ae:Resident by rivai
DEFAULT SHADER
added bones:
eyes_r/l
hair_front_1_l/r, hair_front_2_l/r, hair_front_3_l/r, hair_back_midle_1, hair_back_midle_2, hair_back_midle_3
Number of textures 20
Texture dimensions 4096
Maximum polygon count character: 62091
Number of meshes/prefabs 1
Rigging: Yes
Animation count no
UV mapping: Yes
LOD information (count, number of levels) no
Types of materials and texture maps (e.g., PBR) yes
LOD 0: ~ faces 62091
Rigged with Epic Skeleton/Humanoid rig
Facial expressions are included (Morph Targets, Blendshapes).
There are no blueprints
PBR Textures Metall/Roughness 4k
Model modular
Price $49.99
Elias 4.0 by EliasSoftware AB
Live Editing
Update, add, or remove anything and hear the changes instantly in your currently running play session without the need to restart.
- Visual Scripting
Create logic with the authoring tool instead of adding unnecessary middle layers. The node graph in Elias allows for a seamless combination of logic processing and audio processing. In the authoring tool you can freely create parameters that can be used from the game code to control not only global, but also individual sound aspects and behavior for each sound instance.
- Audio Components
Add powerful sound components to your game objects. Sounds can not only be point sounds but also directed by cones editable by visual guides in the game editor
.
- Audio Zones
Add powerful audio zones to your scene. Through visual guides in the game editor the layout of the zones can be customized. The zones allow for customizing the acoustics of a space. Not only can you edit falloff curves for volume attenuation and filtering but you can also configure the space reverberation with your own impulse response.
- Custom Mixer Graph
The audio mix is controlled by a powerful mixer graph allowing for a high degree of customization of the final sound.
- Adaptive Music
True Adaptive Music allows your music to follow players in a natural way. The music is controlled by a combination of an advanced built-in sequencer performing the adaptive arrangement together with node graph nodes to control the playback.
The usage of Elias is subject to licensing per user. Get your license here
The intuitive authoring tool allows you to learn as you explore. With visual scripting and live editing, Elias 4 brings iteration times down to almost zero. Our core idea is to build a creative tool that gives sound designers, composers, and game developers the control and power they need to build anything they can imagine.
Price $0.00
Allies Shotgun (WWII Weapons) by Hitoshi Matsui
* 1 mesh.
* Geometry: 14408 triangles, 10293 vertices.
* Rigged, no animations.
* PBR high resolution textures (4K).
* Channels: diffuse, normal, metallic, ambient occlusion.
* SRP support: BuiltIn, URP, HDRP.
* Unity version: +2020.3.
Price $8.00
Ruth2 v4 – Rigging in Blender
This is an updated blog post explaining how to take the Ruth2 v4 avatar mesh with included armature and export it in a form suitable for use in Second Life and OpenSim. The post is still under development to debug the process. Thanks to Ada radius.
These notes descrobe the process to use Blender to take the Ruth2 v4 mesh avatar, including an “armature” for rigging and go through the process of exporting Collada (.dae) and importing to Second Life/OpenSim. It is largely based on notes and guidance from Ada Radius.
Gather Resources
A place to start is this GitHub Ruth2 Wiki page on… Clothing Creator Guide … and much more technical detail is in this Wiki page on… Blender and Rigging. Though as at 16-May-2022 these need an update.
- Blender 3.0.1 or later (using 3.1.0)
- Ruth2/Mesh/Ruth2_v4/Ruth2v4DevWithArmature.blend (GitHub/Ruth2)
Process Guide
Open Blender with a new project, remove default cube.
Check if Edit > Lock Object Modes is ticked tick and if so turn if off. Save as defaults for future via File -> Defaults -> Save Startup File.
Add Ruth2 v4 mesh parts dev kit via File > Append Ruth2v4DevWithArmature.blend and select the “Object” mesh part you want to work with (e.g Ruth2v4 for the head, body, legs and hands but no feet part). Open the “Object” item to get the list of parts available.
In the Outliner (usually to the right side of Blender), note that “OSSLFemaleCustVolBones” is the armature. The selected mesh part(s) is under that. There may be other mesh parts bundled in (like feet) which you can delete if they are not going to be part of your exported mesh. When using “Append” in Blender always bring in the “Object” which will pull in any related items needed, i.e. to avoid confusion, you should not try to only bring in the separate “Armature” part in this case.
In Outliner, if present Delete Light and Camera.
An alternative to the “append” process might be to just open Ruth2v4DevWithArmature.blend and choose to show (if necessary) and highlight the mesh part(s) you want to export.
Using top left menu in Object Mode, Select > All. Rotate the selection by +90 degrees on Z axis to face right in front orthographic view (make sure the armature also rotates).
Use Object > Apply > All Transforms to ensure all subparts of rotated outer container/mesh are transformed.
***** IS THIS NEEDED NOW AS ARMATURE ALREADY SET TO MESH? FOLLOWING NOT DONE IN THIS TEST
Select the armature OSSLFemaleCustVolBones and choose “Edit Mode”. Select > All, Armature > Bone Roll > Clear Roll.
In “Object Mode” and in outliner, select mesh first and then avatar_skeleton.xml. The armature must be the last thing selected. Then use Object > Parent (Ctrl/P) to get Parenting options. Set to “Armature Deform”. Parent should then be shown as avatar_skeleton.xml.
Now carefully check all the mesh properties as described in the Ada Radius guidance notes.
In the sample mesh part I was checking the Ruth2v4 (head, body and hands, no feet) already had the required single Armature Modifier, but also a “DataTransfer” Modifier to Ruth2v4FeetFlat. “DataTransfer” and “Weld” may be able to be left in as according to Ada Radius… “those are Modifiers that do apply well on export from Blender and import inworld. Not perfectly, but well”. So I left that in. Ada adds…
The Data Transfer Modifier has several uses. In this case I use it for separate objects that we want perceived as a single object inworld. With the settings I used, it matches the face corner normals to the target we point it to. It works fairly well, depending on inworld lighting and how well the textures match. If you see a modifier called “Weld” it’s the same thing
Export to Collada
Select the mesh part you wish to export (e.g. “Ruth2v4”)… note its the mesh part which is parented to the armature… i.e. do NOT select the parent armature (named “Ruth2v4WithArmature”).
File > Export > Collada.
Via the cog settings icon in the top right of teh export window use Operator Presets > SL+Open Sim Rigged (which sets nearly all settings needed).
Under the “Main” tab check the “Selection Only” and “Global Orientation Apply” boxes are ticked.
Detailed check of Export Collada options under each tab…Main tab:
-
Selection Only
Include Armatures
Global Orientation Apply
Forward Axis Y
Up Axis Z
Texture options
Copy
UV – Only Selected Map
Geom(etry) tab:
-
Triangulate
Apply Modifiers Viewport
Transform Matrix
Arm(ature) tab:
-
Deform Bones Only
Export to SL/OpenSim
Anim(imation) tab:
-
Include Animations (may or may not be needed)
Extra tab:
-
Use Blender Profile
Sort by Object Name
Keep Bind Info
For rigged mesh items (like the Ruth2 avatar mesh parts themselves, or rigged mesh clothing) in the Extra tab you must ALSO tick “Keep Bind Info” (otherwise the mesh in Second Life/OpenSim will look like a spindly deformed alien when imported).
Export the Collada.
Import – Mesh Upload to Second Life/OpenSim
Import to OpenSim/SL via the Mesh Uploader as usual. Make sure to use the Second Life only version of the viewer (with Havok Physics) if uploading to Second Life. Make sure to tick “Include Skin Weight” in the Options/Rigging tab if it is not already preselected. But “Include joint positions” should not be ticked.
Avatar Mesh in OpenSim after Texturing for Bakes on Mesh
Include image incorporating the relaxed hand Pose script and animation, and after texturing the mesh for Bakes on Mesh (BoM).
AI Collection by Karo
Features:
Solider:
- Patrol
- detect (sight and hearing)
- chase
- seek
- attack/shoot/melee
- retreat
- support for sounds
- support for animations
Zombie:
- Hearing System.
- Health Bar [Hidden, Unhidden]
- Change Damage.
- Change Health.
- Attack
- Chase
And also a first person controller and a bullet player script and attack player script for make stuff easier for you.
Have you ever wanted to quickly give NPCs the power to see, hear and detect player movement? or want to make fps games easier? Here is your solution. The MGAI allows you to create advanced NPCs without single line of code.
With this package you can create advanced solider and zombie and fps controller in minutes. And also this package has it’s own health system.
The used packages:
Zombie: https://assetstore.unity.com/packages/3d/characters/humanoids/zombie-30232
Solider: https://assetstore.unity.com/packages/3d/characters/robots/robot-hero-pbr-hp-polyart-106154
Price $14.99
450 Authentic Chiptunes vol. 4 by Past 2 Present Game Audio
Audio file types 450 Wav. files
Sample rate 41kHZ
Bit depth 16
Loopable: Yes
Additional: Stereo
Our Authentic 450 Chiptune pack is the largest of its kind on any marketplace. Tracks were composed over the span of 7 years by ChipJames, who has devoted his career to his love for 8-bit and 16-bit music!
This asset pack contains 450 tracks in the true styles of 8-bit and 16-bit composers.
450 Complete Chiptune is entirely loopable and nearly all tracks are unique songs with several being 16-bit renditions of 8-bit style tracks.
INFO ON ASSET SIZE:
This pack contains 20gb of music and comes in 4 volumes (about 5gb each).
PURCHASE ANY VOLUME TO RECEIVE ACCESS TO ALL 4 VOLUMES via free download
DEVELOPER SATISFACTION GUARANTEE:
As developers and gamers ourselves, we understand the importance of implementing effective and authentic music into our games. When you purchase our pack, we are here to help in general. If you need details adjusted from our pack or have a custom request, let us know! We aim to save you time and help finish your work!
This is our promise to you!
EMAIL: josephsorourke@gmail.com
Price $99.99
450 Authentic Chiptunes vol. 5 by Past 2 Present Game Audio
Audio file types 450 Wav. files
Sample rate 41kHZ
Bit depth 16
Loopable: Yes
Additional: Stereo
Our Authentic 450 Chiptune pack is the largest of its kind on any marketplace. Tracks were composed over the span of 7 years by ChipJames, who has devoted his career to his love for 8-bit and 16-bit music!
This asset pack contains 450 tracks in the true styles of 8-bit and 16-bit composers.
450 Complete Chiptune is entirely loopable and nearly all tracks are unique songs with several being 16-bit renditions of 8-bit style tracks.
INFO ON ASSET SIZE:
This pack contains 20gb of music and comes in 4 volumes (about 5gb each).
PURCHASE ANY VOLUME TO RECEIVE ACCESS TO ALL 4 VOLUMES via free download
DEVELOPER SATISFACTION GUARANTEE:
As developers and gamers ourselves, we understand the importance of implementing effective and authentic music into our games. When you purchase our pack, we are here to help in general. If you need details adjusted from our pack or have a custom request, let us know! We aim to save you time and help finish your work!
This is our promise to you!
EMAIL: josephsorourke@gmail.com
Price $99.99
450 Authentic Chiptunes vol. 3 by Past 2 Present Game Audio
Audio file types 450 Wav. files
Sample rate 41kHZ
Bit depth 16
Loopable: Yes
Additional: Stereo
Our Authentic 450 Chiptune pack is the largest of its kind on any marketplace. Tracks were composed over the span of 7 years by ChipJames, who has devoted his career to his love for 8-bit and 16-bit music!
This asset pack contains 450 tracks in the true styles of 8-bit and 16-bit composers.
450 Complete Chiptune is entirely loopable and nearly all tracks are unique songs with several being 16-bit renditions of 8-bit style tracks.
INFO ON ASSET SIZE:
This pack contains 20gb of music and comes in 5 volumes.
PURCHASE ANY VOLUME TO RECEIVE ACCESS TO ALL 5 VOLUMES via free download
DEVELOPER SATISFACTION GUARANTEE:
As developers and gamers ourselves, we understand the importance of implementing effective and authentic music into our games. When you purchase our pack, we are here to help in general. If you need details adjusted from our pack or have a custom request, let us know! We aim to save you time and help finish your work!
This is our promise to you!
EMAIL: josephsorourke@gmail.com
Price $99.99
Survival house 4 by rezus13
Package contains:
1 model of house
1 prefab of game-ready house
1 demo scene
2K png textures (Diffuse, Normal)
Vertices 4044
Triangles 3094
Vegetation on screenshots is not included to project. You can find it free on AssetsStore.
Price $5.00
Push Up! Balloon - Complete Game Hypercasual by FrostMu
ATTENTION!!! SOME PAID AND FREE ASSETS REQUIRED FOR THIS PROJECT
PAID:
1 - Mega Hyper Casual Obstacles Pack | 3D Props | Unity Asset Store
2 - Hyper-Casual Traps & Obstacles | 3D Props | Unity Asset Store
3- Epic Toon FX | VFX Particles | Unity Asset Store
4- Fantasy Gradient Skybox | 2D Sky | Unity Asset Store
FREE:
1- Dotween DOTween (HOTween v2) | Animation Tools | Unity Asset Store
2- TexMesh Pro
- Standart Pipeline ( not tested on URP)
- 60fps (optimized 100%)
- 4 Levels ready (level loop works, when last level completed)
- Level Systems (save/load)
Tested on Standart Pipeline (100% works)
Push your balloon up!
Move your fan with one finger to push your balloon up.
Try to avoid from obstacles.
Colorful and challenging levels.
Contact anytime! I am ready to help you while setup for free :)
Price $89.00
Post-Apocalyptic Environment Set by kaisla3d
- 7 FBX files
- A total of 2894 polygons
- Each asset ranges from 300 to 1.3k polygons
- 7 materials
- 12 texture files (PNG)
- 1 texture at 64x64
- 3 textures at 128x128
- 3 textures at 256x256
- 4 textures at 512x512
- 1 texture at 1024x1024
- incl. normal and diffuse textures
- 13 prefabs, 11 with colliders
- 1 demo scene
This asset pack includes two types of buildings, a ground texture, lamp posts and a plant. The assets are designed so that they can be customized, for example windows and doors can be shifted around, and the electricity wires can also be moved, rotated, removed and added at will. This makes the assets very reusable and you can create a varied environment with just a few models.
Price $7.00
OneJS by DragonGround
Requirements
- Unity.Mathematics
- Unity Version 2021.3 (for stable UI Toolkit)
- Unity Version 2022.1 (if you need to use UI Toolkit's Vector API)
Feature Highlights
- Use Preact for UI Development in Unity
- Fast Iteration speed with Live Reload
- Awesome Performance due to 1-to-1 interop between Preact and UI Toolkit
- TS Definitions for tons of UnityEngine and UIElements types. We also provide an C#-to-TS Type Converter that will make your Typing life much easier.
- Works Everywhere (Mac, Windows, iOS, Android, Editor, Standalone, Mono, Il2cpp)
- Built-in Security when you need it. (Should you choose to give your players scripting capabilities, you can set many security settings such as memory limit, call depth, script timeout, among many others, courtesy of Jint)
You will have full access to the C# source code. Library Javascript files (such as Preact and Lodash) will be minified.
Website & Documentation • Discord • Youtube • Twitter
(Familiarity with React and Typescript is recommended)
The biggest benefit of OneJS is the ability to design your UI with the React (JSX) workflow. We achieve this by providing a thin layer of "dom" for Preact. Under the hood, it's just pure UIElements, so things will be very performant. UI Toolkit's controls, events, vector API, and styles all just work out of the box.
With OneJS, there's no more C# scripts to compile everytime you change some UI code. You will have super fast iteration time, especially with built-in Live Reload.
Besides UI, you can also easily use OneJS to build Addon systems for your players, so they can also have the power of Typescript and JSX to create addons/mods/contents for your game.
Price $60.00
iOS Ambient Light Sensor by Merry Thieves, BLLC
- Provides estimated scene lighting using frames from front facing camera
- Native swift interface for camera access
- Users will need to approve camera access and you will need to explain why in your build settings
- Example scene (TMP package required)
- Easy to implement (two lines of code)
- Apple-approved method
Apple does not allow developers to access the ambient light sensor on iOS devices. This asset implements a workaround for those who still need to estimate environmental brightness. It will look at frames from the front facing camera to make an estimate.
Price $19.99
Customizable Cute Character Avatars by Sara Diomaiuto
Here are the details:
- 8 cool prefabs to work on ( to customize, change accessories, clothes, etc...)
- Different hair types and hair colors ( males and females )
- Many different kinds of clothes (Formal, Non-Formal, Security, etc...)
- Cheeks and Freckles
- Different types of mouth, moustache and eyebrows
- Transparent background
Please let me know what other objects/character you want me to include in the asset.
Enjoy using these cute characters!
Thanks.
Price $10.00
Adventure Music and SFX by whatsoundsnice
Audio File Types: .wav
Sample Rate: 48kHz
Bit Depth: 24
Loopable: Each tracks has a looping and non-looping version
Stereo/Mono: Stereo
WhatSoundsNice! is proud to share its first asset pack for the Unity Asset Store!
"Adventure!" can be used in any game but is reccommended for simple, casual and indie games. The music takes inspiration from games like Pikuniku, Undertale, Earthbound and Night in The Woods but the selection of tracks could be used in a variety of different genres.
Includes :
★ 5 Music Tracks (Each with Looping & Non-looping versions)
★ 3 Looping Ambiences (Rain, Wind & Forest)
★ 21 Bonus SFX
The full Asset List can be viewed: Here!
Each track takes inspiration from a step within the narrative structure of The Hero's Journey. This means that each track would fit into an area/cutscene where the steps would line up.
The bonus SFX included within the asset pack cover the simple sounds needed within a basic game. Sounds like: Hits, UI, Explosions, Coins, Power up and many more!
Price $0.00
Zombie Voices Audio Pack by Yummy Games
Features:
- High Quality Audio
- 600 + Soundwaves
- 20 + different categories
Number of Audio Waves: 650
Sample rate / bit rate: 44,100 Hz / 16 Bit
Zombie Voices Audio Pack is a collection of 600+ high quality soundwaves .
It provides everything you need for your zombie theme game thanks to its 20 + categories :
Attack, bite, breathing, choke, damage, death, eating, gory, grunt, laugh, pain, reactions, screams, throat, vomit, words & sentences.
+ an additional bonus coming from our Zombie Animation Pack with attack, detection, eat, ground, hit, idle, jump, locomotion, scream.
This package has been created to give you the most flexibility possible.
If you have any queries, please send us an e-mail : yummygames.pro@gmail.com
Or join our Discord : https://discord.gg/NXYXpwwXtU
Price $8.99
Banjo - Game Ready by 3D Skill Up
Creative and eye-catching models that are optimised for real-time game engines like this game asset that will add life and context to game worlds and help you create your next videogame!
Banjo 3D Model ready for VR/AR and games or other applications.
4K PBR Textures Included Non Overlapping UV Layout Map Resolution: up to 4096x4096px PBR Metallic-Roughness Workflow: Base color, Metallic, Normal, Roughness, AO
Include LODs
Polycount LOD0 Vertices: 16138 | Triangles: 31948
Polycount LOD1 Vertices: 4954 | Triangles: 9583
Polycount LOD2 Vertices: 813 | Triangles: 1562
It contains prefabs so you can easily duplicate and reuse them.
All textures are included to be used with the Standard Metallic Shader (Base Color, Metallic-Smoothness, Normal, AO) and have the following dimensions: 4096x4096 px, 2048x2048px, 1024x1024px, 512x512px
#game-asset #musical-instruments #game-prop #lods #optimized-model #music #game-dev #inde-game #lowpoly
Price $9.90