releases/
Firestorm VR Mod 6.6.17.70368 is the final Pre-PBR (Pre Physically Based Rendering) Viewer.

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).

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 6.6.17 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 6.6.17.70368 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 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. Minor changes are made to the original VR Mod 6.3.3 code for the merge, which otherwise continues to be suitable.

The build 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…

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 <a href="http://“>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” 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.

Note that the VR Mod source remains stable since version 6.3.3 and that no changes are needed for insertion into later versions of Firestorm to date.

The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons 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 DK1
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 0.0
    • Texture Zoom = 0.0
    • FOV = 100.0
  • Oculus Rift CV1
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 25.0
    • Texture Zoom = 0.0 (others report 86-200 works)
    • FOV = 100.0

WebRTC – Resources

Austin Tate's Blog - 2024, March 17 - 11:24

There is a proposal to replace Vivox voice with open-source WebRTC facilities. This blog post provides links and resources related to the use of WebRTC in Second Life and potentially in OpenSim.

OpenSim Requirements

Félix (Chaser.Zaks) on the Second Life Discord channel on 17-Mar-2024 said: “Server side shouldn’t be too complicated. You should just need a ICE and TURN server (see definition). ICE being the server that helps establish connections between two clients, and the TURN server being the relay between two clients The TURN would probably have some HTTP caps on it to do area isolations, LSL interfacing, etc and what not from the simulator side.

MisterBlueGuy on the OpenSimulator Discord Channel on 30-May-2024 added: “For OpenSim (and thus SL), will probably be that the region would return to the client (probably in the login response) an URL to the ICE server to talk to along with some auth token. The client would talk to the ICE server to get the TURN server to connect through. So OpenSim would have to add some sort of ICE server (pretty simple as I did one for the Vircadia/Overte project) and either run TURN server for the grid or use one of the many available servers.

An example free TURN (and STUN) service is available:

  • OpenRelay for WebRTC TURN and STUN services – https://www.metered.ca/tools/openrelay/

Update 15-May-2024: Test Region on Second Life Main Grid

Second Life Community Blog – Coming to an Agni region near you, an update on changes to Voice! 15-May-2024

Teleport to “WebRTC Voice 1”


Sci-Fi Loading Screen VFX FREE by VisualX

Asset Store newest packages - 2024, March 17 - 09:40
Enhance the visual appeal of your games and apps with our Sci-Fi Loading Screen VFX FREE! This versatile VFX comes in four color variations.This Asset in addition to the big pack

Prefabs:

  • 4 prefabs (1x4 color variations)

Texture sizes:

  • 5 textures from optimized 64x64 up to 256x256

Materials:

  • Additive

Default shaders:

  • Mobile/Particles/Additive

Scene:

  • 1

Disclaimer: The effects are created with Particle System and need to use auxiliary scripts to work correctly in UI Canvas. There are no such scripts in this package. They are freely available on the Interne

Improve the visual appeal of your games and applications with our Sci-Fi Loading Screen VFX FREE! This versatile VFX comes in four color variations. This asset is in addition to a Big Pack: https://u3d.as/3dy9

Key Features:

  • Color Variety: Choose from a range of colors including yellow, green, blue, purple.
  • Loading Screen Effects: Make a lasting impression with exciting loading screen effects that set the tone for your games or applications.
  • Mobile-Friendly: These effects are optimized for mobile platforms and integrate seamlessly into your projects for a smooth user experience.
  • No post-processing: These effects do not require any additional post-processing to look attractive. There is no post-processing in the video demonstration
  • Universal Use: Suitable for both games and applications, these effects enhance the visual appeal of a wide range of projects.
  • Science Fiction Aesthetics: Incorporate a futuristic atmosphere into your creations with

Sci-Fi Loading Screen VFX FREE! now and give your projects a cutting-edge and immersive introduction!


Price $0.00

Undead Peasant Set 03 Modular by Novozhilov3D

Asset Store newest packages - 2024, March 17 - 06:51
Low poly Undead Peasant Set 03 Modular. Rigged to Humanoid with additional bones

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

Character: tris 17 120, verts 11 624

Sickle: tris 1 024, verts 607

Rigged with Humanoid.

Additional bones that are added to Humanoid: u_Jaw

Easy Animations retarget in Unity

PBR Textures Metall/Roughness

4K Textures - Body, Set_03, Sickle

You can reduce the textures quality without much loss of quality

Textures - normal, metallic, roughness, albedo, AO, opacity, emissive

Each Cloth have 4 Color Variations

All the colors can be mixed to get new look

The model is Completely Modular

Number of Textures: 28

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

Use the double sided material on the Set_03

Only default shader

Low poly Undead Peasant Set 03 Modular. Rigged to Humanoid with additional bones

Only default shader


Price $19.99

Small Pets Animated by Hippo

Asset Store newest packages - 2024, March 16 - 17:25
SPECIAL PROMO - request a new monster in your REVIEW and we'll add it!

Run WebGL demo in your browser right now!

Small Pets Animated is our new asset with 16+ animated small pets.

Need more epic monsters? Try Fantasy Monsters Megapack, Fantasy Dragons and Fantasy Wyverns!

Features
● Each monster has its' own sprite atlas
● Average resolution is 960x640 px
● All monsters are animated with Unity animation system (easy to modify and extend)
● Each monster has Idle/Ready, Walk/Run, Attack and Death animations
● Useful scripts included (Monster.cs, LayerManager.cs, AnchorManager.cs)
● Sprite sheet export (for other game engines) [NEW]
● Quick support
● Asset manual and script reference included


Tech specs
● Unity 2021+
● Clean C# source code with comments
● Mobile friendly
● Any platform (PC, Android, iOS, WebGL)


Important notices
● Refer to Asset Store EULA for allowed asset usage (1. Background / 1.3, 2. END-USER's Rights and Obligations / 2.2, 3. Your Use of the Unity Asset Store / 3.8)
● The asset can't be used for NFT projects (please contact us for Extended License)
● This asset is not 4-directional

Refund policy
● You can get a redund if the asset was purchased by mistake and was not downloaded.

Support
Discord - questions, live chat with developers

It would be super awesome if you rate ★★★★★ my asset and leave your feedback! Your reviews inspire me for creating and improving my assets, thanks!


Price $9.90

Procedural Spider by Philipp Schofield

Asset Store newest packages - 2024, March 16 - 13:59
A fully procedurally animated spider. Climbs walls and ceilings. Legs step onto surrounding geometry. Third-Person playable character and random walking NPC.
  • Full source code included
  • Documentation included
  • Custom inspectors
  • Performance optimized
  • Rigid body based
  • Number of prefabs: 3 (Player, NPC, Player+NPC)

Included Spider:

  • Number of textures: 1
  • Texture dimensions: 2048 × 2048
  • Polygon count: 9650
  • Animation count: 0 (Spider is fully procedurally animated!)

What does the asset contain?

  • Spider Model (incl. Rig/Texture/Material)
  • Third-Person Playable Spider (Prefab)
  • NPC Spider (Prefab)
  • All Code/Scripts for the Procedural Animation
  • Demo Scenes

How does the spider walk on walls?

The spider uses sphere casting (downwards for terrain adjustment and forwards for wall climbing). A fake gravity in respect to its current normal sticks the spider to the surface. The layers on which it can walk can be adjusted.


Do the feet touch actual geometry?

Yes, each leg will step onto actual physical geometry in your scene. Each leg is modelled by a chain of hinge joints with implemented rotational limits. A system of raycasts queries the environment for physical geometry to determine where to place the foot. Then IK is used, specifically a simple tailored CCD (Cyclic Coordinate Descent) algorithm, to solve the leg.


When and how do the legs step?

A leg desires to step if the IK solver can not solve the leg sufficiently anymore. The leg will queue in for a step, and the spider will orchestrate each legs desire to step and make sure asynchronicity to other legs is adhered to. The leg will move in an arc to reach every new target.


Does the body also procedurally animate?

Yes, the spiders body (root bone) will elevate and rotate with the legs, which makes the procedural animation more realistic.


Does the spider use physics?

Yes, the spider has a rigid body and a capsule collider. It can therefore be pushed and also push other rigid bodies. It will however not rotate from any forces applied for stability reasons. It does not use default physics gravity, as it has its own implemented gravity that get applied to stick it to the current surface.


What is the Third-Person-Playable spider?

You can play as the spider. You have a smooth camera behind the spider that will react to mouse input. You can move the spider using horizontal/vertical input axes (e.g. WASD). You can jump with Space. The camera will cull objects between camera and spider so as to never loose sight of it.


What is the NPC spider?

It’s a very basic controller that will just move the spider around randomly using perlin noise. It will frequently and erratically stop moving as to mimic how real spiders move.


Can I customize behaviour?

Yes, all the components expose a bunch of parameters with which you can tweak behaviour.


Is documentation provided?

Yes, documentation in form of a pdf file is included in the asset. Additionally all user facing variables have tooltips.


Can I set it up to use my own spider model?

It is possible to use another model/rig than the provided one, but this is not straightforward to set up and it is not guaranteed to work for your model. There are a couple of requirements your model/rig has to fulfill:


  • Must have enough joints per leg (The provided one has five per leg, plus end effector).
  • The first joint of each leg must be designed to rotate around the spiders root bone up axis and the remaining ones must be designed to rotate in such a way that they curl (e.g. local Z-Axis).
  • The leg/body length ratio needs to be similar to the provided one.

The provided documentation goes more in depth on how to set this up correctly. Note however that I can and will not guarantee that using your custom spider model will work without issues.


Can I combine it with regular animations?

This asset does not include any animation clips. All animation is fully procedural. It is not possible to blend animation clips on top of this procedural animation. It is however possible to disable the procedural animation, play an animation clip and reenable it when the animation clip has finished playing. With this approach one could e.g. add a custom jump animation etc.


What about performance?

Performance has been taken into account heavily. A simple built scene of eighty active and rendered spiders on a MacBook Air M1 (2020) has a stable frame rate of 75FPS. Note that in reality it will perform even better than in this stress test. This is firstly due to procedurally animation being fully culled if a spider is not being rendered. And secondly, having these many spiders is not a realistic scenario as most games will only use one or a few. It is always recommended to keep the amount of spiders low as procedural animation is inherently more expensive than regular animation mostly due to the IK solving and the ray casting.


Price $79.99

Rock pillars by Dmitriy Dryzhak

Asset Store newest packages - 2024, March 16 - 13:15

The package includes many different stones including both small shapes and large ones, pre-assembled with the internal polygons removed.


Support, URP and HDRP shaders are here:
My Discord group


Triangles counts:

RockPillarBase_1 - 12698 triangles

RockPillarBase_10 - 4268 triangles

RockPillarBase_2 - 7946 triangles

RockPillarBase_3 - 4706 triangles

RockPillarBase_4 - 6884 triangles

RockPillarBase_5 - 11336 triangles

RockPillarBase_6 - 15392 triangles

RockPillarBase_7 - 10214 triangles

RockPillarBase_8 - 5386 triangles

RockPillarBase_9 - 5128 triangles

RockPillarBG_1 - 55870 triangles

RockPillarBG_10 - 22574 triangles

RockPillarBG_11 - 30200 triangles

RockPillarBG_12 - 53625 triangles

RockPillarBG_2 - 51399 triangles

RockPillarBG_3 - 68791 triangles

RockPillarBG_4 - 92396 triangles

RockPillarBG_5 - 66689 triangles

RockPillarBG_6 - 68335 triangles

RockPillarBG_7 - 31704 triangles

RockPillarBG_8 - 24824 triangles

RockPillarBG_9 - 39472 triangles

RockPillarHG_1 - 127952 triangles

RockPillarHG_2 - 119075 triangles

RockPillarHG_3 - 187593 triangles

RockPillarHG_4 - 125922 triangles

RockPillarSG_1 - 13504 triangles

RockPillarSG_2 - 24044 triangles

RockPillarSG_3 - 14698 triangles

RockPillarSG_4 - 33338 triangles

RP_Pile_1 - 5281 triangles

RP_Pile_2 - 2014 triangles

RP_Pile_3 - 1733 triangles

RP_Splinter_1 - 188 triangles

RP_Splinter_2 - 104 triangles

RP_Splinter_3 - 86 triangles

RP_Splinter_4 - 64 triangles

RP_Splinter_5 - 42 triangles



Price $30.00

poly coniferous forest by SQUID

Asset Store newest packages - 2024, March 16 - 05:34
polygonal coniferous trees and plants

the total number of polygons in the project is 71418. 


Textures were used 33 images different quality, number of materials 31


The asset includes only what is shown in the last screenshot!

NO DEMO SCENE



coniferous forest


trees

small spruce (x2), medium spruce (x2), large spruce (x2), pine (x5)


plants

swamp hummock, bush (x2), water lily (x3), grass (x5), snowdrop, tree sprout, flower, field bell, poppy, onion, forget-me-not, tamarind, chamomile, wild wheat, flower, plantain, dandelion , cane, sage, long grass, reed, cattail


materials

grass, sand, black soil, dried soil, leaves (x3), water lilies


Price $0.00

Scifi Commodities Trade Goods Loot Collection by MSGDI

Asset Store newest packages - 2024, March 16 - 04:25

This pack contains a wide variety of tradable goods and resources. They can be used in a scifi themed game as loot items or level props in general. 2D renders of all items are included. They can be used as GUI elements, e.g. in an inventory system.


No AI-“art” was used in the creation of this model.


- 9 real life metal resources

- 8 generic scifi resources

- All metals have unrefined and refined variants

- Cargo boxes

- Packaged food

- Vegetables

- Barrels + containers

- Alien artifacts

- Spaceship parts

- Drugs

- 2D renders of all items are included

- PSD with intact layers is included

- PBR textures

- Texture size is are 4096 and 2048

- Tris count varies per model, mostly between ca. 300 - 1000 some models up to 12000


Price $45.00

Pirate's Adventure Fantasy Music Pack by vspmusic

Asset Store newest packages - 2024, March 15 - 21:32
Pirate's Adventure is a fantasy music pack that contains 44 tracks perfect for adventure-based projects!

Number of Audio Wavs: 44

Sample rate / bit rate: 44,100 Hz

Does music loop: Yes

Minutes of audio provided: 1 Hour 8 Minutes

Supported Development Platforms:

Windows: Yes

Mac: Yes

Pirate's Adventure is a fantasy music pack that contains 44 tracks perfect for adventure-based projects!


A Hand of Love A Minor 100 BPM

A Pirate's Adventure A Minor 160 BPM

A Sea At War D Minor 130 BPM

A Traveler's Tale G Major 90 BPM

Abandon Ship - G# Minor - 160 BPM

Beauty On The Lake - Harp Flute Violin Double Bass - 95 BPM - G# Minor

Dark Tides 80 BPM D Minor

Dashing Adventure - G Minor - 120 BPM

Ghosts At Sea 130 BPM C Minor

Let's Set Sail

Mists Of The Sea A Minor 110

Ocean Tale 90 BPM A Minor

Rodeway Tavern D Major 120 BPM

Scavenger's Cove E Minor 120 BPM

Storms of Water -Eb Minor - 120 BPM

The Battle Barge - F Minor - 150 BPM

The Battle of The Bay - C Minor - 70 BPM

The Battle of The Trident

The Enchanted Island

The Fleet Arrives

The Frosted Sea - A Minor - 87 BPM

The Souls of The Sea - A Minor - 70 BPM

The Tide Is Turned - B Minor - 150 BPM

These Are The Voyages - A Minor - 130 BPM


Price $29.99

Devils Bane Trailer by Epic Sounds and FX

Asset Store newest packages - 2024, March 15 - 18:45

Introducing Devils Bane Trailer, a chilling symphony of horror encapsulated in 533 meticulously crafted sound files, ready to unleash terror upon your audience. Dive into a nightmare realm where every creak, whisper, and shriek is meticulously designed to send shivers down your spine.


  • 533 files
  • 2.17 GB of game audio assets
  • All in 44k 16bit .wav
  • Dark Horror Movie Trailer Sound Effects Library

You May Also be Interested In:

Hybrid Game Sound

Sci-Fi Worlds Universe

Phantom Magic

Evolved Game Creatures- Monster Sounds

Creepy Game SFX

Horror Game Sound Effects Kit


Contained within this sinister collection are 2.17 GB of movie trailer & game audio assets, all presented in spine-tingling 44k 16bit .wav format. From bone-chilling atmospheres to blood-curdling screams, every element is masterfully crafted to immerse your audience in a world of dread and despair. Inside you’ll get to access jump scares, tension transitions, reveals, horror friction, cinematic hits, benders, dark synth braams, screams, rising whooshes, ghastly impacts, eerie tension drones, a vibrance of textures and aesthetics, all layered to perfection. Create compelling dark & ominous motion graphics, cinematic cutscenes, FX, trailers and epic audio dynamics.


Whether you're crafting spine-chilling trailers, bone-rattling game soundscapes, or haunting cinematic experiences, Devils Bane Trailer is your ultimate toolkit for invoking fear. With over 58 minutes of audio and a vast array of bone-crushing hits, eerie atmospheres, and tortured booms, your creations are limited only by your imagination.


Perfect for film editors, YouTubers, game developers, and sound designers alike, Devils Bane Trailer is royalty-free and RTU-OTB (Ready to be used out of the box), ensuring seamless integration into your projects. Are you prepared to unleash the darkness within?


Product details:

  • 533 files
  • 2.17 GB of game audio assets
  • All in 44k 16bit .wav
  • All files are game ready, mastered and memory footprint optimized
  • Perfect for film editors, youtuber’s, game devs & sound designers
  • Includes embedded Soundminer metadata
  • UCS Compliant
  • 19 Atmospheres
  • 21 Benders
  • 48 Booms
  • 16 Braams
  • 64 Cinematic Hits
  • 40 Foley
  • 17 Friction
  • 80 Hits
  • 21 Reveals
  • 46 Risers
  • 14 Screams
  • 104 Tortured
  • 14 Weapon Impacts
  • 4 Whispers
  • 25 Whooshes
  • All sound effects are youtube friendly & royalty free
  • RTU-OTB (Ready to be used out of the box)


Price $59.00

Linked Elements by Iterant Games

Asset Store newest packages - 2024, March 15 - 18:28
Linked Elements provides a library of data-bound UI Elements for game & editor UI. Please note: More Effective Coroutines is a (free) dependency, you will need to download that as well (see Desc.)

Includes

  • Demo scene to see the UI updates in action.
  • In-editor documentation with live examples and code snippets.
    • Tools -> Iterant Games -> UI -> Linked Elements
  • Robust documentation both in a distributed PDF and online at our website.
  • Well commented code with clear method summaries.
  • Chat with the creator and get assistance with any questions or requests via a dedicated Discord channel.

Features

  • Includes components and systems for both in-game and custom editor UI.
  • Bind UI to any object data anywhere, it can even bind to private properties.
  • Includes drag and drop, tooltips, game object tracking, progress bars, and more! See the technical details for a complete list.
  • No data watchers constantly checking for updates so there's no constant performance hit.
  • Only refreshes UI that is visible. Elements not visible in the DOM are refreshed automatically when made visible to prevent stale data.
  • Both in-editor (with live examples) and online documentation.

This package also includes two of our other assets

Linked Elements provides components that you can use in both your game and editor UIs. These elements are data-bound directly to their associated objects and fields without the need for unity's internal serialized objects, so the data binding works in-game as well!


All of our UI elements have USS targeting classes on each piece of its UI so that you can use USS to style them however you wish.


Dependency

Please note that More Effect Coroutines (MEC) is a free dependency and must be downloaded separately. We do not own it so we cannot distribute it with our package.


Documentation

https://www.iterantgames.com/docs/linked_elements


Game Components / Systems

  • Progress bar
  • Drag and drop
  • Tooltips
  • Game object tracking (experimental)
  • Button
  • Confirm Button (click and hold)
  • Text, enum, boolean, and numeric inputs
  • UI Layering
  • UI interaction helpers (mouse over UI, get mouse element)

Editor Components / Systems

  • Inputs for any type
  • Drag and drop
  • Tooltips
  • Code blocks
  • Lists
  • Asset previews

Universal Components

  • Label
  • Rich text helper
  • Display field
  • Columns
  • Rows
  • Pre-formatted elements: title, heading, subheading, paragraph, tab-able line.

Price $19.99

Scifi Hi tech Game ui Elements by Graphic Products

Asset Store newest packages - 2024, March 15 - 18:24
This is 2d hi tech game ui vectors

Technical details

  • Unity res size is 1920x1080.
  • Psd res size is : 1920x1080 full hd.
  • Png size:1920 b/w 1080.

Details:

  • This is 2d hi tech elements for your sci-fi games fps game for video templates.
  • Easy to change the color in Photoshop through blending Options apply gradient and it’s done.
  • Just drag the prefabs and its done easy to use prefabs.
  • All prefabs of each vector is included.

Price $4.99

ShadowShard - URP HBAO by ShadowShard

Asset Store newest packages - 2024, March 15 - 18:22
HBAO (Horizon-Based Ambient Occlusion) enhances 3D graphics by simulating ambient occlusion, adding depth and detail to the scenes depicted.

Supports Unity 2022.x

ShadowShard - URP HBAO (Horizon-Based Ambient Occlusion) enriches visual quality with adjustable settings:

  • Intensity
  • Radius
  • MaxRadiusPixel
  • AngleBias
  • Falloff Distance
  • After Opaque(and Direct Lighting Strength)

Quality settings include:

  • Directions
  • Samples
  • Rendering Path
  • DepthNormal Source
  • Noise Method
  • Blur Quality

Links

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

Documentation

Discord


Price $14.99

ScriptableObject Helper by Javis

Asset Store newest packages - 2024, March 15 - 18:02
ScriptableObject Helper is designed to streamline the management of ScriptableObject assets.

This tool enhances your development workflow by offering an efficient and organized way to handle your ScriptableObject classes and instances.



Features


  • CRUD Operations: Create, Read, Update, and Delete ScriptableObject assets with ease.
  • Automatic Categorization: Newly created assets can be automatically categorized into directories.
  • Drag-and-Drop Support: Easily drag assets from the manager's list directly into other Inspector windows' fields.
  • Inline Field Editing: Fields from ScriptableObject can be displayed and edited directly in the asset list(This feature currently supports simple field types only).


For any questions, suggestions, or feedback, please feel free to email me at javisweng@gmail.com.



Price $15.00

VFX Particles Effects-Vfx Game Ui Particles by Game HUB

Asset Store newest packages - 2024, March 15 - 17:09
This comprehensive asset collection features 18 meticulously crafted particle effects.

Technical details

  • Texture Type: Default
  • Texture Shape: 2D
  • Textures Size: 512 B/W 512

This comprehensive asset collection features 18 meticulously crafted particle effects, each offering two unique variations, providing a total of 36 dynamic visual styles to elevate your game's impact sequences.

Prefab:

  • To streamline integration, the "Prefab" folder contains subfolders labeled from "Style1" to "Style18," each containing prefab variations of the effects. Simply drag and drop the preferred prefab into your scene to effortlessly enhance your game's visual feedback during impactful moments.

Material:

  • The "Material" folder houses all the associated materials for quick and efficient customization.

Key Features:

  1. 18 Unique Particle Effects.
  2. 36 Variations for Explosive Impact.
  3. Easy Integration with Drag-and-Drop Prefabs.
  4. High-Quality Textures for Stunning Visuals.
  5. Organized Demo Scene for Quick Previews.
  6. Perfect for Action, Combat, or Cinematic Sequences.

Price $6.99

Laser Beam VFX Effect by Game HUB

Asset Store newest packages - 2024, March 15 - 17:09
The 3D Laser Beam Realistic Pack brings the cutting-edge allure of laser technology to your projects.

Technical Details:

  • Textures size: 2048x2048
  • Textures type: Default
  • Textures shapes: 2D

Customization:

  • Color and Intensity: Easily change the color and intensity of laser beams to match your desired aesthetic.
  • Length and Thickness: Modify the length and thickness of laser beams for diverse visual effects.
  • Shader GRAPH:

You can easily customize the following properties of shader graph to ehance the effects of Laser beam.

  • MainTexture:Texture of laser beam
  • Color: Texture color of beam
  • Speed: Speed in which laser beam appear
  • Mask: Texture mask of laser.
  • NoiseScale:Scale of noise
  • NoiseSpeed:Speed in which noise will create.
  • NoiseAmount: Amount of texture noise
  • NoisePower:Power of texture noise
  • DissolveAmount:amount in which the noise will dissolve.

Note! Environment model are free everyone to use.


Price $7.99

Level Manager Pro by Riley Bolen

Asset Store newest packages - 2024, March 15 - 16:38
Level Manager Pro is a scene and data management system for level-based games. No more dealing with build indexes or file names! Load scenes by reference, and store user-specific data for each level.
  • Sync level list from project Scene assets
  • Store key/value data properties for each level, specific to the current user
  • Easily load any level's Scene by reference

With one click you can sync the Scene assets in your project into a global list, representing the different levels in your game. You can use the LevelManager in any of your C# scripts to easily access an ordered list of your levels. With a reference to each level's Scene asset, you can easily load any level's Scene, or use utility methods to load the next or previous level. No more dealing with build indexes or file names!


You can also use key/value properties to manage user-specific data for each level, such as the user's score on that level, and whether or not they have completed the level. You will be able to read these level data properties directly from each level in your list using the LevelManager.


Third Party Notice:

Asset uses SceneReference.cs under MIT License; see Third-Party Notices.txt file in package for details.


Price $15.99

Cylinder Collider by olivecrow

Asset Store newest packages - 2024, March 15 - 16:32
CylinderCollider and TorusCollider. Pipe shape also included.

This package draws cylinders, pipes, and torus shapes with several basic colliders. Sub-objects with default colliders are hidden in Hierarchy View.

🔴🔴Features🔴🔴

1. Super easy to use. It can be used in the same way as any other collider.

2. Included Collider API. (sharedMaterial, isTrigger, direction, Raycast(), ClosestPoint... etc)

3. Of course, you can change variables at runtime as well.

4. Pipe shape of cylinder collider included.

5. TorusCollider included.

6. Size can be changed using the gizmo.



🟢🟢How to Use🟢🟢

Usage is very simple.

It shares the same interface with other collider components in Unity.

The difference is only 2 variables.


- Resolution : Determines the number of sub BoxColliders that make up CylinderCollider. The higher the value, the closer it is to a true cylinder.


- Shape : You can select cylinder shape or pipe shape.

You can change all veriables in runtime. Just use it as if any other collider.


---


If you have any questions or find an error, please send an email to olivecrow.report@gmail.com

I don't check Asset Store reviews every day, so sending me an email is the fastest way for me to act.


---


🟡🟡Limitation🟡🟡

1)

Each component inherits MonoBehaviour, not Collider.


This is simply because scripts that do not inherit from MonoBehaviour cannot be added to game objects.


However, each component can implement Collider's API as is, so it can be used like any other Collider.



2)

Multiple Components in a gameObject is disallowed.

Because these components has child gameObject for primitive colliders and should find it on reset.

If you want add multiple colliders, add child gameObjects and attach the component to it.


3)

Changing the size along an axis that does not match the collider's direction will result in a distorted shape.


This is the same mechanism as no other collider transforms into a squashed shape.



Price $15.00

Placer by DG3

Asset Store newest packages - 2024, March 15 - 16:31
Object manipulation tools for Unity with custom keyboard shortcuts and previews

Object manipulation tools for Unity include scattering, placing, deleting, and snapping features with randomness settings, along with previews.


Features

  • Automatically align the object to the surface normal.
  • Scatter objects within a specified range with customizable minimum spacing.
  • Customizable random rotation, scale, height setting.
  • Delete objects within a specified range with a red highlighted outline.
  • Snap already existing objects to the mouse position.
  • Display a grey preview outline with intersection highlighted before placing objects.
  • Custom shortcuts to speed up workflow.
  • Dragging and dropping the object from the hierarchy will automatically convert it to the right prefab.

Price $9.99

Pages

Subscribe to Babel X3D aggregator