Embrace by Embrace
Out of the box functionality:
- Complete user session timelines: Recreate every user experience with the full technical and behavioral details in a play-by-play format that takes the guesswork out of understanding how a user experienced an issue. Get to the root cause of any issue, affecting any player, without tedious manual reproduction steps.
- ANR and crash resolution: Surface and resolve high priority ANRs and crashes that impact app rankings and discoverability. See Google Play Console ANR data directly within Embrace, combined with thread profiles captured whenever a game begins to enter an ANR state, with powerful flame graphs for faster prioritization and resolution.
- Dedicated Unity exceptions reporting: Automatically capture both native-layer and Unity-layer exceptions, with stack traces in native code and C#. View exceptions thrown on background threads in addition to the main thread for faster identification of the root causes of crashes and exceptions.
- Automatic network request logging: Get the client-side performance of every single network call to gain insight that server-side monitoring just can’t see. Discover when third-party SDKs (like ad SDKs) are causing slowdowns and freezes that impact gameplay and cause users to abandon game sessions.
Opt-in functionality:
- Multithreaded Unity exceptions logging: Capture exceptions thrown on background threads in addition to the main Unity thread.
- Custom views: Use Embrace’s Custom View API to configure your game scenes.
- User personas and session properties: Annotate sessions with additional data about the user, device, or the session itself.
- Key user moments: Surface the technical performance of key user moments with Embrace’s stopwatch and abandonment tracking feature.
- Last run end state detection: Understand if the previous app instance ended in a crash so you can adjust game behavior or UI accordingly.
- Data forwarding: View mobile game metrics within your existing backend observability platforms, like Grafana, New Relic, Honeycomb, and Datadog.
This Embrace Unity SDK helps mobile game teams quickly identify and resolve player-impacting issues so they can build better player experiences. This package is the most recent version of the Embrace Unity SDK, and you can find full integration steps in our documentation.
Embrace is different from traditional mobile monitoring solutions because Embrace automatically captures the full technical and behavioral details of every user experience. So for every player-impacting issue (e.g., crash, error, exception, ANR, network call failure, slow startup), you get the full play-by-play without having to manually add logs or run complex queries.
The Embrace Unity SDK also has an API for extending the data you capture with support for your own custom instrumentation. View your mobile game data within the Embrace dashboard, where you can see every detail leading up to every crash or issue for every user. Remove manual issue reproduction with proactive issue detection, prioritization, and resolution with Embrace!
Unlike Backtrace, you get 100% of the user session context to immediately know what went wrong, who was affected, and how to solve it. Unlike Firebase, you get intelligent ANR reporting with flame graphs, dedicated Unity exceptions reporting with both native and C# stack traces, and automatic network request logging.
With Embrace, say goodbye to guesswork and manual issue reproduction. For good.
Price $0.00
Mirrors in Second Life
A later viewer 7.1.4.8208322938 already makes the process easier by making the Mirror Refection Probe volume (defined by its extent) set which objects have mirrored surfaces.
With the introduction of Physically-Based Rendering (PBR) glTF materials support in Second Life viewers, the development of a “Mirror” reflection capability that is high enough quality and updates in real time enough to look like a real life mirror has been under development. A project viewer has been under test for a while. The viewer and region server code need to support mirrors. As at 10th Feb 2024, a test viewer has been posted via the Discord Second Life “content-features” channel (Second_Life_Project_Featurettes 7.1.3.7848563555) and a test region on the Beta Grid at “Rumpus Region 2048” made available for testing.
The notes below reflect the design and operation of mirrors in Second Life as at 10th February 2024, but they are in a state of flux and could be altered, perhaps significantly, before finally being properly released.
Instructions to Make a Mirror
Ensure you are using a viewer and on a region that supports mirrors and that the debug setting RenderMirrors = TRUE which is is by default in the test viewer currently.
- Rez the object to have a face which will be your mirror. Size and rotation does not matter.
- Make the face to be a mirror have a shiny face… e.g. use PBR or blinn-phong blank specular, 255 factor, 255 environment, colour tint black.
- Rex a Box, size does not matter. rotate Z+ away from face to be the mirror.
- Make into mirror probe … sphere or box type does not matter.
- Move it into the reflective surface’s plane. The probe centre line must be just beneath the mirror’s surface.
- Shift drag copy the PROBE! (due to current viewer bug).
- Copy of probe goes transparent (see it with ctrl+alt_t) (another viewer bug?).
- Original stays with yellow colour if show reflection probes is set.
- Delete the original probe (yellow one).
There is a BUG in that when a mirror reflection probe is drag copied the original goes transparent and does not show as yellow if you have reflection probes to show.
Note mirror currently shows what is given by the mirror reflection probe nearest the CAMERA.. so other mirror reflection probes nearby (even if not in view) may intersect and override what you might expect to see.
Observation
With the current mechanism, this seems to be far too complicated.
Mirror Reflection Probe Interference and Priority Issues
Mirror Probes currently have an “Influence Zone” where they effect objects with reflective surfaces that is 10cm deep (fixed by a built in shader apparently) and the effect can go far out so can intersect other reflective objects that might be unexpected. But this is expected to change as the mirror approach is refined.
Images from Zi Ree (Firestorm)
Dantia Gothly on Discord commented: I set it up for my reflective surface aligned it and got it working. Then I took that reflective object while leaving the probe where it was and went 3000m up and the mirror still worked. So the mirror plane works across the whole region so long as its aligned to that surface.
Geenz (one of the developers) on Discord Commented: Right now how we handle the placement is WIP – eventually it’s gonna get the same falloff and such as regular probes. Just didn’t have time to get that done yet. We’re still debating and discussing the UX around this. So you’ll be able to just plop down a box or sphere probe, size it up, and get anything that intersects with it to get the mirror probe’s image.
Suggestions for Improvement
- Provide a tick box to make the surface of an object be a mirror and then autoplace a Mirror Reflection Probe correctly placed and rotated (Z+ outward) wrt that surface.
- Influence zone for Mirror effect defined by size of the Reflection Probe itself (currently its size is immaterial) rather than extending well beyond the object’s mirror surface.
- Have a way to limit influence zone where a Mirror Reflection probe can show on a mirror surface to the land plot so neighbours builds do not interfere.
- Reflection Probe used to be based on object the surface is rendered on not the probe nearest the avatar.
Update: 27th March 2023 – Improved Mirrors Viewer Candidate – 7.1.4.8428057494
Linden Lab Second Life Test Viewer 7.1.4.8428057494 on the Aditi Beta grid Rumpus Room 2024 region provides some tests of the next step in the implementation of mirrors. It includes a simpler setup of the mirror reflection probe and allows the volume of that probe to define which surfaces act as mirrors.
Update: 2nd April 2023 – Improved Mirrors Viewer Candidate – 7.1.4.8510662315
Using Linden Lab Second Life Test Viewer 7.1.4.8510662315 again on the Aditi Beta grid Rumpus Room 2024 region. I think the algorithm for selecting which mirror probe applies to a surface needs a tweak and not just use the nearest probe to the camera position…
- Only use probes in the field of view of the camera. Or as a poor substitute the direction (180 degrees cut off) of the camera angle.
- Ignore probes that are not mirror probes too? As present it seems to pick up any old probe that happens to be nearby (even within a few metres) and which could be on adjacent plots owned by another user and hence not controllable by the user for their visual intention.
North facing mirror that is spoiled when camera moves a little, due to another reflection probe just behind the avatar.
South facing mirror that works well when camera moves further way, due to another there being no other reflection probes in the area to interfere.
Road Textures for MicroVerse Roads by Rowlan.Inc
The texture resolution is mostly 2K which is more than sufficient for road textures. The provided formats are Albedo, Normal and Mask Map. Noise, Mask and Wear texture resolution may vary in resolution.
Overview
Road Textures for MicroVerse Roads provides extra content for MicroVerse Roads. The textures themselves are general purpose and can of course be used outside of MicroVerse Roads as well in your dedicated materials. The presets are created for MicroVerse Roads, so that you can easily change the look of the roads in your Road System settings with the click of a button.
Demo
You probably already have examined the demo road textures, they are included in the MicroVerse Roads Demo. Those were created by me and provided for free for the community. Enjoy!
Categories
Among the provided road categories are
- Asphalt
- Ground (e. g. Mud)
- Gravel
- Pavement
in procedural and scanned sources. And in addition to these textures
- Noise (e. g. for Lines)
- Masks (e. g. for Overlays)
- Textures (e. g. for Overlays)
- Normal Maps (e. g. for Wear)
You can mix those together in the material settings and customize the provided presets with the individual look that you prefer.
Texture Source
The textures were created using procedural techniques as well as scans which were converted to road materials to be used in Unity in combination with MicroVerse Roads. Procedural creation tends to tile smoother than scanned images, however with scanned images you achieve more realism in the scene.
Road Material
The asset provides presets which use the road shader of MicroVerse Roads. The shader enables you to create your own custom combinations. As such this asset can also be considered as a starter package which you can extend and modify easily.
Example: You can have a clean asphalt and add wear noise including road line wear and have a completely different look generated with only a few clicks. Be it from a clean healthy road up to an apocalyptic scenario with heavy damaged cracks in the road.
The presets were created with a large terrain scope in mind. In that regard world space texture space was set in most of the materials. However the asset also contains e. g. pavement textures which naturally looks better when the pavement aligns to the shape of the road, so in that case UV texture space was set up instead of world space. It really depends on your requirements, you can change the settings easily in the road material.
With that in mind feel free to adjust the provided materials depending on your own personal preference.
The Shader
The shader that Jason Booth provides with MicroVerse Roads is just awesome. It works out of the box in all 3 render pipelines. In addition to using the standard textures for Albedo, Normal and Mask Map you can stack other features on it like line wear and wear Masks. Furthermore the shader provides an option which allows stochastic texturing and reduces tiling altogether at the click of a button.
Other features of the shader are the support for Wetness, Puddles, Snow and Trax which you probably already know from MicroSplat Trax.
Recently Jason also added the option to provide Overlays which you can use for e. g. asphalt repairs on damaged roads, leaves and other interesting ideas that come to mind.
Please note that this versatile and flexible shader is provided in MicroVerse Roads and as such depends on MicroVerse Roads being installed.
Price $20.00
Neon Cyber Weapon Pack - Shotgun by Amuzo
Shotgun - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 2119 Tris: 3446)
All textures 1024x1024
A 2 handed Shotgun inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Katana by Amuzo
Sword 1 - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 604 Tris:1036)
All textures 1024x1024
A 1 handed Sword inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Hammer by Amuzo
Hammer - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 1070 Tris: 1874)
All textures 1024x1024
A 2 handed Axe inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Grenade Launcher by Amuzo
Grenade Launcher - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 3026 Tris: 5316)
All textures 1024x1024
A 2 handed Grenade Launcher inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Flamethrower by Amuzo
Flamethrower - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 3164, Tris: 5322)
All textures 1024x1024
A 1 handed flamethrower gun inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Buster by Amuzo
Sword 2 - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 704 Tris: 1132 )
All textures 1024x1024
A 1 handed Axe inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Bow & Arrow by Amuzo
Bow and Arrow (shared texture set) - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness
Bow (Verts: 1510, Tris: 2624)
Arrow (Verts: 309, Tris: 566)
All textures 1024x1024
A one handed Bow with Arrow inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Blaster by Amuzo
Blaster - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 979, Tris: 1696)
All textures 1024x1024
A 1 handed blaster gun inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Weapon Pack - Axe by Amuzo
Battle Axe - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 1043, Tris: 1948)
All texture maps are 1024x1024
A 2 handed Axe inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $4.99
Neon Cyber Punk Weapon Bundle - Pack 1 by Amuzo
Battle Axe - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 1043, Tris: 1948)
Blaster - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 979, Tris: 1696)
Bow and Arrow (shared texture set) - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness
Bow (Verts: 1510, Tris: 2624)
Arrow (Verts: 309, Tris: 566)
Flamethrower - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 3164, Tris: 5322)
Grenade Launcher - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 3026 Tris: 5316)
Hammer - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 1070 Tris: 1874)
Shotgun - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 2119 Tris: 3446)
Sword 01 - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 604 Tris:1036)
Sword 02 - 4 texture maps: Diffuse, Emissive, Normals, Specular/Glossiness (Verts: 704 Tris: 1132 )
Total: 36 texture maps and they are all 1024x1024
A Bundle of unique weapons inspired by Neon Cyberpunk asthetics.
Change the colour of the glow in the material as desired.
Price $18.50
Zombie_Soldier by Andryuha1981
Textures pack map 4096x4096 and 2048x2048
three skins
13 materials
46 textures
Extra joins
Jaw
Attention
The model is loaded and works in unreal engin 5 , But the skeleton has a structure from unreal engin 4 , be careful and consider this point
The model contains 32 animations
attack (x5)
walking (x6)
running (x2)
Strafe LR (x4)
idle (x6)
death (x3)
gethit(x3)
rage
turn 180(x2)
(full objects)
faces 48297
verts 47805
tris 90818
Price $50.00
Pulse Illumination: Screen Space Ray-Tracing solution for Unity 3D by Moonlight Gameworks
- Easy to implement and use.
- It does not interfere with Unity's internal settings, so you will not have operating problems.
- Anyone can modify its parameters thanks to its simple and intuitive settings.
- Only render in Game Mode.
- Only working with Deferred rendering.
- Works with Gamma and Linear color spaces, but works better with Linear.
- Works with DirectX 11 and above.
- Does not depend on RTX GPUs.
- We recommend (depending of your project and scenes, at least 4, 6 or 8GB of VRAM.
- We recommend enabling TAA from the Unity Post Processing Stack package to remove most of the noise.
- Tested on Windows but it should work on other platforms as well.
- No support for VR.
- No support for mobile devices.
- We recommend first reviewing the assets documentation and adding them directly to your scenes.
Pulse Illumination is our Screen Space Ray Tracing solution for Unity 3D, a high-quality real-time lighting system that provides a great visual improvement to your scenes.
ABOUT PULSE ILLUMINATION
We created Pulse Illumination to use it on our first project: The Bakerville Case.
We decided to share our asset so that other developers can also improve the visual fidelity of their projects.
Our asset allow developers modify its parameters easily.
Features
- Changeable Rendering Resolution
- HDR Mode
- Multi Bounce Ambient Occlusion and Direct Lighting Ambient Occlusion are available to improve shadows.
- Real-time Global Illumination.
- Very simple sample scene, all the potential of the assets will stand out more in your scenes.
- Documentation included.
- And more...
Price $25.00
Quantum Volumetrics: Volumetric Lighting solution for Unity 3D by Moonlight Gameworks
- Easy to implement and use.
- It does not interfere with Unity's internal settings, so you will not have operating problems.
- Anyone can modify its parameters thanks to its simple and intuitive settings.
- Only render in Game Mode.
- If you are using an optimizer and you experiment any issues like volume through models, check its settings.
- Works with DirectX 11 and above.
- Tested on Windows but it should work on other platforms as well.
- No support for VR.
- No support for mobile devices.
- We recommend first reviewing the assets documentation and adding them directly to your scenes.
Quantum Volumetrics is a high-quality volumetric lighting system that provides a great visual improvement without sacrificing too much performance.
ABOUT QUANTUM VOLUMETRICS
We created Quantum Volumetrics to use it on our first project: The Bakerville Case.
We decided to share our asset so that other developers can also improve the visual fidelity of their projects.
Our asset allow developers modify its parameters easily.
Features
- Rendering Resolution
- Sample Count
- Density
- Extinction
- Scattering
- Support for Point, Spot and Directional light types.
- Very simple sample scene, all the potential of the assets will stand out more in your scenes.
- Documentation included.
- And more...
Price $20.00
ShadingWorks: Advanced Shadows solutions for Unity 3D by Moonlight Gameworks
- Easy to implement and use.
- It does not interfere with Unity's internal settings, so you will not have operating problems.
- Anyone can modify its parameters thanks to its simple and intuitive settings.
- Only render in Game Mode (Contact Shadows).
- GTAO requires Deferred rendering mode.
- Contact Shadows affects mostly exterior objects and vegetation.
- We recommend enabling TAA from the Unity Post Processing Stack package to remove most of the noise generated by GTAO.
- Tested on Windows but it should work on other platforms as well.
- We recommend first reviewing the assets documentation and adding them directly to your scenes.
Add realistic, high-quality shadows to your scenes with our Ground Truth Ambient Occlusion and Contact Shadow solutions without losing performance
ABOUT SHADINGWORKS
We created ShadingWorks to use it on our first project: The Bakerville Case.
We decided to share our asset so that other developers can also improve the visual fidelity of their projects.
Our asset allow developers modify its parameters easily.
Features
- Ground Truth Ambient Occlusion solution.
- Physically based ambient occlusion.
- Contact Shadows solution.
- Support for Scriptable Rendering Pipeline.
- Very simple sample scene, all the potential of the assets will stand out more in your scenes.
- Documentation included.
- And more...
Price $15.00
Envira Enhance: Advanced Graphics Solutions Library for Unity 3D by Moonlight Gameworks
- All components are easy to implement and use.
- It does not interfere with Unity's internal settings, so you will not have operating problems.
- Anyone can modify its parameters thanks to its simple and intuitive settings.
- We recommend first reviewing the assets documentation and adding them directly to your scenes.
Envira Enhance: Immersive Visual Technology
With the complete Envira Enhance package, you have all the components to make your project stand out and take it to the next level.
The complete Envira Enhance package includes:
- Pulse Illumination
- Quantum Volumetrics
- ShadingWorks
ABOUT ENVIRA ENHANCE
We created ShadingWorks to use it on our first project: The Bakerville Case.
We decided to share our asset so that other developers can also improve the visual fidelity of their projects.
Our asset allow developers modify its parameters easily.
Envira is a powerful multi-solution library that is made up of 3 components:
Pulse Illumination: A real-time Global Illumination and Screen Space Ray-Tracing solution.
Quantum Volumetrics: High quality volumetric lighting that is easy to use.
ShadingWorks: Includes a GTAO (Ground Truth Ambient Occlusion) solution and another one that adds contact shadows.
You can find more information about each component below.
Price $50.00
Smooth Operator by Smooth Tools
- Use ?. and ?? operators safely with no errors.
- No configuration needed. Simply add the package.
- Write modern, clear, concise code.
- Performance is exactly equal to a standard null check.
- Backed by dozens of unit tests.
- All platforms are supported.
- Build Pipelines are supported.
- Debugging is supported.
Smooth Operator is a Unity extension that allows the use of the null conditional operator (?. also called the Elvis operator) and the null coalescing operator (??) on Unity GameObjects. No missing reference exceptions!
By default the ?. and ?? operators are not safe to use on Unity objects, as they may throw missing reference exceptions. Smooth Operator allows the safe use of these operators with no exceptions thrown.
Simply add the extension from the Unity Asset Store and import the package into your project, Smooth Operator will handle the rest, with no configuration needed.
Price $24.99
Robot Cyber Suit by Kamenker Mihail
Price $49.00