Display Podium Pack by AK STUDIO ART
=== Content ===
- Number of Unique Meshes: 77.
- Number of Unique Materials: 66.
- Number of polygons: 32 to 13.116.
- Texture sizes used:
- 2048x2048 (123)
- 128x512 (5)
- Types of texture maps: BaseMap, Emissive, MaskMap, NormalMap.
=== Statistics ===
The package includes:
- 52 FBX models.
- 84 Prefabs.
- 63 Materials.
- 128 Textures.
- 10 Demo Scene(s) with preconfigured Lightmap.
=== Notes ===
- Optimized 3D Models for performance.
- Baked GI included.
- Post Processing Setup provided.
Display Podium Pack is a collection of 3D podiums and stages designed to showcase your products in virtual environments. Perfect for mockups, showrooms, exhibitions, presentations, and advertising renders.
Main Features:
- +80 Prefabs ready to use in Unity
- Models optimized for high real-time performance
- PBR textures (2K) with realistic materials (marble, metal, plastic, etc.)
- Various podium shapes: circular, stepped, rectangular
- Compatible with URP / HDRP / Built-in Render Pipeline
- Ideal for virtual stores, galleries, museums, and product presentations
With this pack, you can create professional presentations in minutes, whether for a game, a virtual reality application, or a marketing render.
Price $19.99
Sci-Fi Drone02 by Shumn1y
Number of textures 14
Texture dimensions (4096x4096, 2048x2048)
Polygon count of [Triangles 25.000]
Minimum polygon count 25.000
Maximum polygon count 25.000
Number of meshes/prefabs 4
Rigging: Yes
Animation count 50
Animation types (Root Motion/In-place): 12/38
LOD information (count, number of levels)
Types of materials and texture maps (e.g., PBR)
🎁OUR DISCORD 🎁 - we have a lot of interesting things there
- The perfect solution for your project✅
- 2/5 characters for Sci-Fi Drones pack
*sound, FX not included, just demo*
- Character has custom skeleton
- ✅4 skins.
- ✅3 types movement
- ✅Inst Mat color blending for each skin
- ✅50 animation included
- Attack - 6
- Idle - 3
- Death - 1
- Gethit - 8
- Turn 90 - 4
- Turn 180 - 2
- Flying - 6
- Rolling - 8
- Walk - 8
Character:
Triangles: 25.000
Vertices: 20.000
Price $49.99
Groups, powered by Nakama by Heroic Labs
What's Included
- C# scripts (controller + views)
- UI assets and stylesheets
- Account switcher tool for multi-user testing
Platform Support
- All Unity-supported platforms
- Use 1920x1080 resolution for optimal display
This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to create custom Leaderboards.
The official sample project for the Nakama Groups system. Built with minimal boilerplate so you can easily copy the code into your project and adapt the scripts and UI to suit your game.
📚 Docs
💻 Github
🔍 Nakama Unity Client SDK Guide
Features
- Browse all public groups or filter to the ones you belong to.
- Create new groups with custom avatars, privacy settings, and max member counts.
- Submit join requests to invite-only groups or instantly join open groups.
- Moderate memberships with accept, promote, demote, kick, and ban actions.
- Built-in account switcher for quick multi-account testing.
Quick Start
Follow the steps in our documentation to get started.
Important: This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to create custom Leaderboards.
About Nakama
Nakama is a production-ready, open-source game server that powers the backend systems for multiplayer (real-time and async), social features, matchmaking, and more. Since 2015, it has grown into a tried-and-true platform that scales from indie games to AAA titles serving millions of players across mobile, PC, and console.
Learn more at heroiclabs.com/nakama
Third-Party Notices
- Uses Nakama Unity SDK under Apache 2.0 license
- The UI assets in this project were designed by LayerLab and are available under Creative Commons CC0 1.0 Universal
- See Third-Party Notices.txt for details
Price $0.00
Tournaments, powered by Nakama by Heroic Labs
What's Included
- C# scripts (controller + records view)
- UI assets and stylesheets
- Account switcher tool for multi-user testing
Platform Support
- All Unity-supported platforms
- Use 1920x1080 resolution for optimal display
This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to create custom Leaderboards.
The official sample project for the Nakama Tournaments system. Built with minimal boilerplate so you can easily copy the code into your project and adapt the scripts and UI to suit your game.
📚 Docs
💻 Github
🔍 Nakama Unity Client SDK Guide
Features
- List and join active tournaments
- Countdown timers and participation limits
- Score submission with different operators (best, set, increment, decrement)
- Primary score and sub-score support for tie-breaking
- Built-in account switcher for quick multi-account testing
Quick Start
Follow the steps in our documentation to get started.
Important: This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to create custom Leaderboards.
About Nakama
Nakama is a production-ready, open-source game server that powers the backend systems for multiplayer (real-time and async), social features, matchmaking, and more. Since 2015, it has grown into a tried-and-true platform that scales from indie games to AAA titles serving millions of players across mobile, PC, and console.
Learn more at heroiclabs.com/nakama
Third-Party Notices
- Uses Nakama Unity SDK under Apache 2.0 license
- The UI assets in this project were designed by LayerLab and are available under Creative Commons CC0 1.0 Universal
- See Third-Party Notices.txt for details
Price $0.00
Cloud Save, powered by Nakama by Heroic Labs
What's Included
- C# scripts
- UI assets and stylesheets
Platform Support
- All Unity-supported platforms
- Use 1920 by 1080 resolution for optimal display
This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to configure your own cloud save functionality.
The official sample project for the Nakama Cloud Save feature. Built with minimal boilerplate so you can easily copy the code into your project and adapt the scripts and UI to suit your game.
📚 Docs
💻 Github
🔍 Nakama Unity Client SDK Guide
Features
- Authenticate via your device or Facebook to create an account
- Link an existing account to Facebook
- Save player data to the cloud, which is synced between devices
- Copy-paste friendly code
Quick Start
Follow the steps in our documentation to get started.
Important: This project is connected to a managed server hosted by Heroic Labs for demo purposes. While it’s ready to run out of the box, you are advised to set up your own free Nakama server to configure your own cloud save functionality.
About Nakama
Nakama is a production-ready, open-source game server that powers the backend systems for multiplayer (real-time and async), social features, matchmaking, and more. Since 2015, it has grown into a tried-and-true platform that scales from indie games to AAA titles serving millions of players across mobile, PC, and console.
Learn more at heroiclabs.com/nakama
Third-Party Notices
- Uses Nakama Unity SDK under Apache 2.0 license
- Uses Facebook Unity SDK under the Facebook Platform License
- The UI assets in this project were designed by LayerLab and are available under Creative Commons CC0 1.0 Universal
- See Third-Party Notices.txt for details
Price $0.00
Monster Creature Mutant 02 by buxoided
Rigged: Yes
Rigged to Humanoid skeleton: No
Animated: Yes
Number of Animations:16
Animation types (Root Motion/In-place):14/2 (run,idle)
Number of characters:1
Vertex counts of characters:8032
Number of Shadersl and Material Instances:1/2
Number of Textures:6
Texture Resolutions: 4k
Supported Development Platforms:pc
Windows: Yes
Mac: no tested
Documentation: no
Important/Additional Notes:no
- from 2021.3 LTS (Built,URP,HDRP) if you have selected urp or hdrp, then you need to select your render type in the shader
- the shader works through the "shader graph"
- https://www.youtube.com/watch?v=QyiB4PgemAk change render
- If you have any questions, please email
- Monster Mutant Creature
- Customizable colors
- 16 Animations
5 attack
4 hit
death
idle
run
roar
turn L R
walk
Price $39.99
DiTAP for Unity v2.0 Lite (Universal Render Pipeline) by Heliosen
- Unity: Unity 6 (6000.0.2 or newer)
- Dev Tools: Visual Studio 2022
- Platform: Windows 10+ (x64)
- Render Pipelines: Built-in, URP (HDRP not supported)
- Recommended Specs: CPU i7-10700F or better / RAM 8GB+ / GPU GeForce RTX 3060+
- TextMeshPro com.unity.textmeshpro 3.0.6+ (Unity Registry)Required PackagesKTX for Unity com.unity.cloud.ktx 3.4.5+Draco for Unity com.unity.cloud.draco 5.1.8+Burst com.unity.burst 1.8.24+ (Unity Registry) Mathematics com.unity.mathematics 1.3.2+ (Unity Registry) Shader Graph com.unity.shadergraph 13.0.0+ (Unity Registry)
- 3D Tiles: b3dm, i3dm, pntsSupported Import Formats Imagery/DEM: jpeg, png, raw(DEM), bil(DEM), terrain(DEM)
- Import Size Limit: 400 MB
- Player > Active Input Handling = BothProject Settings (Important)Player > Allow downloads over HTTP = Always allowed
- Auto-created Layers: Globe, U3DTiles, Measure, Entity, Marker, CopyMesh, HiddenToMainCam
- Third-party Notice: gltfast (MIT License) custom build included — Copyright © 2018–2025 Andreas Atteneder (license/notice included)
- Support: developer@heliosen.co.kr
DiTAP for Unity v2.0 Lite is a Unity 6 SDK that builds an EPSG:4326 globe with an imagery+DEM BaseLayer, and renders both 3D Tiles and regular Entities in one workflow.
Production-ready features include distance/area/elevation measurements, section & viewshed-style analyses, lat-lon ↔ Cartesian transforms and geodesic distance, globe-space rotation from position, and UTC-based time series (speed, reverse, ranges, timeline).
The package also assists with auto-created layers and setup guidance so you can validate features right after import.
Highlights
- Globe & tiles: imagery+DEM BaseLayer, EPSG:4326 globe rendering
- Data: 3D Tiles (b3dm/i3dm/pnts) and Entity objects
- Measurement/Analysis: distance/area/elevation, section/viewshed-like tools, map switching UI
- Coordinates/GIS: lat-lon ↔ Cartesian, point-to-point distance, rotation from globe position
- Time Series: UTC time, speed/reverse, range selection, timeline control
- Editor UX: auto-injected layers (Globe/U3DTiles/Measure/Entity/Marker/CopyMesh/HiddenToMainCam)
Price $100.00
DiTAP for Unity v2.0 Lite (Built-In Render Pipeline) by Heliosen
- Unity: Unity 6 (6000.0.2 or newer)
- Dev Tools: Visual Studio 2022
- Platform: Windows 10+ (x64)
- Render Pipelines: Built-in, URP (HDRP not supported)
- Recommended Specs: CPU i7-10700F or better / RAM 8GB+ / GPU GeForce RTX 3060+
- TextMeshPro com.unity.textmeshpro 3.0.6+ (Unity Registry)Required Packages
KTX for Unity com.unity.cloud.ktx 3.4.5+
Draco for Unity com.unity.cloud.draco 5.1.8+
Burst com.unity.burst 1.8.24+ (Unity Registry)
Mathematics com.unity.mathematics 1.3.2+ (Unity Registry)
Shader Graph com.unity.shadergraph 13.0.0+ (Unity Registry) - 3D Tiles: b3dm, i3dm, pntsSupported Import Formats
Imagery/DEM: jpeg, png, raw(DEM), bil(DEM), terrain(DEM) - Import Size Limit: 400 MB
- Player > Active Input Handling = BothProject Settings (Important)
Player > Allow downloads over HTTP = Always allowed - Auto-created Layers: Globe, U3DTiles, Measure, Entity, Marker, CopyMesh, HiddenToMainCam
- Third-party Notice: gltfast (MIT License) custom build included — Copyright © 2018–2025 Andreas Atteneder (license/notice included)
- Support: developer@heliosen.co.kr
DiTAP for Unity v2.0 Lite is a Unity 6 SDK that builds an EPSG:4326 globe with an imagery+DEM BaseLayer, and renders both 3D Tiles and regular Entities in one workflow.
Production-ready features include distance/area/elevation measurements, section & viewshed-style analyses, lat-lon ↔ Cartesian transforms and geodesic distance, globe-space rotation from position, and UTC-based time series (speed, reverse, ranges, timeline).
The package also assists with auto-created layers and setup guidance so you can validate features right after import.
Highlights
- Globe & tiles: imagery+DEM BaseLayer, EPSG:4326 globe rendering
- Data: 3D Tiles (b3dm/i3dm/pnts) and Entity objects
- Measurement/Analysis: distance/area/elevation, section/viewshed-like tools, map switching UI
- Coordinates/GIS: lat-lon ↔ Cartesian, point-to-point distance, rotation from globe position
- Time Series: UTC time, speed/reverse, range selection, timeline control
- Editor UX: auto-injected layers (Globe/U3DTiles/Measure/Entity/Marker/CopyMesh/HiddenToMainCam)
Price $100.00
Sundown:Shop/Store (Modular Shop, Supermarket, Convenience Store) by Hivemind
Number of Meshes: 344
Number of Prefabs: 350
Collision: Yes,usually generated in Unity(Box and Mesh Collider).
Vertex Count: 2(SM_Plane) - 2115 (SM_Register)
LODs: (Yes, up to 5)
Number of Materials: 90
Materials: This asset contains PBR based materials which means each material contains a Base Texture, and a Normal Texture by default and additionally has Smoothness, Ambient Occlusion, Metalic and Opacity Texture Maps according to the material.
Texture Map Types: Base Color / Diffuse, Normal, Smoothness / Roughness, Metalic, Opacity
Number of Textures: 232
Props: Baskets, Posters, Boxes, Cases, Coins, Signs etc.[Diffuse, Normal, Roughness, Opacity, AO, Metalic]
Texture Resolutions: (1024x1024,2048x2048,4096x4096)
Supported Development Platforms:
Windows: (Yes)
Mac: (Yes)
Render Pipeline Disclaimer:
This package was created as HDRP. URP file included.If you want use URP, you can import it.
🛒 Features
- 🛒 Exterior - The environment is fully ready to be implemented into any given world! All walls are double sided. We even included a curb to ensure you can just drag and drop the scene into your own streets!
- 🛒 Massive (344 Meshes) - We made sure to pack the environment with 366 Unique meshes that enable the creation of massive stores, buildings and general urban/modern interiors. Every corner of the demo map is jam packed with detail and meshes.
- 🛒 Fully Modular - Enjoy a fully modular kit to create your own interiors up to any size! Every mesh is separate down to the smallest detail ensuring you can use all meshes as building blocks for your own environments!
- 🛒 Decals - Use a vast library of rich decals to instantly enhance any scene you’re working on!
Disclaimers
*Renders and showcase were recorded in HDRP project.
*Product can be used in your commercial projects.
CONTACT US WEBSITE | JOIN US DISCORD
Price $39.99
Frame-Aide by Carbos
- Retrieve the current frame of any animation.
- Play an animation from a specific frame.
- Play part of an animation between a start and end frame.
- Get the name of the currently playing animation clip.
- Pseudo animation events with conditional checks (<, >, <=, >=).
- Supports function calls with parameters (int, float, string).
Demo Scenes Include:
- ManyInOne (splitting multiple actions into one state).Demo scenes included:
- AnimEvent Trigger (function calls at specific frames).
- ComboOnFrame (combo input system).
- FrameStop (frame-accurate stopping).
- Optimized for 2D animations.
- Best used with Animator update mode set to FixedUpdate.
First 30 days of launch, the tool will be free for use!
Frame-Aide is designed for developers who want precise animation control without the overhead of Unity’s built-in Animation Events. The tool preprocesses your Animator’s clips into individual frames, giving you direct access to frame data. This is especially useful for 2D projects where accuracy and timing matter, such as fighting games, platformers, and action systems.
The package comes with demonstration scenes showing different use cases: animation event replacements, fighting game combo inputs, frame-based animation stops, and splitting multiple actions into a single animation state. The included “pseudo animation event” system adds conditions like greater-than or less-than frame checks, giving you flexible, script-driven control.
Frame-Aide works out of the box with standard Animators. It is primarily built for 2D animations but can be adapted for other cases with some adjustments.
Looking for honest feedback on this tool to see if it's useful, try it out, and let me know what you think through email or review!
For documentation, here is the link:
https://docs.google.com/document/d/1U-OJE1fZ17FC2ZPxtEIjONnV82vbdGUskwdZ_isxkEw/edit?usp=sharing
Price $0.00
Fantasy Horned Creature by buxoided
Rigged: Yes
Rigged to Humanoid skeleton: Yes
Animated: No
Number of Animations:0
Animation types (Root Motion/In-place):0
Number of characters:1
Vertex counts of characters:10506
Number of Shaders and Material Instances:2/3
Number of Textures:10
Texture Resolutions: 4k
Supported Development Platforms:pc
Windows: Yes
Mac: no tested
Documentation: no
Important/Additional Notes:no
- from 2021.3 LTS (Built,URP,HDRP) if you have selected urp or hdrp, then you need to select your render type in the shader
- the shader works through the "shader graph"
- https://www.youtube.com/watch?v=QyiB4PgemAk change render
- Horned Creature
- Customization colors
- rag simulated by cloth physics
- jaw open and blink eye - blendshapes
Price $34.99
Smart Localization Suite by Jules Gilli
- Unity Project Settings integration for centralized language and provider configuration
- Localization Dashboard with a global matrix view of all texts and languages
- LocalizedTMP component to bind translations directly to TextMeshPro objects
- Automatic translation via multiple providers: Google, DeepL, Azure, Amazon, IBM Watson, Yandex, LibreTranslate, MyMemory, Smartling
- Inspector workflow with one-click Translate button, filters, and status badges
- Placeholder validation to ensure consistency of variables across all languages
- Real-time refresh in Edit Mode and play mode for instant preview
- Secure key management: API keys stored in Editor-only assets, never included in builds
- Build guard to block accidental secret leaks during project builds
- Quota management with automatic daily reset for MyMemory API
- Diagnostics and utilities to refresh scenes or apply the current language globally
- Editor-only design with no runtime dependencies, ensuring clean and safe builds
Overview
Smart Localization Hub is a complete localization system for Unity that helps developers deliver games and applications in multiple languages without the complexity of manual translation.
Integration
The package integrates directly with Unity Project Settings and provides a dedicated dashboard for centralized control. Developers can configure project languages, choose a translation provider, and review all entries in a matrix view.
Automation
Missing translations can be filled automatically through supported providers including Google, DeepL, Azure, Amazon, IBM Watson, Yandex, LibreTranslate, MyMemory, and Smartling.
Scene Workflow
The LocalizedTMP component connects to TextMeshPro objects, ensuring that text updates according to the active language. The Inspector makes it simple to translate, filter, and validate. Built-in placeholder checks guarantee formatting consistency across languages.
Security & Reliability
All API keys are stored in Editor-only assets, never included in builds. A Build Guard prevents accidental leaks, and a quota manager ensures compliance with daily limits for MyMemory.
Customization & Use Cases
Smart Localization Hub is fully customizable and suitable for any type of Unity project, from small prototypes to large productions. It is especially useful for teams that need fast iteration, automated translation, and a clear overview of multilingual content.
Benefit
By combining a streamlined workflow, a powerful dashboard, and strong Unity integration, Smart Localization Hub enables projects to be global-ready with minimal effort.
Price $4.99
Smart Localization Lite by Jules Gilli
- TextMeshPro integration with LocalizedTMP component
- Project Settings window to configure languages & defaults
- MyMemory API integration with auto translation & quotas (5k/50k chars/day)
- Editor inspector: search, filters, lock/unlock, placeholder validation
- Drag-and-drop language management with reorderable lists
- Runtime service for current language, defaults, and change events
- Source, default, and current language management
- Simple, extensible ScriptableObject settings
SmartLocalizationLite is a streamlined localization package for Unity projects. It integrates seamlessly with TextMeshPro components, providing a simple workflow to manage and preview translations in the Editor. The system connects to the MyMemory translation API, offering automatic translation with daily character quotas (expandable with email). Developers can customize supported languages, lock/unlock entries, and refine translations directly in Unity. Suitable for indie games, prototypes, or any project needing multilingual UI without complex dependencies. Lightweight, editor-friendly, and ready to extend into full-scale localization pipelines.
🔜 Looking for more power?
A full Smart Localization package will launch in October 2025, with 8+ translation providers (DeepL, Azure, Google, Amazon, LibreTranslate, Smartling, IBM, Yandex), richer settings, diagnostics, CSV import/export, and an integrated migration system to upgrade seamlessly from the Lite version.
Price $0.00
Instant Replay by Neural Asset Hub
- One-click capture (F9): Instantly save the last few seconds of gameplay without interrupting flow.
- MP4-only pipeline: No intermediate PNG or WAV files—clean, efficient, and space-saving.
- Background encoding: Runs ffmpeg without freezing the Editor.
- Timestamped filenames: Never overwrite; every replay is uniquely named by date/time.
- Flexible quality settings: Customize resolution, FPS, and buffer length to fit your workflow and memory.
- Audio included: Captures game sound through your standard AudioListener.
- Two setup options:
Copy ffmpeg.exe into Assets/InstantReplay/FFmpeg/
Or assign a path in the Inspector if you prefer your own ffmpeg location
Capture the final moments of your Unity Play Mode directly as an MP4 with a single press of F9. Instant Replay (Editor-Only) buffers gameplay and audio, then encodes seamlessly in the background—no PNGs, no WAVs, just clean MP4 output with timestamped filenames.
It’s perfect for:
- Capturing bugs, devlogs, or highlights
- Fast iteration and debugging
- Minimal setup—just point to ffmpeg and go!
⚠️ Note: Unity does not allow distributing executables, so ffmpeg is not bundled.
You must download it once from the official source:
👉 https://www.gyan.dev/ffmpeg/builds/
After downloading, either:
- Copy ffmpeg.exe into Assets/InstantReplay/FFmpeg/ (auto-detected), or
- Set the path to your ffmpeg.exe in the Inspector.
Once installed, you’re ready to hit F9 and save your replays.
Price $20.00
Console++ by Delta-Code
This package extends the Unity Editor console (as new window) with advanced logging and filtering features that make debugging faster, more structured, and easier to scale.
- Editor-only replacement for Unity Console
- Tag-based logging system (auto/manual/custom)
- Collapse by tag or message
- Real-time grouped preview for collapsed logs
- Full log details: content, stack trace, tag, timestamp
- Save/load full log sessions to/from JSON
- Advanced search: search full log content including stack traces
- Attribute-based tagging via [TagLog("YourTag")]
- Three logging helpers:
- CppMonoBehaviour (auto-tagging with attributes)
- AutoTagDebug (drop-in Debug replacement)
- TagDebug (manual tag passing)
- Clickable stack trace without Ctrl+Click
- Log counters show full numbers (not capped at 99)
- Lightweight and performant even on large log volumes
⚠ Console++ is Editor-only and has no runtime overhead in builds.
Familiar UI, Powerful Extensions
Console++ is a powerful replacement for Unity's default Editor console, designed to streamline debugging in large or modular projects. Its familiar UI ensures zero learning curve, while added features like tag-based filtering, grouped collapsed views, and deep search modes unlock advanced debugging workflows.
Seamless Log Management
Logs can be saved and reloaded in JSON format, stack traces are clickable without modifier keys, and tag-based grouping allows developers to isolate logs by system (e.g., AI, Networking, UI). Console++ is Editor-only and seamlessly integrates into existing workflows.
Flexible Tagging System
Built-in helper classes (CppMonoBehaviour, AutoTagDebug, TagDebug) provide flexible, attribute-based or manual tag injection into your log messages – with automatic fallback to class names. Console++ is especially useful for teams working on layered logic, larger projects, or tools.
Price $21.00
realtime-wfc-generation by Philip Pesic
- Uses an overlapping Wave Function Collapse model to synthesize tiles.
- Maintains a visible square window of tiles around the player.
- Supports fixed sliding window regeneration and optional directional one‑row/column extensions.
- Rebuilds / constrains the model as the camera moves so exploration feels continuous.
The package contains nessecary tools to create sample data for the Wave Function Collapse algorithm as well as allow for tweaking settings to fit your project's needs.
Use the provided tools to generate a single tilemap for your world, dynamically build terrain as the player moves as shown in the demo, or expand on the algorithm to suit your custom needs.
Usage
- Import the Unity Package.
- Create Training: Add an empty GameObject with a TilePainter component.
Assign prefab tiles to the palatte and paint an input scene.
Create a child with the Training component, click "compile". - Add an OverlapWFC component: Assign the Training reference.
Set N (start with 2).
Set baseVisibleSize (e.g. 16 for a 16x16 tile view with a default camera).
Optionally tweak seed, iterations (0 = full solve). - Add Player: Assign camera (or it will auto-grab Camera.main).
Assign the OverlapWFC instance. - Press Play: Move with WASD / Arrow keys.
Tiles generate around you.
Price $0.00
Bits & Bobs of Utilities by The Black Cat
- Methods to check for value equality, nullity and game object activity.
- Methods that allow people to write shorter, more readable and less repetitive code.
- Vector utility for setting values for only one axis, offsetting vectors and spreading vectors across a straight line or around a circle.
- Transform utility that makes setting positions and scales easier, allows position offsetting, following other transforms, spreading across a straight line or around a circle.
- Chainable methods for lerping positions, scales, angles, colours and image fill amounts, as well as rotating objects by speed and shaking objects.
- Input buffering utility that buffers inputs for a set period of time.
- Coroutine utility that allows people to run, track and stop coroutines using a string ID, as well as delaying execution of a non-coroutine function. People don't need to have their classes inherited from MonoBehaviour to run coroutines.
- Extension coroutine methods that automatically terminate a coroutine when a game object(s) are disabled, delay a coroutine for a set period of time, and delay a coroutine until specific conditions are met.
- Custom switch class that allows checking between non-constant variables without if-else hell.
I was writing utilities for myself when I was making my game, and then one day I thought, "Why not make it a tool so people can also benefit from it?" So here we are.
My goal is to make utilities that are easy to read and use, and let you write as few characters as possible. Many of the utility methods are not changing the world, but definitely makes your code shorter and more readable.
Documentation -- Contact -- Github
This tool includes the following features:
- Bits of utility methods that check for equality, nullity and game object activity.
- Bits of utility methods that let you write shorter and less repetitive code.
- Vector and Transform manipulation such as setting a single value, offsetting and spreading.
- Position, scale, rotation, colour, image fill amount lerping, as well as rotating by speed and object shaking, all in which can be carried out using a fluent and clean chainable method API.
- Input buffering which is simple to use.
- A container that can store multiple tags in a game object.
- Coroutine utility methods that allow you to run, track and stop coroutines, as well as running coroutines without your classes inherited from MonoBehaviour.
- A little custom switch statement that supports non-constant values like class objects.
*Designed for 2D workspace only.
*3D workspace might benefit from it but not all are guaranteed to work.
Price $0.00
Anlian RV Trailer by anlianDesign
Number of meshes: 1
Number of prefabs: 2
Number of textures: 5
Polygon count of [Dolly]:22248
Minimum polygon count: 300 tris
Maximum polygon count: 4k tris
Texture dimensions: From 1k to 2k
UV mapping: Yes (All Meshes)
LOD: No
Collider Meshes: No
Animation: No
The scene contains:
1. Beautiful trailer RV model, minimalist face, completely 1:1 engraving
2.PBR material RV comparable to photo level
3. Simple items
Size(Length, Width, Height):
7700*2200*2670 (mm)
1:1 size restore scene, the resource can be used in RV simulation and RV game scenes, can also be used in VR games, 1:1 scene can be immersive.
Have fun creating!
Price $4.99
Procedural Rock Generator by Ugur Yucel
- Procedural Rock Generator
Drag-and-drop prefab for instant rock generation
Fully customizable control points (length, height, width)
Adjustable rock material with gradient color application
Random seed system + manual seed entry for consistent results
Noise deformation with strength & scale control
Voronoi patterns (scale, strength, cell count) for natural fractures
Rock sharpness control for soft or jagged edges
Minimum/maximum scale factors for variation
Placement probability for randomized distribution
Smooth shading factor to refine surface quality
Global scale factor for batch adjustments
Buttons: Add/Remove Control Point, Regenerate Rock, Save Mesh - Gradient Texture Generator
Define smooth color transitions for rock surfaces or other assets
Adjustable gradient orientation (vertical or horizontal)
Custom resolution settings (width/height)
Texture indexing for organization
Save path selection for storing generated textures
One-click Generate Gradient Texture button - General Features
Save generated meshes for re-use directly inside Unity
Optimized for performance across PC, console, and mobile platforms
Suitable for both realistic and stylized environments
Works seamlessly for level design, terrain decoration, and environment building
The Procedural Rock Generator is a powerful Unity tool designed to create fully customizable and dynamic rock meshes for your projects. With just a few clicks, you can generate natural or stylized rocks, apply Voronoi patterns, add noise-based deformation, and style them with gradient textures for a unique visual result.
This package is highly flexible and can be used across different genres — from realistic survival or adventure games to colorful stylized platformers or mobile puzzle titles. Every generated rock is procedural, giving you endless variations without the need for repetitive 3D assets.
The included Gradient Texture Generator allows you to design smooth, seamless color transitions and apply them directly to your rocks or other environment objects. Meshes can be saved and reused instantly, making it easy to build consistent environments while optimizing performance.
- Fully customizable procedural rocks (scale, sharpness, noise, Voronoi, probability, gradients)
- Gradient texture generation with orientation, resolution, and save path options
- Save & reuse generated meshes directly in Unity
- Suitable for realistic, stylized, and indie environments
- Optimized for mobile, PC, and all platforms
- Perfect for level design, terrain decoration, and environment creation
Whether you are building AAA-quality landscapes or lightweight mobile environments, the Procedural Rock Generator provides the flexibility, efficiency, and creativity you need to bring your world to life.
Price $15.99