Fantasy Clothing and Wardrobe Pack 1 by Infinity PBR
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Support, Questions, News & Updates
➡️ Discord
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Fantasy Clothing and Wardrobe Pack 1 contains three dresses, a tunic & blacksmith apron. They come with multiple game-ready textures, and will include the Substance Painter source files. Rigged to work with the Infinity PBR humanoid packs (Human, Elf, Half-Orc, both male & female)
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Bundles - Get more and save
⭐ RPG Character Complete Bundle - 12 Pack Bundle
Bonus Files - Free upgrade after purchase
⚡ Fantasy Clothing and Wardrobe Pack 1 - Bonus Files 1 - Substance painter files (COMING SOON)
Free Expansion Projects
⚡ Character Creation / New Game Module
Also check out:
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CUSTOMIZE TEXTURES
Customize your textures using the included Substance Painter source files. Change out materials, or make other modifications like adding dirt, or shifting colors, in minutes. Export the finished product in HDRP and non-HDRP maps, ready be used in Unity. Make the textures look they way you want them for your project.
IMPORTANT INFORMATION ON RIGGING FOR CHARACTERS
Currently this package is ready as a PROP only, except for with my human, elf, or half-orc pack. Wardrobe is rigged for these packages only. There are packages on the Asset Store that claim to allow you to rig armor such as these to your character, though I have not yet tried them out.
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Check out more info & all of our models at InfinityPBR.com
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If you do purchase this package, thank you very much! Please leave a rating and review so others can find out what's what about it! If you have any problems, requests or anything else, visit us on Discord!
Price $24.99
Orc_3 by Dorlak_1989
Number of textures 9
Texture dimensions 4096x4096
Polygon count 34187
Number of meshes/prefabs 3
Rigging: Yes
Animation count 0
UV mapping: Yes
Orc 3 low-poly game-ready 3d model. Perfect for games, such as Survival, RPG.
The all armor separate.
The model includes 4k PBR textures set for body and armor
Model rigged Humanoid skeleton
Jaw bone include
total 34187 triangles, 18952 vertex
If you liked this model, please leave a review! This will help me create even better products and make you happy! Creativity is for you! If you have any questions, write to me.
Price $30.00
Emergence - Fantasy Music Pack by Atlas Reach
All audio is supplied in high quality WAV format.
Bit rate: 2304kbps
Loopable: Yes
Stereo
"Emergence" is a fantasy music pack that provides 14 unique and original peices of music, all broken up into alternative edits, underscores, stems and loops.
Price $50.00
DERIVE - Node Based PBR Editor [BETA] by Dogmatic
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
Derive is a powerful and full-featured editor that allows you to create photo-realistic PBR-textures from scratch! It is extremely easy to learn and use, while giving you the freedom to create virtually any type of surface.
Complex tools should be intuitive
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
And so is Derive! Its node-based approach makes it very beginner-friendly. At the same time the dynamic editor enables a super fast workflow. Creating high quality content quickly is particularly important for independent developers, and Derive allows you to do exactly that.
Simple Workflow
﹌﹌﹌﹌﹌﹌﹌﹌﹌
(1) Create a project file and open it in Derive
(2) Edit the project until it produces the result you want
(3) Export your result as a set of textures with pre-made materials, ready to use!
All editing is done by placing nodes on the canvass and connecting them. Each node has a specific purpose and performs an operation for that. While some nodes act as filters, other can produce texture data on their own. All nodes are well documented and make the workflow smooth and in fact a lot of fun.
All you need for photo-realism
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
Derive covers all aspects of texture creation. Create everything from simple to complex and blend procedural imagery with procedural patterns to create spectacular surfaces. With Derive you don't just create a texture - you create everything:
⭕ Albedo or Diffuse Map
⭕ Normal Map
⭕ Height Map
⭕ Ambient Occlusion Map
⭕ Specular Map
All maps created with Derive are standardized by default. This means that if you export a normal map that works correctly in the editor's preview, it will work the same not only in Unity, but also outside of it, with any tool that follows the same standards for map compositions.
Procedural is the new Imperative!
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
Whether it's natural or artificial surfaces, Derive has got you covered. It is procedural in nature, which allows you to create virtually infinite types of patterns for all kinds of surfaces and add detail to them using different noise generation algorithms.
Live Preview
﹌﹌﹌﹌﹌﹌
This is one of Derive's strongest features. It allows you to preview your textures in real time, rendered on a 3D-object. Using different shaders and settings you can see exactly what result your textures will produce once exported. The core features are:
✅ Preview all maps individually or render your output on a 3D-object.
✅ Choose from a variety of preview models or use your own models!
✅ Full control: Rotate the object and the light to see how your texture behaves under different lighting conditions. Move the camera and zoom to review your work in detail.
✅ All rendering paths are supported.
✅ Different lighting setups available (with and without environment lighting)
✅ Render the preview with different shaders. Derive comes with 3 built-in shaders, but does also fully support Unity's Standard shader.
✅ Tweak the shader settings directly from the preview settings to see what your result will look like.
PBR from Photography
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
With Derive you can not only create new textures, but also enhance existing ones. Take a picture of a surface and use Derive to add detail, remove pixelation, filter out shadows, crop the image seamlessly, approximate height data and extract both, normals and ambient occlusion, to turn a simple photo into a believable texture.
Multi-Format Support
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
You can export your result to different formats, that you can choose individually for each map, according to your needs:
⭕ JPEG
⭕ PNG
⭕ TIFF
⭕ TGA
⭕ EXR
⭕ BMP
Derive can export at different resolutions ranging from 256 by 265 pixels to 4096 by 4096 pixels. You can also set the editor to create pre-made materials upon export. These materials will have the same settings used in the preview with the exported textures in place and ready to use!
Example Projects
﹌﹌﹌﹌﹌﹌﹌﹌﹌
With the editor comes a wide collection of example projects showing the basics, as well as approaches to more specific goals, such as creating a believable parquet floor or a good looking brick wall.
Documentation & Resources
﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌﹌
Derive is well-documented and all resources, as well as the suport infrastructure are accessible directly from within the editor. From there you can also create screencaps of your current preview and showcase your work directly on social media!
Want to know more?
Visit our Homepage >>
Help & Support
FAQ | Community Board | Contact Form
Knowledge Base
Manual | Node Reference | Beginner's Guide | Video Tutorials
[Beta] Information
﹌﹌﹌﹌﹌﹌﹌﹌﹌
Derive is currently in the beta stage, which means that there are some features yet to be added. If you would like to learn more, please feel free so have a look at the current Roadmap >>
﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏
Important:
While Derive only supports Unity's Standard Render Pipeline during the beta stage, its output can be used in URP and HDRP!
﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋
Questions? Get in Touch >>
Price $25.00
Immersive Piano music to capture emotions by Saurabh Chaudhary
Audio File Format : .WAV
Loopable: No
Sample Rate: 44100 Hz
Bit Depth: 16
Creating a game, a movie, or a simple youtube video. This immersive piano melody pack has the emotions that will make the user feel the character.
When the music will play alongside your project, the user will feel like someone is playing grand piano in his room, because very little post-production has been done to the track to give it a human feel. No spacey reverb or unnatural echoes. Just pure notes to capture the emotions of your users.
When each track enters into the chorus it further emphasizes the emotions and makes the users hooked on the theme of your project.
Tracks are included in this pack are:
- The Endless Wait [02:44]
- The Endless Hope [02:51]
- Admitting the Reality [03:01]
- A Sad Story[3:00]
- The Believe[2:51]
Feel free to contact me if you have any questions about this pack. I will be more than happy to help you.
Price $7.00
Flower Adenium by VuStudios
Mobile Optimize Scene This is model 3D Flower Adenium in the Big Pack (Cartoon Flower Colections) with over 5 types color!
All objects are ready to use in your visualizations.
-1024x1024, texture maps
-Poly Count : Average 31181polys /57434 tris/28958verts
Price $5.99
Demolition Media Hap Pro Sync (Windows) by Demolition Studios
Demo version, documentation and issue tracker
Forum thread
Sample videos (needed for example scenes)
Features:
— Sync playback across multiple machines using UDP networking
— Control video playback with your own clock source
— Ability to manually specify current video frame index
— Texture updates are completely in background threads (main and render threads are unaffected)
— Multichannel 5.1/7.1 audio support using Unity AudioSource
— High quality video with the new Hap R codec
Quality comparison & encoder
— Low CPU usage. Frames are mostly decompressed on the GPU.
— Play 4k @ 120 fps, 8k @ 60 fps or 10k@50fps videos (on supported hardware), play tons of smaller videos at once. Extremely fast frame-precise seeking.
— Playback speed control.
— Transparent videos with Hap Alpha, Hap Q Alpha and Hap R codecs. First plugin to support Hap Q Alpha/Hap R in Unity.
— Chunked Hap support for even faster multi-threaded decoding.
— Works with DX11 rendering on Windows.
— Both 32-bit and 64-bit builds supported!
— Audio output through the Unity Native Audio plugin (without network syncing) and AudioSource (with netowrk syncing, multichannel audio supported).
— Preload video to memory if your SSD isn't fast enough.
— Configurable RAM/GPU memory usage.
— Suits for both programmers and artists: C# API along with IMGUI/uGUI/Render to Material wrappers provided.
— Example scenes with the typical usage scenarios (including 360/VR).
— Free demo version available (link above)
Requirements for this asset version:
— Unity 2019 - Unity 2020 (older versions likely won't work)
— Windows 8.1/10
— DirectX 11
This software uses code of FFmpeg licensed under the LGPLv2.1 and its source can be downloaded here
Price $550.00
Red Hollow Skill VFX by YSA - Youssef Af
- 1 VFX included (Red Hollow Skill)
- 3 Textures (512 px)
- 7 Custom shaders (Shader Graph)
- Full Control Colors (Hue Set)
This VFX is inspired from an Anime character skill named "Gojo Satoru" from "Jujutsu Kaisen",
It an ultimate skill good for inprove your game look, it's fully 3D so it can be used in any type of games.
Everything is controlled in the skill with one script (animations times, lifetime, colors ...)
Price $10.00
Loading Screen - Geometric Shapes by Lana Studio
- Each prefab consists of a camera and a particles system.
- Made without using custom shaders.
- Compatible with PC and mobile devices.
- Compatible with any screen aspect ratio.
- Texture sizes: 256x256, 512x512, 1024x1024.
Asset includes 50 prefabs:
10 unique prefabs and 5 color variations.
Price $10.00
TWO_SAPIENS_2S_JOHN_RANGER_BASIC_VERSION_FREE_LOW_POLY by 2S ( TWO SAPIENS )
The character does not have animations, but it has a standard rigg that works with a humanoid avatar
TEXTURES ALL 1080:
- Albedo
- AO
- Metallic
- Normal
- Height
Polys: 9,380
Verts: 11,443
TWO SAPIENS FREE DEMO Version 1.0
Visit our channel to see all the characters catalog, news and download a more complete second FREE character 2.0 version !! Best Version
https://www.youtube.com/channel/UCUiFO3QEYeUk742ktfOLk8w
We giving you the opportunity to test (in this limited version obviously) one of our characters
watching already a part of all the animations that you can create during your gameplays and
may even surpass the current level of the largest companies in the videogames industry
We decided start in this year 2022 to creating the most complete collection of characters
in all its animable objects EVER made also for small companies and the single user
We coming from an experience of over 15 years in the creation of videogames having worked for several prestigious software houses
We want to give you the opportunity (at a relatively low price) to be able to make
videogames worthy of being able to compete with those leading companies in the
videogames industries which invest millions of dollars in the creation of fully animable
characters with a high graphic standard.
We wish you a lot of fun while creating your videogames and of course we will be
grateful if you choose the Two Sapiens (2S) characters by adding that high standard
you are looking for with a minimal expense.
Thanks
TWO SAPIENS FREE DEMO Version 1.0
Visit our Youtube channel to see all the characters catalog, news and download a more complete second FREE character 2.0 version !! Best Version
https://www.youtube.com/channel/UCUiFO3QEYeUk742ktfOLk8w
Price $0.00
Celtic Dagger (PBR) by VarcanRex
Realistic medieval dagger with Celtic decorations.
2048px PBR textures (Albedo, Metallic, Occlusion, Normal)
2200 Triangles
Single Mesh & UV Map
This model uses basic PBR textures and can be imported into any 3D painting application if you would like to add additional dirtiness/blood etc.
Price $4.99
Cute Platformer Sprites by Azaliya Khamitova
This pack include sprites, prefabs and an example scene.
Tiles 16x16 pixel in size.
2 ground tilesets (grass and stone)
2 background tilesets (green and blue)
1 water tileset
26 object sprites
You can modify and use this set in your free/commercial games.
Price $4.99
Chest_vampire_with_coins by Nicu_Tepes_Vulpe
Number of textures: 19
Texture dimensions: 2048x2048
Polygon count: 322868
Minimum polygon count: 322868
Maximum polygon count: 322868
Number of meshes: 2
Rigging: Yes
Animation count: No
Animation type list: No
UV mapping: Yes
LOD information: No
Types of materials and texture maps: PBR
This is a high definition quality polygon of a Chest vampire with coins 3d model with PBR textures. Extremely detailed and realistic. Suitable for movie prop, architectural visualizations, advertising renders and other.
Price $30.00
Sniffer by Maksim Nikolaev
Number of textures 37
Texture dimensions 4096
Maximum tris count 79281
Number of meshes/prefabs 3
Rigging: Yes
Animation count 16
UV mapping: Yes
LOD information (count, number of levels) No
Types of materials and texture maps (e.g., PBR) Yes
Low Poly Sniffer Character Model
Suitable for games of different genres, video clips, animation films and advertisements.
Textures: all texture map 4096
Model have three skins
The model contains 16 animations
attack (x4)
walking (x3)
running (x1)
back walking (x1)
idle (x1)
death (x2)
get hit(x1)
jump (x1)
threat (x1)
look around (x1)
verts: 47241
tris:79281
Price $59.99
Telerik XR CanvasUI by Progress Telerik
• Assets created with cross-platform development in mind
Enable reuse of common application logic among different XR platforms and seamless integration with various plugins within the Unity XR Plug-in Management.
• Feature-richness and quality as top prioritiesMore than 18 years of experience in crafting developer tools and components for various platforms and technologies applied for the AR and VR ecosystems.
• Possible integration with existing code and with other Telerik packagesTelerik XR CanvasUI is developed independently from vendor specific XR frameworks allowing easier integration with existing code. You may also consider the option to add functionalities on top of it by exploring the other Telerik assets available in the store.
• Award-winning supportYour success is our mission, and our technical support team will do their best to help you advance your project forward.
Installation
There are two ways to install and use Telerik’s Assets:
• Import the whole Telerik XR CanvasUI package from the Unity Asset Store directly in your project assets folder.
• Download the assets in some shared location and then reuse them in several projects by referencing them as packages using Unity Package Manager.
More information on both approaches may be found in the installation article in our documentation.
Documentation
In the root Telerik folder you will notice a PDF file with the full Telerik XR documentation. Additionally, each of the packages subfolders contains a ZIP archive with package specific markdown documentation. Extracting this archive will create a "Documentation~" folder which is special Unity folder name and will not be visible in the Unity editor. The file to begin from in every "Documentation~" folder is named "index.md". Using the internal links you will be able to reach the rest of the files such as installation, getting started, running demos and specific features documentation articles.
Features
Telerik XR CanvasUI is structured in two main subfolders - one providing the core functionalities for all Telerik Asset Store packages, and one with the UI specific functionalities. Following is the description of these subfolders with their functionalities.
XR Core
Folder containing common classes, interfaces and prefabs that provide the mechanisms for cross-platform XR development. Detailed information on its features may be found in the "Documentation~" folder inside the XR Core package folder. Following is the list of the most important features:
• Tracking Space – a prefab, providing universal structure for managing the current state of the XR nodes such as head position, hands position, fingers, and controller buttons.
• XR Rig – a prefab, responsible for managing the communication between different XR functionalities including camera, input, gestures, etc.
• Unity Input – a prefab, responsible for updating the XR Rig Tracking Space using Unity’s cross-platform input for button states, hand, and head positions.
• IXRRigNode – an interface, providing common mechanism for implementing new XR features that are being synchronized as children of the XR Rig.
• PointersController – a class providing logic for managing the activation state of several common XR pointers for different interaction types (teleportation, laser interactions and touch interactions).
XR CanvasUI
Folder providing high quality UI controls that are using custom shader for vector-like rendering. Detailed information on its features may be found in the "Documentation~" folder inside the XR CanvasUI package folder. Following is the list of the most important features:
• IconMSDF – a class, allowing for rendering an icon resource in a vector-like manner using custom shader with Multi-channel Signed Distant Field calculations.
• Unity UI with MSDF – prefabs based on Unity’s built-in UI elements which have additional MSDF rendering for smooth appearance in AR and VR, regardless of how close the UI is to the user. These prefabs include button, dropdown, input field, scrollview, slider and toggle.
• Keyboard – a keyboard prefab that can be easily integrated with other canvas UI elements and can be positioned based on the currently focused input field.
Demos
There are two ways to run the demos:
• Locate some of the subfolders called “Demos” and run the sample scenes. Scenes that showcase hand tracking for Oculus Quest may need to be built and deployed to a device in order to get better understanding of the sample setup.
• Import the samples in your project using from each package Samples section within Unity’s Package Manager. With this approach you may safely extend the sample scene without worrying about modifying the original Telerik package
More detailed instructions may be found in the running demos articles from Telerik packages documentation.
Requirements
You can build AR/VR applications with Telerik UI for Unity XR by using the Oculus XR Plugin which may be installed from the XR Plug-in Management section in the Unity Project Settings. Telerik XR tooling DOES NOT depend on the Oculus Integration Asset so you are NOT REQUIRED to download it from the Asset Store. This version of Telerik XR CanvasUI is compatible with the following Unity versions, platforms, and render pipelines:
• Unity 2020.3
• Windows and Android platforms
• Built-in render pipeline
Other Telerik Assets
Telerik XR CanvasUI is one of the several assets provided by Telerik in the store. You may consider purchasing some of the other assets based on needed functionalities for your project or even purchase Telerik XR Complete which provides the full solution at better price and with integration demos. Here follows the list of the other Telerik packages in Unity Asset Store:
• Telerik XR Motions – contains functionalities for locomotion and camera effects. Includes XR Motions and XR Core packages.
• Telerik XR Interactions – contains hand tracking, gestures, pointer interactions and other functionalies for hands and controllers. Includes XR Interactions and XR Core packages.
• Telerik XR Complete – contains all of the above listed packages including the XR Integration package which provides prefabs and sample scenes demonstrating how to integrate the functionalities between the all Telerik packages.
Note that the XR Integration package is included only if you purchase the full Telerik XR Complete.
Price $24.00
TreeGen04-OakTrees02 by Mr Andrew Chapman
A new selection of Oak Trees from the Gen04 workflow, for your collection.
Added value to your scenes for realism. Photographs used for the oak leaves, taken from nature.
* 16 Unique Oak Trees, around 35-50 years maturity.
* Seeded from the Gen04 workflow to prevent duplications within this pack and others in the range.
* These tree meshes will not appear in any other pack from our studios in the Assetstore.
* Other Gen04 packs will contain other trees of a different age range to increase the variety of foliage at your disposal. (Increasing the scale of the mesh will make the leaves bigger and look out of scale with the surrounding fauna). We 'grow' our fauna using Age range parameters in the seeding process.
Vertex Count: 7k - 95k at mesh level
Textures: 7 including Diffuse, Normal, Height and AO.
Resolutions: 512x512, 512x1024
If you require any assistance with this pack, or you simply want to see future releases from our studio, please use the link below:
https://forum.unity.com/threads/everything-ivy-scene-plants-decoration.852436/
The meshes in this pack are all standard Obj format, textures are PNG, making this pack compatible with most previous and future editor versions. The Materials in this pack are URP but can be converted to other pipelines. For information, please see the above forum link.
If you are happy with this pack, why not leave a review for others.
Price $8.64
Telerik XR Interactions by Progress Telerik
• Assets created with cross-platform development in mind
Enable reuse of common application logic among different XR platforms and seamless integration with various plugins within the Unity XR Plug-in Management.
• Feature-richness and quality as top prioritiesMore than 18 years of experience in crafting developer tools and components for various platforms and technologies applied for the AR and VR ecosystems.
• Possible integration with existing code and with other Telerik packagesTelerik XR Interactions is developed independently from vendor specific XR frameworks allowing easier integration with existing code. You may also consider the option to add functionalities on top of it by exploring the other Telerik assets available in the store.
• Award-winning supportYour success is our mission, and our technical support team will do their best to help you advance your project forward.
Installation
There are two ways to install and use Telerik’s Assets:
• Import the whole Telerik XR Motions package from the Unity Asset Store directly in your project assets folder.
• Download the assets in some shared location and then reuse them in several projects by referencing them as packages using Unity Package Manager.
More information on both approaches may be found in the installation article in our documentation.
Documentation
In the root Telerik folder you will notice a PDF file with the full Telerik XR documentation. Additionally, each of the packages subfolders contains a ZIP archive with package specific markdown documentation. Extracting this archive will create a "Documentation~" folder which is special Unity folder name and will not be visible in the Unity editor. The file to begin from in every "Documentation~" folder is named "index.md". Using the internal links you will be able to reach the rest of the files such as installation, getting started, running demos and specific features documentation articles.
Features
Telerik XR Interactions is structured in two main subfolders - one providing the core functionalities for all Telerik Asset Store packages, and one with the interactions specific functionalities. Following is the description of these subfolders with their functionalities.
XR Core
Folder containing common classes, interfaces and prefabs that provide the mechanisms for cross-platform XR development. Detailed information on its features may be found in the "Documentation~" folder inside the XR Core package folder. Following is the list of the most important features:
• Tracking Space – a prefab, providing universal structure for managing the current state of the XR nodes such as head position, hands position, fingers, and controller buttons.
• XR Rig – a prefab, responsible for managing the communication between different XR functionalities including camera, input, gestures, etc.
• Unity Input – a prefab, responsible for updating the XR Rig Tracking Space using Unity’s cross-platform input for button states, hand, and head positions.
• IXRRigNode – an interface, providing common mechanism for implementing new XR features that are being synchronized as children of the XR Rig.
• PointersController – a class providing logic for managing the activation state of several common XR pointers for different interaction types (teleportation, laser interactions and touch interactions).
XR Interactions
Folder providing assets for easy-to-setup interactions with hands and controllers. Detailed information on its features may be found in the "Documentation~" folder inside the XR Interactions package folder. Following is the list of the most important features:
• Gestures – several predefined gestures showcasing our cross-platform gestures mechanism based on the Tracking Space from XR Core.
• Skinned hand – a quality-built hand model that can be used both for controller interactions, and for hand tracking.
• Controller pointer – easy-to-setup laser interactions that work both for scene elements and for canvas UI.
• Hand pointer – functionality allowing distant UI and 3D objects interactions using hand tracking.
• Finger pointer – functionality allowing close UI and 3D objects interactions using the fingers of the virtual XR hand.
• Controller layout – button tooltips that may be used to show the action controls in your application to the user.
• Oculus Hand Tracking – a prefab, responsible for updating the Tracking Space fingers using hand tracking input from an Oculus device. This functionality is integrated with the Oculus XR Plugin from the Unity XR Plug-in Management and does not require the Oculus Integration Asset.
Demos
There are two ways to run the demos:
• Locate some of the subfolders called “Demos” and run the sample scenes. Scenes that showcase hand tracking for Oculus Quest may need to be built and deployed to a device in order to get better understanding of the sample setup.
• Import the samples in your project using from each package Samples section within Unity’s Package Manager. With this approach you may safely extend the sample scene without worrying about modifying the original Telerik package
More detailed instructions may be found in the running demos articles from Telerik packages documentation.
Requirements
You can build AR/VR applications with Telerik UI for Unity XR by using the Oculus XR Plugin which may be installed from the XR Plug-in Management section in the Unity Project Settings. Telerik XR tooling DOES NOT depend on the Oculus Integration Asset so you are NOT REQUIRED to download it from the Asset Store. This version of Telerik XR Interactions is compatible with the following Unity versions, platforms, and render pipelines:
• Unity 2020.3
• Windows and Android platforms
• Built-in render pipeline
Other Telerik Assets
Telerik XR Interactions is one of the several assets provided by Telerik in the store. You may consider purchasing some of the other assets based on needed functionalities for your project or even purchase Telerik XR Complete which provides the full solution at better price and with integration demos. Here follows the list of the other Telerik packages in Unity Asset Store:
• Telerik XR Motions – contains functionalities for locomotion and camera effects. Includes XR Motions and XR Core packages.
• Telerik XR CanvasUI – provides vector-like Canvas UI components. Includes XR CanvasUI and XR Core packages.
• Telerik XR Complete – contains all of the above listed packages including the XR Integration package which provides prefabs and sample scenes demonstrating how to integrate the functionalities between the all Telerik packages.
Note that the XR Integration package is included only if you purchase the full Telerik XR Complete.
Price $33.00
Telerik XR Motions by Progress Telerik
• Assets created with cross-platform development in mind
Enable reuse of common application logic among different XR platforms and seamless integration with various plugins within the Unity XR Plug-in Management.
• Feature-richness and quality as top prioritiesMore than 18 years of experience in crafting developer tools and components for various platforms and technologies applied for the AR and VR ecosystems.
• Possible integration with existing code and with other Telerik packagesTelerik XR Motions is developed independently from vendor specific XR frameworks allowing easier integration with existing code. You may also consider the option to add functionalities on top of it by exploring the other Telerik assets available in the store.
• Award-winning supportYour success is our mission, and our technical support team will do their best to help you advance your project forward.
Installation
There are two ways to install and use Telerik’s Assets:
• Import the whole Telerik XR Motions package from the Unity Asset Store directly in your project assets folder.
• Download the assets in some shared location and then reuse them in several projects by referencing them as packages using Unity Package Manager.
More information on both approaches may be found in the installation article in our documentation.
Documentation
In the root Telerik folder you will notice a PDF file with the full Telerik XR documentation. Additionally, each of the packages subfolders contains a ZIP archive with package specific markdown documentation. Extracting this archive will create a "Documentation~" folder which is special Unity folder name and will not be visible in the Unity editor. The file to begin from in every "Documentation~" folder is named "index.md". Using the internal links you will be able to reach the rest of the files such as installation, getting started, running demos and specific features documentation articles.
Features
Telerik XR Motions is structured in two main subfolders - one providing the core functionalities for all Telerik Asset Store packages, and one with the motions specific functionalities. Following is the description of these subfolders with their functionalities.
XR Core
Folder containing common classes, interfaces and prefabs that provide the mechanisms for cross-platform XR development. Detailed information on its features may be found in the "Documentation~" folder inside the XR Core package folder. Following is the list of the most important features:
• Tracking Space – a prefab, providing universal structure for managing the current state of the XR nodes such as head position, hands position, fingers, and controller buttons.
• XR Rig – a prefab, responsible for managing the communication between different XR functionalities including camera, input, gestures, etc.
• Unity Input – a prefab, responsible for updating the XR Rig Tracking Space using Unity’s cross-platform input for button states, hand, and head positions.
• IXRRigNode – an interface, providing common mechanism for implementing new XR features that are being synchronized as children of the XR Rig.
• PointersController – a class providing logic for managing the activation state of several common XR pointers for different interaction types (teleportation, laser interactions and touch interactions).
XR Motions
Folder providing customizable and easy-to-setup scene navigation functionalities. Detailed information on its features may be found in the "Documentation~" folder inside the XR Motions package folder. Following is the list of the most important features:
• Nav Mesh Path Finding – allows easy setup of the movable area, based on Unity’s built-in AI functionalities.
• Smooth locomotion – continuous movement in a specified direction with a specified speed.
• Teleportation curve – discrete movement to a chosen target position with a specified view rotation.
• Turn around motion – for turning the camera around without having to move in the actual world.
• Locomotion Destination – allowing to snap the teleportation curve to specific points in the scene which further define the target view direction.
• Camera effects – tunnel vision and fadeout effects that help reducing the motion sickness during XR motions.
• Locomotion settings – for customizing the speed and the effects of different movement features.
Demos
There are two ways to run the demos:
• Locate some of the subfolders called “Demos” and run the sample scenes. Scenes that showcase hand tracking for Oculus Quest may need to be built and deployed to a device in order to get better understanding of the sample setup.
• Import the samples in your project using from each package Samples section within Unity’s Package Manager. With this approach you may safely extend the sample scene without worrying about modifying the original Telerik package
More detailed instructions may be found in the running demos articles from Telerik packages documentation.
Requirements
You can build AR/VR applications with Telerik UI for Unity XR by using the Oculus XR Plugin which may be installed from the XR Plug-in Management section in the Unity Project Settings. Telerik XR tooling DOES NOT depend on the Oculus Integration Asset so you are NOT REQUIRED to download it from the Asset Store. This version of Telerik XR Motions is compatible with the following Unity versions, platforms, and render pipelines:
• Unity 2020.3
• Windows and Android platforms
• Built-in render pipeline
Other Telerik Assets
Telerik XR Motions is one of the several assets provided by Telerik in the store. You may consider purchasing some of the other assets based on needed functionalities for your project or even purchase Telerik XR Complete which provides the full solution at better price and with integration demos. Here follows the list of the other Telerik packages in Unity Asset Store:
• Telerik XR Interactions – contains hand tracking, gestures, pointer interactions and other functionalies for hands and controllers. Includes XR Interactions and XR Core packages.
• Telerik XR CanvasUI – provides vector-like Canvas UI components. Includes XR CanvasUI and XR Core packages.
• Telerik XR Complete – contains all of the above listed packages including the XR Integration package which provides prefabs and sample scenes demonstrating how to integrate the functionalities between the all Telerik packages.
Note that the XR Integration package is included only if you purchase the full Telerik XR Complete.
Price $22.00