MONSTER: GIGABDOMOCAUDA BOMBIS by PROTOFACTOR, INC
All materials included are Standard Built-In. This means they can easily be upgraded to either URP or HDRP using the Upgrader Tool of the selected pipeline.
Here is GigabdomocaudaBombis. This massive creature has a tail like abdomen that it’s using to throw its explosive goo drops. If by chance its enemy is still standing, it will use its legs and jaws relentlessly to tear it to shreds.
Geometry is 36.88 Ktris total (Main body: 22.11 KTris, Weakpoint A: 9.21 KTris, Weakpoint B: 3.33 KTris and Weakpoint C: 2.23 KTris). Rig is 74 bones. Model uses 1 material with a 8192*8192 PBR texture set.
The package includes a set of 35 animations (11 being root motion variations).
Price $34.99
Stylized Victorian Mansion by JustCreate
Gamedev community where you can share your works, read asset announcements and get customer support
Create an atmosphere of mystery and elegance with the Stylized Victorian Mansion pack!
Step inside a beautifully crafted environment inspired by classic Victorian architecture. This pack gives you everything you need to build a luxurious mansion, a cozy interior, or an eerie mystery setting, perfect for narrative, horror, or detective-style games.
Features:
- 267 High-Quality Models
- Modular Building Parts (walls, floors, roofs, stairs, and more)
- Fully Furnished Interiors (furniture, decorations, lighting)
- Rich Prop Collection - from elegant decor to small everyday details
- Stylized Food and Tableware Assets
- Ready-to-Use Demo Scene Included
- Perfect for Mystery, Horror, Detective, Hotel, or Cozy-Atmosphere Games
Bring your story to life with a mansion full of history, charm, and endless creative potential.
Optimized for:
- Universal RP - Unity 2022.3+ (default)
- Standard RP - Unity 2022.3+ (included .unitypackage)
- High-Definition RP - Unity 2022.3+ (included .unitypackage)
Featured Assets:
Join the Just Create Studio community on: Discord | Twitter | Instagram
info@justcreate3d.studio - customer support
Price $49.99
Firestorm VR Mod 7.2.2
I N P R E P A R A T I O N
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 a community contribution and is experimental. It is not supported by the Core Firestorm Team. Available from https://github.com/humbletim/firestorm-gha/releases
Firestorm VR Mod 7.2.2 onwards is built for computers using the AVX-2 instruction set (usually the case for any computer in the last decade) and uses the P373R VR Mod basic approach, automatic calculation of settings changes by Sgeo (versus the original F5 settings mechanism which is no longer operational) allowing a wider range of VR HMD support (e.g., Meta Quest 2 and 3), and some settings improvements by Humbletim to allow hiding VR controller “laser” pointers, an override for the standard camera angle (override for the usual CameraAngle setting essentially the same as using ctrl-8 and ctrl+0 changes), etc. Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.
Firestorm VR Mod 7.2.2 release has support for the WebRTC voice services which will be the default in future in Second Life. Vivox voice is still available on regions which use that (including in OpenSim).
For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]
Firestorm + P373R VR Mod 6.3.3 Changes + “o.mScreen” map to “o.mRT->screen” (see below) + Sgeo Settings + Humbletim vrmod.* Debug Settings: This build includes these changes merged into the Firestorm current 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, but laser pointers lines can be hidden via vrmod.* Debug Settings.
The Firestorm VR Mod viewer (for Windows only) is available as a .exe “Setup” installer. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/
You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.
Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after the introduction of PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.
The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.
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.
- Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.
- 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.
For issues on 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…
- Firestorm VR Mod works best while sitting and using mouse and keyboard.
- WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
- 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
Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off.
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.
Firestorm VR Mod Special Debug Settings
Firestorm VR Mod includes some Debug Settings improvements by Humbletim to allow hiding VR controller “laser” pointers, tuned near clipping (preventing close-up objects from disappearing when viewed in VR) and an override for the standard camera angle (override for the usual CameraAngle setting essentially the same as using ctrl-8 and ctrl+0 changes). Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.
You can use the vrmod Debug Settings to hide VR controller “laser” pointer traces in the view if they are intrusive.
On some VR HMDs, the Field of View (FOV) may start off zoomed in with a black suround (like looking through a door or keyhole) so you may find it useful to use the FOV change keys (ctrl+8) to zoom out a few times to approximate the FOV in the standard VR Mod version. Ctrl+0 zooms back in and ctrl+9 sets the default FOV. The Debug Setting vrmod.CameraAngle can be changed to have the effect of doing this automatically. Use the Debug Setting CameraAngle to get a FOV value you think works well with your HMD and set that in the Debug Setting vrmod.CameraAngle. Use ctrl+9 or Shift+Esc to return to the default CameraAngle for use in other Firestorm viewers if necessary.
The vrmod.* Debug Settings are actually stored in a “vrmod.json” entry in the main Firestorm Viewer settings.xml file usually saved in C:\Users\…\AppData\Roaming\Firestorm_x64\user_settings\settings.xml
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%.
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.
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.
If you have issues with some of the Function keys (or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).
Adjust Over-the-Shoulder Camera View to Suit Yourself
Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control
A D V I C E O N F R A M E R A T E
You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.
You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).
Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).
To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.
Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.
Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:
- 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.
- Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
- To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
- 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
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.
The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.
Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.
A copy of the VR Mod code insertions are maintained at https://github.com/humbletim/p373r-vrmod.
With Firestorm VR Mod Peter Kappler uses a simple coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].
Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.
Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.
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/16/16/1000More 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.
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).
Stylized forest environment by charttyp
Number of prefabs: 80
Polygon count of example meshes: Tree_A_1_LOD0 (7205 vertex), Tree_A_LOD3 (1893 vertex), Tree_E_4_LOD0 (10949 vertex), Tree_E_4_LOD3 (1955 vertex), Tree_trunk_B_2 (297 vertex), Tree_trunk_C_3 (469 vertex), Tree_trunk_broken_D_1 (543 vertex)
Number of textures: 32 ( bark textures (color and normals), 6 leaves textures (color with transparency, color, black and white alpha), 6 ground textures (color and normals))
Texture dimensions: 1024, 512, 256, 128
Textures: Handpainted
UV mapping: Yes
Lod information: 4 lvl
Content:
- 40 trees (20 with leaves and 20 without leaves, 5 diferent bark textures, each bark have 10 trees - 5 with leaves and 5 without leaves, 2 diferent leaves textures)
- 8 bushes
- 4 flowers
- 8 broken branches
- 4 broken trees
- 8 broken trunks
- 4 logs
- 6 terrain textures (dirt, dirt with small stones, dirt and grass, grass, leaves, litter)
Trees are using 4 levels of LODs.
Trees are using one of the Unity shaders so you don't have to worry if it will work. And beacause of that (simplcity) I assume that you could adjust these trees to your shader.
Leaves have 3 types of texture: color with transparency, color and black and white alpha. So you can use any of this if you will need them, for example in difderent shaders.
All assets have clean topology (not made with deform modifier) and their UVs are arranged.
All textures are handpainted.
charttyp@gmail.com
Instagram (game assets and miniatures)
Price $20.00
Fantasy Monster SFX by cplomedia
Number of Audio Wavs: 356
Sample Rate / Bit Rate: 48 kHz / 24 Bit / Stere
Does Audio Loop: No
Minutes of Audio Provided: 32 minutes
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Documentation Link: DEMO
Important/Additional Notes: Have fun with it!
Fantasy Monster SFX delivers 356 high-impact sound files designed to bring your game or film to life. Thunderous roars, blood-curdling screams, and immersive breathing effects give your creatures a truly fear-inducing presence that captivates your audience.
DEMO on Youtube - Breathing
DEMO on Youtube - Screaming Far Away
DEMO on Youtube - Growling Deep Voice
DEMO on Youtube - Laughing Deep Voice
DEMO on Youtube - Screaming Deep Voice
Price $15.00
Magic Ambience 3D-Audio by cplomedia
Number of Audio Wavs: 10
Sample Rate / Bit Rate: 48 kHz / 24 Bit / Stereo
Minutes of Audio Provided: 47 minutes
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Documentation Link: DEMO
Important/Additional Notes: Have fun with it!
Immerse yourself in sound.
Magic Ambience 3D Audio brings you 10 breathtaking tracks crafted for games, films, and immersive experiences.
Feel the vastness of cinematic space — flowing chants, dark moods, and ethereal textures blend into an enveloping atmosphere. Thanks to cutting-edge 3D audio design, every tone moves around you, drawing you deeper into the world you create.
Best experienced with headphones.
Price $15.00
Drum And Bass Songs by cplomedia
Number of Audio Wavs: 10
Sample Rate / Bit Rate: 48 kHz / 24 Bit / Stereo
Does Audio Loop: No
Minutes of Audio Provided: 37 minutes
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Documentation Link: DEMO
Important/Additional Notes: Have fun with it!
Drum and Bass Songs delivers 10 high-energy, adrenaline-pumping tracks perfect for powering up your game or elevating the intensity of your film. Packed with driving beats and expressive vocals, each track is crafted to ignite emotion and keep audiences hooked.
Price $15.00
Pixit MeshPainter by Pixit Games
Pixit Mesh Painter is a complete runtime mesh painting solution for Unity.
Paint directly on any 3D mesh at runtime with full URP lighting, multiple brush shapes, real-time color picking, and smooth blending.
Designed for in-game customization, art tools, level editors, or player skins. Everything runs through a simple, clean top toolbar — no coding or hidden shortcuts required.
Core Features
- 🎨 Paint and erase in real time on MeshRenderer or SkinnedMeshRenderer
- 🌈 Color picker, brush size, hardness, and opacity controls
- ⭐ Multiple brush textures (circle, square, star, custom)
- 💾 Per-object save/load system (PNG stored under Assets/PixitMeshPainter/Paints/)
- ⚙️ Full URP shader lighting (PaintableLit_URP)
- 🧱 Easy setup with MeshPainter, PaintInputHandler, and MeshPaintable components
- 🔧 Works perfectly with runtime UI or editor previews
Includes
- Clean UI prefab and ready-to-use top menu system
- URP paintable shader and brush blit shader
- Example scene and documentation (MkDocs-based)
- Sample brushes and ready configuration assets
DOCS
You can read detailed docs here.
Price $19.99
WaveSync Water (URP) by Pixit Games
- 4-layer Gerstner wave displacement (GPU)
- Buoyancy synced to the same wave function (CPU)
- PBR inputs: BaseColor, Normal, Roughness, AO, Emissive, Height (parallax-lite)
- Depth-based shallow/deep blend + Fresnel
- Single WaterSettings → auto Material binding
- URP 12–17, SRP Batcher & GPU Instancing compatible
- Demo scene + presets included
- Limitations: no foam/wake; planar reflections not included
A lightweight water solution for URP projects. Configure visuals and physics from a single WaterSettings asset: color, depth fade, waves, and PBR maps (Base Color, Normal, Roughness, AO, Emissive, Height).
Great for stylized, adventure, sailing, and open-world scenes. No foam/wake system—clean look and fast performance.
Price $9.99
Ultimate Futuristic Props Bundle – Sci-Fi Pack Vol. 4 by Friday Night Studio
🧩 Technical Details
- Total prefabs: 47
- Total tris for all prefabs: 120.2K
- 81 unique material sets for optimal quality and performance
- Colliders: Primitives and Mesh Colliders Included
- Textures: PBR, optimized for modular use (4096 to 1024). Downgrade as you need for better performance on mobile.
🤝 Overview
This modular Futuristic Environment Pack was made in collaboration with Guillaume Fortin, Environment Artist, and is ready to use in any production.
🛰️ Check out the previous volumes:
- Ultimate Futuristic Props Bundle Pack Scifi - Volume 1
- Ultimate Futuristic Props Bundle Pack Scifi - Volume 2
- Ultimate Futuristic Props Bundle Pack Scifi - Volume 3
Perfect for PC, consoles, Mobile, cinematic projects, and interactive experiences.
- Fully modular parts with PBR Metallic Roughness workflow.
- Game-ready prefabs with optimized meshes and materials.
- Demo scenes included for easy showcase and testing.
🚀 Pipeline Compatibility
- All materials and prefabs already converted and ready to use.
- Built-in Render Pipeline ✅
- Universal Render Pipeline (URP) ✅
- High Definition Render Pipeline (HDRP) ✅
Lighting and post-processing settings vary between pipelines — adjust as needed for your scene.
🧩 Content
This package contains a total of 47 high-quality prefabs, including furniture, structural modules, vehicles and sci-fi props — all optimized for performance.
💡 Each prop is also available as a standalone version on my Unity page:
🎁 Bonus / Community
Join the Friday Night Studio Discord for support, exclusive updates, freebies, vouchers, and early access to new packages:
🚀 https://discord.gg/FjFWJkpVfv🚀
Price $49.99
Weird: Crystal by Fronkon Games
🕹 DEMO | 📄 DOCUMENTATION | ♥ MORE ASSETS ♥
✓ Fractal crystals and magic lights.
✓ Many parameters to configure.
✓ Full source code (scripts and shaders).
💡 Online documentation, support and free updates.
💡 Desktop, mobile, VR and web.
💡 Unity 6 or higher (Render Graph support).
💡 Universal RP 17.0.3 or higher.
💡 Assets used in video and demo are not included.
Other bundles that might interest you:
✨ Spice Up: designed to increase the juice of your games.
✨ Retro: give your games a unique retro look.
✨ Glitches: unleash the juice!
✨Camera Transitions: cinematic camera transitions.
✨ LUTs: the largest collection of LUTs in the whole store.
✨ True Ballistics: a physically-accurate ballistics.
❤️ Leave a review if you found this asset useful, thanks! ❤️
Price $7.99
New Input System Utilities by WSM Game Studio
Package Manager Dependencies
- Required: New Input System (com.unity.inputsystem)
- Optional: Text Mesh Pro (com.unity.textmeshpro)
- Used for sample purposes
Render pipeline compatibility:
Built-in ✅ | URP ✅ | HDRP ✅
Additional composite input bindings that make it easier to avoid overlapping input issues when using multiple button combinations, without relying on the input consumption settings.
This asset extends the new input system by introducing the 'not pressed' modifier, increasing the number of button combination permutations without sacrificing input mapping readability.
Additional Input Bindings
- Binding With Not Pressed Modifier
- Binding With Two Not Pressed Modifiers
- Binding With Pressed And Not Pressed Modifier
- Positive/Negative With Modifier
- Positive/Negative With Not Pressed Modifier
- Positive/Negative With Two Modifiers
- Positive/Negative With Two Not Pressed Modifiers
- Positive/Negative With Pressed And Not Pressed Modifier
Obs: The new bindings can be used with or without input consumption, depending on your project’s needs and personal preferences.
⭐ Love this asset? Leave a review and let us know how it's working for you! 💬
Official Website: https://wsmgamestudio.com/
Price $0.00
Ascii for URP by OccaSoftware
3 Custom Shaders
- Screen-Space ASCII Shader
- Box Downscale/Upscaling Shader
- Filtering Custom Function
Textures
- 12 Font Assets
1 Render Feature
- ASCII Render Feature
1 Utility Script
- Play videos from URL
1 Demo Scene
- Empty scene with video player and camera.
Supports Unity 2022 and Unity 6!
Built-In Pixelizer
Ascii also dynamically pixelizes your scene. You can use this asset as a standalone pixelizer system without using any ASCII features or font assets.
Customization Made Easy
We include 10+ fonts to get you started. And you can import your own fonts, too. Easily add any custom font that you desire, giving you complete creative control.
Use Cases Galore
This asset is perfect for a wide range of use cases. Whether you're working on a realistic project and want to create a pop of ASCII art mid-game, or you're designing your entire project around an ASCII art style, our ASCII screen shader is versatile and capable of bringing your vision to life.
Features
- 12 included font assets
- ASCII rendering
- Pixelated rendering
- Easy-to-use editor
- Configurable display settings including pixel size, font color, and background color tint.
- Built-in rescaling to render smooth and consistent pixelized or ascii results
- Supports custom font assets
Download now
Impress and attract players with better graphics.
Download this free asset today and get building.
Compatibility
This asset is designed for Unity 2022.3 URP.
This asset depends on Shader Graph.
Download more top-rated OccaSoftware assets for Unity
- Altos - Volumetric Clouds, Skybox, Day Night Cycle, Sun, Moon, and Stars
- Buto - Volumetric Lighting & Fog
- LSPP - Volumetric Lighting, God Rays, and Light Shafts
Additional
Price $0.00
GanzSe Modular Character Pack Vol.1 by GanzSe
🛡️ Build limitless character combinations with ease
The GanzSe Modular Character Pack Vol.1 delivers a complete low poly system for creating unique stylized heroes, NPCs, and enemies.
With a modular armor structure and interchangeable face parts, you can mix, match, and randomize hundreds of combinations — ready to drop straight into your Unity project.
✨ Armor System
- 6 modular armor slots — Helmet, Chestplate, Gloves, Belt, Legguards, Boots
- 30 unique armor parts × 5 color variants for each (150+ total combinations)
🎭 Facial Customization
- 5 hairstyles × 5 colors
- 5 eyebrows, 5 face hair types (mustache / beard) × 5 colors
- 5 eye shapes × 5 colors
- 5 noses, 2 ear types
🧰 Tools
- Randomizer script for character generation
- Helmet visibility toggle
- Color sync between hair, eyebrows, and beards
🎨 Designed for stylized fantasy worlds
Built with a focus on readable low poly silhouettes, optimized geometry, and consistent art direction — matching perfectly with other GanzSe fantasy assets.
📦 This pack includes
- 240+ modular pieces
- Prefabs for all armor and face parts
- Demo scene for quick preview and testing
- Materials ready for Built-in, URP, and HDRP
- Unity-ready prefabs for all variants
📐 Technical details
- Material: 1
- Texture: 2048×2048 (PNG, Base Color)
- Pipeline Support: Built-in, URP, HDRP
- Average polycount: 400–1800 per piece
Rigged: ✅ Yes
⚔️ Compatible with
All GanzSe fantasy weapon collections and modular kits.
Perfect for RPG, action-adventure, or stylized fantasy games.
🧩 Join the GanzSe Community
Price $24.99
Dynamic Weather & Day-Night Controller (Lite) by Sistima_Dev
✅ Features
- Full Day/Night cycle with adjustable transitions.
- Dynamic Weather Manager (Normal, Rain, Snow, Storm).
- Particle systems for Rain, Snow, Storm (with cutscene versions).
- Ambient weather audio sources.
- Directional Light and color overrides per condition.
- Fog color adjustments for each weather type.
- Wind strength control for Normal/Rain/Snow/Storm.
- Texture overrides for Road, Middle Road, Footpath, and Trees.
- Optimized for PC and Mobile.
✅ Compatibility
- Render Pipeline: Built-in RP (fully supported). URP/HDRP require manual shader/material adjustments.
- Unity Version: Developed and tested in Unity 2022.3.56f1 (LTS). Compatible with Unity 2021.3 LTS and newer.
- Platforms: PC, Mobile, Console.
📦 Package Includes
- C# Scripts (Day/Night + Weather Manager).
- Particle Systems (Rain, Snow, Storm + Cutscene versions).
- Example Materials & Textures (Normal/Snow).
- Example Prefabs for quick setup.
- PDF Documentation (setup + usage guide).
This ready-to-use system combines a smooth day/night cycle with dynamic weather effects including rain, snow, and storms. It’s lightweight, mobile-friendly, and designed for quick integration into any project.
With just a few clicks, you can control:
Day/Night Cycle – automatic light, skybox, fog, and ambient transitions.
Weather Effects – rain, snow, storm particles, and ambient sounds.
Fog & Wind – fully customizable per weather condition.
Texture Management – automatically swaps materials for roads, trees, and paths (normal/snow versions).
Perfect for simulation games, RPGs, racing/parking games, survival projects, or any immersive world, this package gives you plug-and-play realism while remaining flexible for custom setups.
Price $14.99
Alien_Mutant_Zombie_10 by Diplodok
Polycount of Character
Vert 11143
Faces 11534
Tris 22286
Number of Textures: 3
Texture Resolutions - 4096
Extra bones - _Jaw, _Head_2_mutant, Jaw_head_2_mutant, upperarm_mutant, lowerarm_mutant, hand_mutant
Meet the Mutant Zombie — a gruesome, game-ready creature sculpted and textured for use in real-time engines and Unity projects. Designed to slot quickly into your pipeline, this mutant is ideal as an enemy, boss, or environmental NPC in horror, action, or dark fantasy games.
- Humanoid rig ready for Unity (Humanoid Avatar) — rigged to a standard human skeleton for easy retargeting.
- Blendshapes: Useful for bite animations and simple mouth movement
- Demo prefab and recommended material setup for Standard / URP / HDRP workflows (Unity).
- Ready for retargeting to other humanoid animation pipelines. Animations are not included.
MC Sample - Believable 3D Animations by MoCap Central
Price $45.00
Alien_Mutant_Zombie_2 by Diplodok
Polycount of Character
Vert 9851
Faces 10206
Tris 19702
Number of Textures: 3
Texture Resolutions -4096
Extra bones - _Jaw, _Head_zombie
Meet the Mutant Zombie — a gruesome, game-ready creature sculpted and textured for use in real-time engines and Unity projects. Designed to slot quickly into your pipeline, this mutant is ideal as an enemy, boss, or environmental NPC in horror, action, or dark fantasy games.
- Humanoid rig ready for Unity (Humanoid Avatar) — rigged to a standard human skeleton for easy retargeting.
- Blendshapes: Jaw open / Jaw close only (2 blendshapes). Useful for bite animations and simple mouth movement
- Demo prefab and recommended material setup for Standard / URP / HDRP workflows (Unity).
- Ready for retargeting to other humanoid animation pipelines. Animations are not included.
MC Sample - Believable 3D Animations by MoCap Central
Price $45.00
Alien_Mutant_Zombie_4 by Diplodok
Polycount of Character
Vert 8846
Faces 9113
Tris 17696
Number of Textures: 3
Texture Resolutions -4096
Extra bones - _Jaw
Meet the Mutant Zombie — a gruesome, game-ready creature sculpted and textured for use in real-time engines and Unity projects. Designed to slot quickly into your pipeline, this mutant is ideal as an enemy, boss, or environmental NPC in horror, action, or dark fantasy games.
- Humanoid rig ready for Unity (Humanoid Avatar) — rigged to a standard human skeleton for easy retargeting.
- Blendshapes: Useful for bite animations and simple mouth movement
- Demo prefab and recommended material setup for Standard / URP / HDRP workflows (Unity).
- Ready for retargeting to other humanoid animation pipelines. Animations are not included.
MC Sample - Believable 3D Animations by MoCap Central
Price $42.00
Alien_Mutant_Zombie_3 by Diplodok
Polycount of Character
Vert 10008
Faces 10276
Tris 20016
Number of Textures: 3
Texture Resolutions -4096
The model of Monster consists of one part
Extra bones - Head_dead_man, upperarm_dead_man, lowerarm_dead_man, hand_dead_man
Brutal Mutant Zombie — a game-ready monstrous character sculpted and textured for real-time use. This creature is tailored for horror, dark-fantasy and action games and is delivered ready to plug into Unity projects.
- Real-time optimized model ready for use in Unity projects.
- Rigged to a Humanoid avatar (Unity Humanoid retarget-ready).
- PBR texture set included for straightforward integration with Standard / URP / HDRP shaders.
MC Sample - Believable 3D Animations by MoCap Central
Price $38.00
Alien_Mutant_Zombie_5 by Diplodok
Technical details
Polycount of Character
Vert 7335
Faces 7530
Tris 14560
Number of Textures: 3
Texture Resolutions -4096
The model of Monster consists of one part
Extra bones - _Jaw
A brutal, game-ready mutant zombie character with a humanoid rig, facial blendshapes and PBR materials. Easy to import into Unity (Humanoid Avatar), includes FBX, textures and prefab-ready assets for horror games.
- Humanoid rig ready for Unity (Humanoid Avatar) — rigged to a standard human skeleton for easy retargeting.
- Blendshapes: Jaw open / Jaw close only (2 blendshapes). Useful for bite animations and simple mouth movement; full facial animation set not included.
- Demo prefab and recommended material setup for Standard / URP / HDRP workflows (Unity).
- Ready for retargeting to other humanoid animation pipelines. Animations are not included.
MC Sample - Believable 3D Animations by MoCap Central
Price $38.00