Village Buildings Pack by HexForge
- Number of textures: 80 PNGs (4 maps × 20 variants).
- Texture dimensions: 2048 × 2048 for all maps.
- Polygon (tris) per model (same for realistic/stylized prefabs): Bakery 2,404; Barn 2,190; Blacksmith 2,236; Guard House 2,489; House 1,394; Hunter’s Hut 3,232; Stable 3,018; Village Center 9,835; Windmill 2,128; Woodcutter 3,186.
- Minimum polygon count: 1,394 tris (House).
- Maximum polygon count: 9,835 tris (Village Center).
- Number of meshes/prefabs: 10 FBX meshes; 20 prefabs (10 realistic + 10 stylized).
- Rigging: No.
- Animation count: 0.
- Animation types: None.
- UV mapping: Yes (all meshes UV-unwrapped for PBR textures).
- LODs: None included.
- Materials & texture maps: PBR; shared materials using AlbedoTransparency, Normal, AO, MetallicSmoothness maps.
Village Buildings Pack delivers a complete medieval village in two styles (realistic + stylized). Includes 10 core structures—house, barn, bakery, blacksmith, guard house, hunter’s hut, stable, woodcutter, windmill, village center—and the same set in a stylized palette. Optimized geometry per model: Bakery 1,552 verts / 2,404 tris; Barn 1,433 / 2,190; Blacksmith 1,418 / 2,236; Guard House 1,767 / 2,489; House 965 / 1,394; Hunter’s Hut 1,968 / 3,232; Stable 1,905 / 3,018; Village Center 6,407 / 9,835; Windmill 1,392 / 2,128; Woodcutter 1,995 / 3,186 (total 20,802 verts, 32,112 tris). Prefabs use real-world Unity scale with clean pivots for quick placement and kitbashing. Shared materials make re‑tinting easy; PBR textures (albedo, normal, AO, metallic/smoothness) are optimized for real-time. Works out of the box in Built-in and URP (HDRP not tested). No scripts or animations—just drop the prefabs into your scene and build villages fast.
Price $29.99
2D Icons - Fantasy Chest by LAYERLAB
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A complete reward chest asset pack featuring four unique chest tiers, designed for in-game reward and progression systems.
This pack includes four distinct chest types — Wooden, Silver, Gold, and Special (Purple & Pink) — each with three visual states to support a wide range of reward presentations, from simple unlocks to impactful, high-value moments.
✨ States Included (per chest)
- 🔒 Closed
- 🔓 Opened
- ✨ Opened with effect
✨ Features
- 🪵 Wooden chest — Stage 1, ideal for early-game and tutorial rewards
- 🥈 Silver chest — Stage 2, designed for mid-tier and stage clear rewards
- 🏆 Gold chest — Stage 3, perfect for premium, rare, and high-value rewards
- 💜 Special chest — Purple & pink palette with glowing & sparkle effects, designed for event, limited, and top-tier loot
- 🎮 Suitable for casual, hyper-casual, mid-core, RPG, and mobile games
- 🧩 Built for tier-based progression systems with clear visual distinction between stages
📦 Files Included
- 📦 PNG format
- 📐 3 sizes per chest: 512 / 256 / 128
A versatile chest collection covering the full reward spectrum — from beginner tutorials to special events and premium milestones.
🚫 These assets may not be used for training, input, or any purpose related to generative AI programs.
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LAYERLAB
Price $7.99
2D Icons - Picto Icon Pack 01 by LAYERLAB
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A free pictogram icon pack featuring 220+ essential icons
designed for game UI and gameplay systems.
Built with a clean flat style, these icons offer high readability
even at small sizes, making them ideal for fast-paced and minimal UI designs.
- 🔹 220+ pictogram icons included
- 🎮 Focused on essential game UI elements
- 👁️ Clean flat style with strong visual clarity
- 📦 PNG format only
- 📐 4 sizes included(512 / 256 / 128 / 64)
- ⚡ Perfect for buttons, HUDs, menus, and popups
Well-suited for casual, hyper-casual, and minimalist game UI.
A reliable free icon set for both prototyping and production use.
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LAYERLAB
Price $0.00
Schoolboy by Dary Palasky
Number of textures: 43
Texture dimensions: (1024x1024,2048x2048,4096x4096)
Polygon count :
Minimum polygon count: 31830
Maximum polygon count: 31830
Number of meshes/prefabs: 3x1
Rigging: Yes
Animated: No
UV mapping: Yes
LOD information: No LODs
Please note that the model has no facial bones; facial animation is done using blendshapes.
Rig: Humanoid
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Feature:
- 52 Face blend shapes/morph target
- 5 ready-made facial emotions
- Blood/Dirt mask: Face/Body/Cloth
- Color mask: Skin/Eyes/Cloth
Polycount:
- Polygons: 31830
- Vertices: 43151
- Triangles: 62755
Price $59.99
Toho (Nias Spear pack) by Nusantara Art World
Number of textures 8
Texture dimensions 1024x1024
Polygon count of
Toho A 364
Toho B 144
Toho C 176
Toho D 176
Toho E 396
Toho F 208
Toho G 176
Toho H 160
Toho I 136
Toho J 176
Toho K 136
Toho L 104
Spear Rack 504
Minimum polygon count 104
Maximum polygon count 504
Number of meshes/prefabs 13
Rigging: Yes
UV mapping: Yes
Types of materials and texture maps PBR
The Unyielding Steel of the Megalithic Guardians.
The Toho is the soul of the Nias warrior—a symbol of fierce independence and tribal honor from the rugged islands of North Sumatra. Known for their formidable stone-fortress villages and the legendary tradition of Fahombo (Stone Jumping), the people of Nias crafted spears that were as resilient as the stone they lived upon.
The Echo of Sumpah Palapa: During the golden age of the Majapahit Empire, the western seas were a frontier of legendary strength. As Prime Minister Gajah Mada sought to fulfill the Sumpah Palapa (The Palapa Oath) to unify the archipelago, the warriors of Nias stood as masters of their own domain. The Toho spears in this pack represent that era of fierce tribal pride, where the Majapahit Invasion met the unshakeable defense of the Nias island dwellers.
Key Features:
- 12 Unique Variants: Includes a diverse range of spearheads, from the heavy-duty Toho Simatua for frontline combat to ornate ceremonial variants used by tribal chiefs.
- Cultural Authenticity: Meticulously modeled after traditional Nias craftsmanship, featuring signature slender shafts and distinct blade silhouettes.
- High-Quality PBR Textures: Textures capture the contrast between hand-forged steel and the dark, polished tropical woods used by ancestral smiths.
- Optimized for Games: Performance-ready assets with optimized geometry, perfect for historical RPGs, survival games, or fantasy combat.
Price $16.00
2D Icons - Reward Chest Pack by LAYERLAB
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A free reward chest asset pack featuring
Wood, Silver, and Gold chests, designed for game reward systems.
Each chest includes both closed and opened states,
making it easy to create satisfying reward reveal moments in-game.
Perfect for casual and hyper-casual games,
with a clean and friendly style that fits a wide range of UI themes.
- 🎁 3 chest types: Wood, Silver, Gold
- 🔓 Both closed and opened versions included
- 🎮 Optimized for casual & hyper-casual games
- 🧩 Fully editable PSD source files provided
- ✂️ Clean shapes, ready for immediate UI use
Ideal for daily rewards, stage clear rewards, loot boxes, and more.
A solid free asset for building rewarding game experiences.
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possible I will add your request in further updates.
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LAYERLAB
Price $0.00
2D Icons - Casual Icon Pack by LAYERLAB
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A free icon pack featuring 15 essential game icons
commonly used across game UI and systems.
Designed for casual, hyper-casual, and mobile games,
this pack covers core elements such as currency, settings, rewards, combat, and UI navigation.
- ⭐ 15 essential icons included
- 🎮 Optimized for casual & hyper-casual game styles
- 🧩 Fully editable PSD source file included
- 📦 PNG files in 3 sizes
- (512 × 512 / 256 × 256 / 128 × 128)
- ✂️ Cleanly cropped and ready for immediate UI use
A solid free icon set, perfect for both quick prototypes and production-ready games.
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possible I will add your request in further updates.
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LAYERLAB
Price $0.00
2D Icons - Casual Flag Icons by LAYERLAB
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A set of 24 country flag icons, designed specifically for
language selection and localization UI in games and applications.
Created in a casual and friendly style,
these icons blend naturally into casual games, mobile games, and service interfaces
without feeling too realistic or rigid.
✨ Features
- 🌍 24 country flag icons included
- 🎮 Ideal for language and region selection screens
- 🎨 Casual, approachable visual style
- 👁️ Easy to recognize even at small sizes
- 🧩 Fully editable PSD source files included
📦 Files Included
- 📦 PNG & PSD formats
- 📐 2 sizes provided
- Small / Large
A practical and clean icon set for global-ready UI and localization systems.
🚫 This asset may not be used for training, input, or any purpose related to generative AI programs.
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possible I will add your request in further updates.
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LAYERLAB
Price $4.99
Modular Characters - Basic by Normalgon
- Animation: Does not include animation but is compatible with Unity's animation system
- Rigging: Humanoid rig, compatible with all animations
- Polygon count: Each fully assembled character ranges from about 1,500 - 3,000 verts
- Materials: Custom PBR shader with vertex color support
- Blend shapes included: Face, Hips, Waist, Bust, Feet
- Render pipeline: URP
- Runtime modification: Fully supported
- Platform compatibility: All platforms supported by Unity
- Unity version: Unity 6+
- Number of prefabs:
- 7 pairs of feet
- 6 pairs of hands
- 2 heads
- 6 hairstyles
- 3 helmets
- 6 bottoms
- 7 torsos
- 6 sets of armor
- 4 hats
- 2 facial hairstyles
Normalgon Modular Characters Basic - FREE SAMPLE includes a starter set of parts with the complete modular character system and all its features.
Experience all the core features and workflows, then upgrade to the full version for the complete content library. This pack includes fully rigged characters ready for animation. Animations are not included but work seamlessly with Mixamo, Unity Asset Store animations, or your custom animations.
What's Included in the Free Sample:
Sample Content:
- Limited selection of body parts (head, torso, legs, arms, hands, feet)
- Sample socketed accessories
- Demo scene with example characters
- Full Modular Character Editor tool
- Custom color-zone material
What You Get:
Full Modularity
- Mix and match heads, torsos, legs, arms, hands, and feet
- Each part works seamlessly with animations (tested with Mixamo, Humanoid rigs)
- Bone Remapper script ensures all parts animate perfectly together
Deep Customization
- Body Shapes: Adjust hips, waist, bust, face structure, and more via simple BlendShape sliders
- Color Zones: Custom shader system with vertex coloring for performant, multi-zone color customization
- Metallics & Smoothness: Control shininess per color zone with alpha-based material settings
- Fantasy Options: Toggle pointed ears on/off for elves and fantasy races
Socketed Accessories
- Add armor, hats, beards, mustaches, backpacks, and more
- Automatic positioning and parenting to correct bone locations
- Layer accessories (yes, even hats on hats!)
Two Workflow Options
- Manual Assembly: Drag-drop parts for complete control
- Modular Character Editor: UI-based system with Pick/Remove buttons—works in-editor AND at runtime for in-game character creators
Runtime Ready
- Swap parts and colors during gameplay
- Perfect for character creation screens, equipment systems, and RPG customization
- Optimized for performance with efficient vertex coloring
Ideal For:
- Medieval/Fantasy RPGs
- Character creation systems
- Games requiring visual equipment changes
- Projects needing diverse NPC populations
- Any genre requiring customizable humanoid characters
Technical Highlights:
- Animation-ready with proper bone mapping
- Performant shader system
- Clean prefab structure
- Expandable part library
- Debug mode for troubleshooting
Whether you're building a character creator, an RPG with equipment visualization, or simply need varied NPCs, this modular system provides the flexibility and ease of use to bring your characters to life!
Price $0.00
Modular Characters - Medieval by Normalgon
- Animation: Does not include animation but is compatible with Unity's animation system
- Rigging: Humanoid rig, compatible with all animations
- Polygon count: Each fully assembled character ranges from about 1,500 - 3,000 verts
- Materials: Custom PBR shader with vertex color support
- Blend shapes included: Face, Hips, Waist, Bust, Feet
- Render pipeline: URP
- Runtime modification: Fully supported
- Platform compatibility: All platforms supported by Unity
- Unity version: Unity 6+
- Number of prefabs:
- 18 pairs of feet
- 10 pairs of hands
- 2 heads
- 15 hairstyles
- 3 helmets
- 19 bottoms
- 31 torsos
- 11 sets of armor
- 12 hats
- 7 facial hairstyles
Normalgon Modular Character Pack is a complete character customization solution that gives you the freedom to create unique characters without the complexity of traditional character systems.
This pack includes fully rigged characters ready for animation. Animations are not included but work seamlessly with Mixamo, Unity Asset Store animations, or your custom animations.
What You Get:
Full Modularity
- Mix and match heads, torsos, legs, arms, hands, and feet
- Each part works seamlessly with animations (tested with Mixamo, Humanoid rigs)
- Bone Remapper script ensures all parts animate perfectly together
Deep Customization
- Body Shapes: Adjust hips, waist, bust, face structure, and more via simple BlendShape sliders
- Color Zones: Custom shader system with vertex coloring for performant, multi-zone color customization
- Metallics & Smoothness: Control shininess per color zone with alpha-based material settings
- Fantasy Options: Toggle pointed ears on/off for elves and fantasy races
Socketed Accessories
- Add armor, hats, beards, mustaches, backpacks, and more
- Automatic positioning and parenting to correct bone locations
- Layer accessories (yes, even hats on hats!)
Two Workflow Options
- Manual Assembly: Drag-drop parts for complete control
- Modular Character Editor: UI-based system with Pick/Remove buttons—works in-editor AND at runtime for in-game character creators
Runtime Ready
- Swap parts and colors during gameplay
- Perfect for character creation screens, equipment systems, and RPG customization
- Optimized for performance with efficient vertex coloring
Ideal For:
- Medieval/Fantasy RPGs
- Character creation systems
- Games requiring visual equipment changes
- Projects needing diverse NPC populations
- Any genre requiring customizable humanoid characters
Technical Highlights:
- Animation-ready with proper bone mapping
- Performant shader system
- Clean prefab structure
- Expandable part library
- Debug mode for troubleshooting
Whether you're building a character creator, an RPG with equipment visualization, or simply need varied NPCs, this modular system provides the flexibility and ease of use to bring your characters to life!
Price $60.00
Mobile Gore System by Pavan Games
- ⚡ Full pipeline automation – From raw character to ready-to-dismember prefab in seconds.
- 🧩 Auto mesh merge – Combines multiple body meshes into one skinned mesh.
- 🦴 Smart ragdoll generation – Auto-colliders with proportional sizing, similar to Unity’s Ragdoll Wizard but improved.
- 💥 One-click dismemberment – Characters are automatically split into body parts with clean prefabs.
- 📱 Optimized for mobile – Designed for thousands of characters without runtime overhead.
- 🔧 Minimal setup – No manual bone assignment, no mesh cutting at runtime.
- 🎮 Plug-and-play – Works out of the box with any standard Mecanim Humanoid rig.
⚠️ Demo Character Notice
The included demo character is provided for showcase purposes only and is intentionally high-detail to better demonstrate the dismemberment system.
It is not optimized for mobile devices.
For production use on mobile platforms, we strongly recommend integrating the system with a properly optimized character model.
From standard Humanoid characters to a fully dismemberable ragdoll in just 3 seconds.
Mobile Gore System is a Unity toolkit designed to instantly transform standard Mecanim Humanoid characters into fully functional ragdolls, ready for dismemberment — with minimal setup and no runtime mesh slicing.
Unlike traditional gore systems that require manual bone selection and complex setup, Mobile Gore System automates the entire pipeline:
- Automatic Skinned Mesh Merge – Characters with multiple meshes can be merged into a single Skinned Mesh Renderer, producing a clean, ready-to-use mesh.
- One-Click Ragdoll Generation – Colliders and joints are automatically configured with smart proportions.
- Instant Dismemberment – Split characters into body parts that can be blown apart, hidden, or destroyed in real time.
- Optimized for Mobile – No expensive runtime mesh cutting. Thousands of characters can be spawned, dismembered, and destroyed without affecting performance.
Supported Characters and Requirements
- Fully tested with standard Humanoid rigs and characters generated from common modeling tools (using the GameEngine-ready rig).
- FBX models must have a single mesh and a single material for correct functionality.
- Characters with multiple meshes or materials must be merged before use.
- Standard Mecanim Humanoid compatibility ensures support for the vast majority of character libraries available on the market.
Mobile Gore System is ideal for shooters, horror games, survival projects, or any title requiring visceral, plug-and-play ragdoll destruction — without the pain of manual setup or complex rig adjustments.
Price $24.99
Vfx particles-Portal vfx by Graphics Art
Customization Options
· All portal effects are fully customizable via the Inspector:
· Particle System Properties
Users can customize particle system properties like start lifetime, rotation, color over lifetime, emission, size over lifetime, etc.
· Shader & Material Properties
Users can customize properties like Color, Strength, Density, Speed, Brightness, etc. These exposed properties will allow users to easily create new visual styles without editing the shader itself.
Texture size: 2048b/w 2048
Texture format: 2D
Texture type: Default
Portal VFX Pack includes a collection of high-quality stylized portal effects designed for fantasy, sci-fi, action, and magic-based games. This pack features 7 unique portal effects, each provided with 2 visual variants, resulting in a total of 21 portal prefabs ready to use.
The portals are created using a combination of Shader Graph materials, Particle Systems, and Post Processing to achieve visually rich and immersive effects. Post Processing is applied globally through the camera in the demo scene to enhance the overall look and presentation.
- Unique portal effects
- 2 variants per portal effect
- Total of 21 portal prefabs
- Demo Scene showcasing all portals
Each portal is designed to be modular and easy to integrate into gameplay scenarios such as level transitions, or magical gateways.
1. Prefabs: All portal Effects Prefabs each with 2 variants.
2. Textures: All textures
3. Materials: All materials
4. Scripts: Script used in demo scene
5. Shaders: Shader that is used for the portal effects.
Usage
1. Import the package in your unity project.
2. Open the Demo Scene to preview the effects.
3. Use the Left Mouse Button in the demo scene to switch between the portal effects.
4. Drag and Drop: Drag any portal effect prefab from the Prefabs folder into your scene.
5. Positioning: Position the effect into your scene according to your desired location and orientation.
6. Triggering: Activate the effect on your game logic or animation events to bring them to life at the right moment.
Price $4.99
Piercable Object System | Real Holes at Walls. by Semih Durmus
Core Modules:
- Surface Manager: Handles raycast data and delegates effects.
- Piercable Object: Manages UV-based hole painting and double-sided raycast logic for penetration.
- Impact Controller: Controls visual effect lifetime and pooling.
- Audio Manager: Centralized audio pooling and playback system.
Included Assets:
- Full C# Source Code (Fully commented in English).
- Demo Scenes & Prefabs.
- ScriptableObject Templates for Surface Libraries and Audio Data.
Compatibility:
- Render Pipeline: HDRP (High Definition Render Pipeline) is REQUIRED.
- Unity Version: Unity 2021.3 LTS or higher (Tested on Unity 6).
- .Dependencies: Requirescom.unity.render-pipelines.high-definition
Bring your shooter game to life with realistic surface interactions!
The Piercable Object System is a complete solution for handling bullet impacts, surface detection, and penetration physics in Unity HDRP. Whether shooting at concrete walls, metal barriers, or thin wooden doors, this system ensures the correct visual and audio feedback is played every time.
Key Features:
- 🎯 Material-Based Interactions: Automatically detects surface types (Wood, Metal, Concrete, etc.) using Physics Materials and plays the appropriate particle effects and sounds.
- ⚡ High Performance: Built-in Object Pooling system for Particles and Sound Emitters ensures zero garbage collection spikes during intense gunfights.
- 🎨 HDRP Ready: Utilizes HDRP Decal Projectors for high-quality.
- 🔊 Advanced Audio System: Includes a robust Audio Manager with 3D spatial blending, random pitch/volume variations, and mixer group support.
- 🛠️ Easy to Extend: Data-driven architecture using ScriptableObjects makes adding new surfaces incredibly fast.
Workflow: Simply assign your effects to the Surface Library, verify your Physics Materials, and call the API from your weapon script. The system handles the rest!
Price $15.99
Footstep System by MGe Labs
With this Footstep System, you can add footstep functionality to your characters quickly and efficiently.
It uses ScriptableObjects to define per-surface sounds and terrain-layer mappings, allowing each character to use its own set of surfaces and letting you map your own terrain layers to ground types.
Footstep and landing sounds can be triggered automatically through built-in movement and ground detection, or manually via the FootstepHandler when you need precise timing.
The system works on both GameObjects and Terrains and is easy to extend for project-specific requirements.
You can check out the Playable Demo 👣
Feature Overview
- Works with GameObjects and Terrains
- Surface setup using reusable ScriptableObjects
- Supports Walk, Run, Jump, and Land sounds including sound variation
- Supports footstep decals and ground particles
- Supports separate detection for each foot
- Raycast and SphereCast support
- Flexible, extendable API
- Includes an automated setup to add the FootstepHandler to Characters
- Comes with various CC0 licensed footstep sounds for different surfaces
- Documentation included
Limitations
- The usable ground types are defined inside an enum, this means you will have to change the code if you want to add additional ground types (there are 25 types out of the box, 10 of them have sounds included).
Price $6.99
Terrain Census by Veridian Systems
1. Architecture & Performance
Terrain Census is built on the Unity Job System and Burst Compiler to handle large datasets efficiently. It employs a "Gather-Process-Apply" architecture, offloading heavy mathematics—such as counting 50,000 trees or calculating slope angles for a 4k heightmap—to background worker threads. This ensures the Unity Editor remains responsive during analysis.
- Fast Operations: Asset Counting, Height, Slope, and Aspect analysis are generally near-instantaneous.
- Heavy Operations: Region Analysis (Curvature) uses a complex iterative algorithm (Connected-Component Labeling). On very large terrains, calculating this specific heatmap may cause a noticeable delay.
- Mesh Optimization: Includes adjustable Mesh Quality Settings (High/Medium/Low), allowing you to trade visual smoothness for Editor frame rate on lower-end hardware.
2. Dependencies & Unity Version
- Target Version: Developed and tested exclusively for Unity 6+ (6000.0+).
- Required Packages: com.unity.burst and com.unity.mathematics.
- Built-in Pipeline: Users on the Built-in pipeline (or those who have manually stripped their package manifest) will need to install these dependencies via the Package Manager.Installation:
URP / HDRP: These packages are typically included by default in modern templates; no extra installation is required. - Code Safety: This asset utilizes Safe Burst Code only. No unsafe code blocks or experimental project settings are required.
3. Render Pipeline CompatibilityThis tool is designed to work out-of-the-box across all standard Unity render pipelines.
- Intelligent Shaders: The visualization overlay uses a single, smart shader file that automatically detects the active pipeline and compiles the correct passes. The Blending shader is pipeline-agnostic.The Tool (Fully Compatible):
Works natively in Built-in, URP, and HDRP. - Workaround: If you are using Built-in or HDRP, the tool itself will work perfectly, but the Demo Scene objects will appear pink. To use the demo scene in other pipelines, you must manually upgrade or swap the terrain and prop materials to match your render settings.The Demo Scene (Conditional):
Warning: The included Demo Scene creates its terrain and props using URP Lit materials.
4. Analysis Features (Technical Breakdown)
The calculation engine uses specialized algorithms to extract meaningful data from raw terrain maps.
- Texture Weighting: Analyzes Alpha Maps (Splatmaps) to calculate the exact surface coverage percentage of every Terrain Layer, filtering out layers with negligible impact.Asset Census Engine:
Parallel Counting: Utilizes a "Map-Reduce" job structure to count thousands of Tree instances and Detail objects across multiple threads simultaneously.
Detail Aggregation: Efficiently sums instance counts from multiple detail resolution layers, handling both "Instance Count" (grass) and "Vertex Lit" (mesh) prototype modes. - Aspect: Determines the compass direction (0° to 360°) of slope faces using interpolated terrain normals, essential for lighting and biome logic.Morphological Analysis:
Height: Generates binary or gradient masks based on altitude ranges. Supports custom Modulation Curves (AnimationCurve) to create soft-falloff visualizations rather than hard cutoffs.
Slope: Calculates surface steepness (0° to 90°) using central difference sampling on the heightmap. - Connected-Component Labeling (CCL): Runs an iterative algorithm to group these classified pixels into contiguous regions. This allows for filtering by Region Size (e.g., "Ignore any flat spots smaller than 100 pixels").Advanced Region Analysis (Curvature):
Shape Detection: Implements a sliding-window algorithm to classify terrain pixels as Concave (basins), Convex (ridges), or Flat (plateaus) based on a configurable analysis radius and vertical threshold. - Logic Modes: Supports Intersection (AND) to find overlapping valid areas and Union (OR) to aggregate multiple data layers.Boolean Logic & Blending:
Hybrid Blending Architecture: The tool attempts to use a custom shader and Graphics.Blit for instant, GPU-accelerated texture blending (Intersection/Union). If the GPU path is unavailable, it automatically falls back to a robust Burst/Job-based CPU implementation. - Extrema: Calculates global Min, Max, and Mean elevation statistics.Statistics:
Histograms: Generates 20-bin frequency distribution charts for Height and Slope to visualize the overall profile of the terrain.
5. Package Structure & Limitations
- Assembly Definition: All scripts are wrapped in the Veridian.TerrainCensus.Editor assembly. This ensures the tool is strictly Editor-Only and is automatically stripped from your final game builds, ensuring zero impact (0MB) on runtime build size.
- Memory Usage: Generating high-resolution heatmaps (e.g., matching a 4096 heightmap pixel-for-pixel) consumes VRAM and RAM. Users working with massive terrains on lower-end hardware are advised to use the Mesh Quality settings (Medium/Low) to reduce overhead without sacrificing data accuracy.
6. Roadmap: The Full VersionWhile this free version is a complete analysis suite, the upcoming Full Version transforms Terrain Census from a diagnostic tool into a runtime engine.
- Runtime API: The full version exposes the core calculation engine to your game scripts, allowing you to generate height, slope, and density heatmaps dynamically during gameplay. Includes examples for Utility AI (finding cover) and minimap generation.
- Scene Object Replacer Integration: Directly link your census data to the Scene Object Replacer Use heatmap data to drive probabilistic replacement of Terrain Trees, Detail patches, or GameObjects (e.g., "Replace all rocks in this High-Slope zone with Mossy variants").
- Biomator Integration: Seamlessly connect with the Biomator procedural engine to visualize spawn rules in real-time or drive object placement based on complex terrain morphology.
A professional profiling and visualization utility that gives you a "God's Eye View" of your Unity Terrain data through intuitive heatmaps, exact instance counts, and statistical analysis.
The Origin Story
Building a large-scale environment is often an artistic process, but optimizing and debugging it is a technical one.
I originally developed Terrain Census as the internal debugging layer for Biomator (my upcoming procedural generation engine) and BurstLOD (my optimization suite). I needed a way to verify that my procedural rules were working correctly—I needed to see exactly where trees were spawning, which slopes were too steep, and where texture coverage was heaviest.
Unity Terrains are often treated as "Black Boxes"—you paint trees and textures, but you rarely have easy access to the quantitative data behind them. I realized that this lack of visibility is a problem for every Level Designer and Technical Artist, not just those using procedural tools.
While this tool is part of a larger paid ecosystem, I am releasing the core analysis engine as a standalone free asset because I believe that being able to see your data shouldn't be a premium feature. If you are building a world, you deserve to know exactly what is in it.
What is Terrain Census?
Terrain Census is an Editor-Only diagnostic instrument. It bridges the gap between your artistic vision and the raw data stored in your Terrain assets.
It scans your terrain to provide precise data on asset distribution, density, and topography, turning invisible numbers into clear, color-coded Heatmaps directly in the Scene View.
It is designed to answer the specific questions that arise during level design and optimization:
- Topography: "Where exactly are my steep cliffs (unwalkable) versus my flat plateaus (buildable)?"
- Optimization: "Why is performance dropping in this sector? Do I have too many trees or too much grass density here?"
- Validation: "Did I accidentally paint snow texture below the sea level?"
Instead of guessing, Terrain Census lets you see the answers.
Key Features: The "God's Eye View"
Terrain Census turns invisible data into actionable insights, allowing you to answer complex questions about your environment instantly.
- Interactive Context Tool: Click the magnifying glass icon next to any asset in the census list to instantly select the Terrain and activate the specific painting tool for that asset, speeding up your editing workflow.Comprehensive Asset Auditing:
Precise Instance Counts: Get exact numbers for every Tree prefab and Detail object (grass/meshes) on your terrain. This allows you to pinpoint exactly which assets are consuming your performance budget.
Texture Coverage Analysis: View accurate percentage breakdowns for every Terrain Layer (Splatmap). This helps identify textures that are barely used or unintentionally painted over, saving memory and draw calls. - Aspect Direction: Visualize which compass direction slopes are facing, which is essential for placing solar arrays, vegetation biomes, or directional lighting effects.Visual Heatmaps (Density & Morphology):
Asset Density Visualization: Project color-coded heatmaps onto the terrain to see clustering patterns for trees, details, or custom GameObject Groups.
Height Range Masking: Isolate specific altitude bands to visualize gameplay constraints, such as snow lines, sea levels, or fog zones.
Slope Angle Analysis: Identify terrain steepness with a configurable range (0° to 90°), making it easy to spot unwalkable cliffs or flat buildable zones. - Topological Classification: Automatically highlight Basins (concave valleys), Plateaus (flat elevated areas), and Ridges (convex peaks) based on adjustable radius and threshold settings.Advanced Region Analysis:
Curvature Detection: Going beyond simple slope checks, this feature uses neighbor-based algorithms to identify contiguous terrain shapes. - Union Mode (OR): Highlight areas that meet any of the selected criteria, such as identifying all "Steep Cliffs" OR "Deep Water" to create a map of non-traversable zones.Logical Visualization Blending:
Boolean Logic: Combine multiple data layers to answer complex level design questions.
Intersection Mode (AND): Highlight only the specific areas where conditions overlap, such as finding terrain that is both "High Altitude" AND "Flat." - Extrema Locators: Instantly find the mathematical highest peak or lowest valley in your world by clicking the "Locate" buttons, which snap the Scene View camera directly to those coordinates.Statistical Histograms:
Distribution Charts: Generate 20-bin bar charts for Height and Slope to understand the overall profile of your level geometry.
Performance & Workflow
Analyzing a 4km x 4km terrain with 50,000 trees requires heavy mathematics. Terrain Census is built on a modern architecture designed to respect your time and your hardware.
- Burst-Powered: The core analysis engines utilize the Unity Job System and Burst Compiler to offload heavy calculations (counting, raycasting, and pixel analysis) to background worker threads.
- Non-Blocking UI: The Editor remains fully responsive while the Census runs. You can continue working in the scene without waiting for a progress bar to finish.
- Non-Destructive: Analysis creates temporary, hidden overlay meshes in the scene to render data. The tool reads your data but never modifies your Terrain, Scene, or Project files.
"Honesty First": What to Expect
This asset is intentionally niche. I built it to solve specific bottlenecks in my own development process, and while it is a powerful utility, it is important to understand its scope.
- Analysis Only: This tool reads and visualizes data; it does not place objects or auto-generate terrain. If you need to mass-replace objects based on this data, please see the Scene Object Replacer tool.
- Editor-Only: This is a design-time instrument. The scripts are strictly for the Editor environment and are stripped from your game builds. There is no Runtime API in this free version.
- Predictive Mode: You will see a tab labeled "Predictive Mode" in the UI. This feature allows for real-time visualization of procedural generation rules, but it requires the Veridian Biomator package to function. In this free version, please focus on the Analysis Mode, which handles all existing terrain data.
The Veridian Ecosystem
Terrain Census is part of a larger optimization and world-building pipeline. While this tool helps you understand your environment, you may need other tools to act on that data.
- Scene Object Replacer (Free): Terrain Census tells you where you have too many rocks or the wrong tree type; the Scene Object Replacer helps you swap, cull, or randomize them instantly.
- BurstLOD (Paid): Once you have analyzed your scene density, you will need to optimize those assets. BurstLOD offers automatic LOD generation, mesh fusion, and geometry optimization to keep your frame rate high.
- Biomator (Coming Soon): The complete rule-based procedural generation engine.
Included Demo Scene
This package includes a complete demo scene featuring the natural plant and rock assets (trees, stones, terrain textures) shown in the screenshots. The sample terrain is pre-populated, allowing you to test the profiling tools and visualize heatmaps immediately upon installation.
- Optional: The demo content is not required for the tool to function. You can choose not to import the Demo folder, or delete it later to keep your project clean.
- URP Materials: The demo assets use URP Materials. If you open the demo scene in the Built-in Pipeline or HDRP, objects may appear pink unless you manually upgrade their materials. Note: The Terrain Census tool itself functions perfectly in all pipelines; this limitation applies only to the sample art assets.
Documentation
This asset includes comprehensive online documentation covering setup, feature breakdowns, and troubleshooting.
https://docs.google.com/document/d/1QVa2XRYepTGmk0fyY9QO_7A5DvSQalwNINXLGaxgFc4/edit?usp=sharing
Price $0.00
SimpleEasing by Todcm
Features:
- A script that includes commonly used easing functions.
- The graph makes it easy to visualize the easing type.
- it works entirely through scripts
Supported:
- Compatible with most OS.
- This package was built with Unity version 6000.2.10f1.
SimpleEasing is a collection of predefined easing functions, with each EaseType's behavior viewable at a glance through a visual graph in the editor inspector.
Price $0.00
Destro 2D - Dynamic Sprite Destruction by KevinD
Runtime destruction of sprites
Updates collision to match destruction
Editable burn(edges where the sprite has been destroyed)
Detached chunks have their own physics, and can be further destroyed
Requires URP
Unity Input System is used in Demos
This package provides functionality for runtime destruction of 2D sprites. Collision data is updated dynamically to reflect changes to the sprite, and detached fragments can be simulated with their own physics. Destruction types can be extended to modify the visual mask. The system is intended for use in 2D games.
Price $4.99
Sci-Fi Ship Controller 2 by SCSM
Highly Configurable: Sci-Fi Ship Controller is designed to be as generic as possible, with options for realistic Newtonian physics or a more arcade-style flight model. From full six-degrees-of-freedom spacecraft and anti-gravity racers to jet fighters and limited-degrees-of-freedom aeroplanes, we support a wide range of ship types. All visual elements are fully customisable, allowing you to add your own ship models, audio and visual effects.
AI System: Sci-Fi Ship Controller comes with an extendable state-based AI system out of the box. With support for targeting other ships, following paths, obstacle avoidance and much more (as well as further development in the future), the AI system allows you to bring life to your games. A flexible and easy-to-use API (with code examples in the manual and in demo scenes) allows you to switch between states with ease, as well as write your own custom states and behaviours to fit the specific needs of your game. From those who simply want to use all the default states and write as little code as possible to the hardcore developers who want full control over their state transition behaviour, we cater to all different levels of control.
Combat System: With Sci-Fi Ship Controller you can add as many weapons as you want to your ships, with configurable fire rates, projectiles and more. A choice of three different damage models gives you options for simple, one-value health damage all the way up to progressive and/or localised damage where the performance of individual parts can be affected by collisions and damage incurred from projectiles.
Player Input Module: Sci-Fi Ship Controller comes with an easy-to-use player input module. We support direct keyboard inputs, the legacy Unity input system, the new Unity input system, Rewired, and the Oculus and Vive input systems.
Aerodynamics: Sci-Fi Ship controller allows you to add wings and control surfaces to your ships, and provides a simulation of drag, angular drag, lift-induced drag and lift forces.
Excellent Performance: Sci-Fi Ship Controller is built from the ground up to deliver the best performance possible, allowing you to run hundreds of ships at once. DOTS support is included for projectiles, and for non-DOTS projectiles we have a highly performant pooling system.
Documentation | Forum | Discord
Sci-Fi Ship Controller 2 enables you to create spaceships, in-atmosphere sci-fi fighters, hover-vehicles and more – virtually anything that flies. It can be integrated with other assets like Sticky3D Controller to create truly immersive RPG-style experiences.
Make space shooters, sci-fi sims, anti-gravity racers, VR projects and more.
Entirely physics-driven, Sci-Fi Ship Controller is easy to use and comes with a wide range of options for ship flight mechanics, flight assists, aerodynamics, weapons, damage models, input, AI and more.
Compatible with Unity 2022.3 LTS and Unity 6.3 LTS.
What people are saying
"Brilliant is what this is"
"VERY impressed with this asset so far"
"Very well thought out and lots of control"
"Covers a lot of use cases and support is good"
"Compared to other assets out there, yours is the most polished one by far"
"This package has more inside than it looks"
"U guys are awesome"
Test Assets, including destructible pre-configured ships, turrets, hangars, radar dishes, anti-gravity track, space port, and a complete enemy citadel.
The FYL3E light combat freighter, RX-P dropship, and skytrain seen in some videos will be included in a future expansion pack.
Human character assets seen in videos are from Sticky3D Controller.
This asset uses demo textures and sounds under Creative Commons CCO Universal License; see Third-Party_Notices.txt file in package for details.
Documented C# APIs included
Regular Updates
Other compatible products by SCSM:
Bundles Available
Landscape Builder and Sci-Fi Ship Controller
Landscape Builder and LB Enviro Pack 1
Price $69.00
Archer Bow - Fantasy RPG Weapons Pack by Cooking Polygons
Numer of Textures - 103
Texture Dimensions - 2048 x 2048
Average Polygon Count - 1000 - 2000 Polygons
Number of Meshes - 21
Number of Prefabs - 63
Rigging - No
UV Mapping - Yes
Material Type - PBR (URP and BuiltIn)
This package is part of the Complete Weapons Pack.
Bow Package – 20 Fantasy Bows for RPGs & Fantasy Games
The Bow Package offers a collection of 20 unique bows, each featuring three material variations to suit different visual styles and biomes. Specifically designed for RPGs and fantasy worlds, these detailed models bring precision and elegance to archers, rangers, and elven scouts.
Key Features:
- Diverse Designs – A wide variety of bows (including longbows, elven, and rustic styles), perfect for ranger/hunter characters.
- Customizable Materials – Three variations per bow to seamlessly match different environments, from frozen wastes to dense forests.
- Optimized for Unreal Engine – Clean topology and efficient UVs, designed for high performance in the Fab marketplace or custom projects.
- High-Quality Textures – Professional PBR materials that ensure a polished and realistic look in any lighting condition.
- Flexible Application – Fully compatible with first-person, third-person, and top-down perspectives.
Questions or suggestions?
Contact me via email: romulo.professional@gmail.comI would love to hear your feedback for future updates!
Price $19.99
Advanced Automotive Car Paint Shader! by CCreations
Render Pipeline
- ✅ Unity URP
- ❌ HDRP not required
- ❌ Built-in pipeline not required
Shader Type
- Shader Graph–based core
- Highlight sparkle shapingCustom HLSL functions for:
Specular AA
Flake smoothness response
Lighting Model
- PBR Metallic workflow
- View-dependent Fresnel controls
Input Support
- Base color (albedo)
- Metallic
- Smoothness
- Flake normal map
- Rain map (packed)
- Iridescence ramp texture
- Holographic ramp texture
This package provides a production-ready advanced car paint shader designed to achieve realistic automotive finishes in real time. It supports metallic flakes, layered clearcoat, iridescent and holographic effects, rain-driven wetness, and stable specular highlights, making it suitable for racing games, vehicle showcases, configurators, and AAA-style projects.
The shader is built for Unity URP and focuses on visual quality, performance, and artistic control. It allows creators to replicate a wide range of real automotive paint styles — from OEM metallic finishes to custom pearl coats, flip-flop colors, and black holographic prism flakes.
The system is fully customizable, supports dynamic weather effects, and includes specular anti-aliasing to reduce shimmer and flicker, ensuring a stable image in motion.
Designed for real-time gameplay, not offline rendering.
Key Features
🎨 Advanced Car Paint Rendering
- Metallic flake layer with flake normal maps
- Adjustable flake size, intensity, and sparkle response
- Realistic automotive reflectance response
🌈 Iridescence & Pearlescent Effects
- View-angle color shifting
- Ramp-driven iridescent color control
- Pearl and flip-flop automotive paint presets
✨ Holographic / Prism Flakes
- Rainbow holographic sparkle effect
- Highlight-driven prism color shifts
- Realistic black holographic flake simulation
🌧 Rain & Wet Surface System
- Dynamic wetness
- Rain droplet normal blending
- Smooth wetness transitions without popping
🧠 Specular Anti-Aliasing (SpecAA)
- Reduces shimmer and highlight flicker
- Stabilizes metallic flakes in motion
- Improves temporal stability in real-time gameplay
⚡ Performance-Focused
- Optimized for real-time use
- Mobile / Switch-friendly scalability
- No heavy ray tracing or screen-space dependencies
Price $20.00