RPG Poly Pack - Abandoned Village by Gigel
Regular price: 30$
Low poly 3d modular art package with about 546 assets.
Features
- 322 modular building parts
- 62 modular terrain meshes
- 109 props
- 9 buildings with interiors
Content
-> Nature: clouds (5), grass (3), rocks (2), trees (13), stumps (2), terrain modular (62), background hills (2), sky (1)
-> Props: barrels (9), bathtubs (4), beds (5), benches (10), bowls (2), cages (3), chairs (10), crates (5), food containers (3), hangers (5), misc (12), jugs (4), ladders (3), planks (6), pots (2), road signs (3), shelves (12), tables (8), vases (2), wagons (2)
-> Structures: doors (7), door frames (4), floors (24), roofs (66), roof walls (69), roof support beams (30), stairs interior (12), support beams interior (3), walls (82), wall connectors (14), windows (11)
Support
- Universal Render Pipeline (URP) 7.3.1 or higher
- Unity 2019.4.0 or higher
Polygon count: 70 to 5500
All main assets use single texture (256x256) with one alternative color. Some prefabs (clouds, sky) use different texture and material.
Price $21.00
Hub and Spoke (Graphs and Waypoints) by DBUIT GAMES
Data you get
-All possible paths from origin to destination.
-Total weight (distance) and step by step of every path.
-Shortest path indicator.
-Visual animation of the vehicle running the shortest path.
Useful for
-Useful for Mazes, Labyrinths, Racing or other Games where you want to find the shortest path the Player should make to reach a certain objective given a few routes.
-Useful for engineering-oriented projects where you need Data of all possible routes and the shortest one given certain positions in a 3D environment.
Price $18.99
URP Fire Skills Set vfx (3 Skills) by Red_clue
URP support only!
This pack contains 3 fire skills and a mesh effect.
Just drag and drop prefabs into your scene.
All shaders can be edited by using Shader Graph.
Easily change colour, Shape, size and speed.
How to use mesh effect - Click
Important points :
- Supports only Universal Render Pipeline.
- Using Color Adjustments (Saturation) in Global volume for better colors.
- Each skill and Mesh effect has it's own Demo scene.
Contact me if you have any questions.
Price $9.99
Auto 9Slicer by kyubuns
GitHub / MessageForm / Buy me a coffee
Automatically converts sprites to a form suitable for 9Slice and automatically set borders.
You can reduce the texture size to save space.
Features
- You can run the script with "no code".
- You can also run it from a script at any time you like (e.g. PostProcess).
Buy me a coffee
Are you enjoying save time?
Buy me a coffee if you love my code!
https://www.buymeacoffee.com/kyubuns
"I used it for this game!"
I'd be happy to receive reports like "I used it for this game!"
Please contact me by email, twitter or any other means.
(This library is MIT licensed, so reporting is NOT mandatory.)
https://kyubuns.dev/
Price $0.00
Assembly System for SteamVR by Assembly System Asset
Assembly System for SteamVR is an Asset developed to ease disassembly and assembly tasks in a scalable way in Virtual Reality environments configured with SteamVR. In addition, it includes screwing and unscrewing functions with a screwdriver tool.
Using this Asset, developers will be able to relate GameObjects with other ones in a parenting relationship (assembled parts) outside hierarchy in Unity.
What is needed to use this Asset?
To use this Asset it is required that the project is configured as a Virtual Reality project and that it is integrated with SteamVR plugin. Naturally, it has to be used within a Unity3D project.
How does this Asset work?
This Asset works by creating new lists independent of the hierarchy ordered by Unity. When interacting with these parts with the virtual hand or with a tool, the lists will communicate with each other and send commands to the rest of the parts.
On the other hand, we have the screwing and unscrewing system. This system uses the rotation of the actual hand so that, through the interaction of the tool with the screw, these can be screwed and unscrewed. Screwing and unscrewing also affects the assembly and disassembly system of the GameObjects which have the code provided.
Price $19.99
Miss MainMain by Press START
Dress style:
LOD0:17845 faces
LOD1:8919 faces
LOD2:5349 faces
Gamer style:
LOD0:16228 faces
LOD1:8114 faces
LOD2:4865 faces
summer style:
LOD0:15886 faces
LOD1:7947 faces
LOD2:4803 faces
Bone:125
Animation
- greet01
- greet02
- idle01
- idle02
- idle03
- Inspire01
- Knowing smile
- laugh
- pissed off
- run01
- run02
- salute
- shy
- Sorry
- talk01
- talk02
- talk03
- talk04
- talk05
- talk06
- Thinking
- upset
- Victory hand01
- walk01
Textures
w_200_f-1024X1024
-Albedo
-Normals
w_200_h-1024X1024
-Albedo
-Normals
w_200_t-1024X1024
-Albedo
-Normals
w_202_b-2048X2048
-Albedo
-Normals
w_203_b-2048X2048
-Albedo
-Normals
w_203_h-1024X1024
-Albedo
-Normals
w_204_b-2048X2048
-Albedo
-Normals
w_204_h-1024X1024
-Albedo
-Normals
Price $39.00
Cast-Iron Street Clock by Rescue3D Game Assets
- 2 PBR textures sets (details below)
- 6328 Triangles
- 5833 Vertices
- Model is one mesh
- Model completely unwrapped
- Model is fully textured with all materials applied
- Model scaled to approximate real-world size (centimeters)
- All nodes, materials, and textures are appropriately named
PBR Texture sets details:
- 4096 Body texture set (Albedo, Metallic/Smoothness, Normal, Ambient Occlusion)
- 1024 Glass texture set (Albedo, Metallic/Smoothness, Normal, Ambient Occlusion)
High-quality low-poly 3D model of Street Clock.
The hands of the clock are separate objects and can be rotated. The pedestals can also be moved or removed as they are separate objects.
This object is best for use in games and other VR/AR, real-time applications.
The model is built with attention to detail and realistic proportions with the correct geometry. We have also made every effort to ensure that the textures are as detailed as possible and made with the greatest care.
Price $9.00
Battle Royale: Beachgirl by Mingdongman 3D
This package contains:
◼ Model (15000 triangles).
◼ Fully rigged, including 42 animations.
◼ Pistol included (1200 triangles).
◼ Textures: five albedo (1k / 512), five normal (1k / 512) and five specular (1K / 512).
Price $9.99
Monster Bone Spider by Romasanta
Suitable for games of different genres RPG, strategy, shooter etc.
Three UV set
(textures set)
Bone (4096x4096)
Meat(4096x4096)
Eye(2048x2048)
Three skins
faces 14824
verts 23748
tris 28172
The model contains 15 animations
walking
ran
idle(x4)
death(x2)
reaction
tern L/R(x2)
jump
attack(x3)
Prefabs are located at coordinates 0.0.0, to see three skins, you need to move them to the side or turn on the display of the Prefab one by one. (Checkmark in the upper left corner) monster character fantasy spider dead undead bone skeleton horor
Price $30.00
Fantasy Monster Full pack_v1 by HATOGAME
Each characters have animation and PBR texture.
Animation : idle, battleidle, run, walk, hit, sturn, die, attack1,2
PBR : Albedo, Metallic, Normal, Emission
1.Roman Barbarian A,B
- 11 animation
- 5 PBR texture (2048-2048 size)
- Polys: 6,564
- Verts: 6,903
2.Bearrila A,B
- 10 animation
- 5 PBR texture (4096-4096 size)
- Polys: 7,142
- Verts: 7,376
3.Monsterfish A,B
- 10 animation
- 5 PBR texture (4096-4096 size)
- Polys: 3,944
- Verts: 3,575
4.Turtlemon A,B
- 10 animation
- 5 PBR texture (4096-4096 size)
- Polys: 2,946
- Verts: 2,702
5.Monkeymon A,B
- 10 animation
- 5 PBR texture (4096-4096 size)
- Polys: 3,756
- Verts: 3,596
6.Giant monster boss A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,059
- Verts: 3,864
7.Lizardmon A,B
- 8 animation
- 4 PBR texture (4096-4096 size)
- Polys: 3,698
- Verts: 3,431
8.Wildboarmon A,B
- 10 animation
- 4 PBR texture (4096-4096 size)
- Polys: 3,982
- Verts: 3,892
9.Dragonmon A,B
- 8 animation
- 4 PBR texture (2048-2048 size)
- Polys: 5,760
- Verts: 5,376
10.Demonster A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,342
- Verts: 3,871
11.Frog mon A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 2,434
- Verts: 2,284
12.Goblin monster A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 3,760
- Verts: 3,578
13.Minotaur mon A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,042
- Verts: 4,019
14.Orc boss monster A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,576
- Verts: 4,282
15.Skeleton Archer monster A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,287
- Verts: 4,070
16.Snake mon A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 2,410
- Verts: 2,231
17.Summon monster A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 2,920
- Verts: 2,719
18.Wyvern boss monster A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,742
- Verts: 4,327
19.tyrannosaurus A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 2,434
- Verts: 2,284
20.Raptor A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 3,760
- Verts: 3,578
21.Dino Stegosaurus A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,042
- Verts: 4,019
22.Triceratops A,B
- 10 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,576
- Verts: 4,282
23.V-Raptor A,B
- 9 animation
- 4 PBR texture (2048-2048 size)
- Polys: 4,287
- Verts: 4,070
Thank you.
Price $99.00
Low Poly Rigged Body Parts by Leonardo Jines
Itens included in the package:
head - 578 verts, 866 tris
arm 1 - 201 verts, 258 tris
arm 2 - 201 verts, 258 tris
arm 3 - 455 verts, 633 tris
leg 1 - 197 verts, 210 tris
leg 2 - 197 verts, 210 tris
leg 3 - 65 verts, 84 tris
leg 4 - 69 verts, 80 tris
torso 1 - 170 verts, 192 tris
torso 2 - 229 verts, 294 tris
torso 3 - 127 verts, 168 tris
torso 4 - 84 verts, 101 tris
Most of the objects are rigged, wich allows you to reuse the same object several times in you scene and still have some variation on them.
Price $7.99
Free Ping Counter by Dancing Bears
Simple and free ping counter for your online games:
- No dependencies, only System and UnityEngine
- Simple, readable classes
- Adjustable colours and ping range values
- Free!
Price $0.00
Free Pixel Army - Platformer Pack by Aiden Art
- Each of these characters has 4 animated states:
1. Idle speed
2. Walk
3. Yawn
4. Boring
- Two chests have opening animations.
- Two types of wood, as well as silhouettes for parallax.
- Two houses of different colors.
- Bushes, flowers, grass in various variations.
- Barrels, ladders, crates, fences.
- 4 types of weapons.
- This pack will allow you to create a great platformer, as well as suitable for any of your pixel projects
- In addition, this asset contains two demo scenes with pre-configured animations, programmed buttons for displaying animations, prefabs for each person, as well as a demonstration of tiles and sprites.
- Sprites are made in two sizes, for better integration.
- If you like this package, please leave a review:)
I also recommend it pack of characters in the same style!
Price $0.00
MOVE-RANGE-LOCK Geek Inspector Addons by 4AI
The bundle extends the Unity Editor and enables:
• moving an array or list element range from one place to another within a given array or list,
• setting and resizing the array or list element range,
• different operation modes such as a locked or unlocked element range mode.
The addons included in the bundle extend the Unity Editor as described below.
Full source code included.
GEEK INSPECTOR ADDONS | SUPPORT FORUM | BUG REPORTS | FORUM
This Geek Inspector Addons bundle includes three families of commands described below: “MOVE”, “RANGE”, “LOCK” commands. You can access them in the 4AI Geek Context Menu appended to a standard Unity context menu related to array and list properties. The command names are shortened in this description usually.
------------------------------
BUNDLE COMMANDS
------------------------------
MOVE commands
--------------------
• MOVE <a, b> (submenus; appears when the range is unlocked)
- MOVE <a, b> to array Start or End
- MOVE <a, b> by N
• MOVE <a, b> and LOCK (submenus; appears when the range is unlocked)
- MOVE <a, b> to array Start or End
- MOVE <a, b> by N
• MOVE <START, END> LOCKED (submenus; appears when the range is locked)
- MOVE <START, END> to array Start or End
- MOVE <a, b> by N
• MOVE <START, END> and UNLOCK (submenus; appears when the range is locked)
- MOVE <a, b> to array Start or End
- MOVE <a, b> by N
RANGE commands
--------------------
• SET RANGE to R (submenus)
• SET RANGE to R LOCKED (submenus)
• RESIZE RANGE by R (submenus)
• RESIZE RANGE by R LOCKED (submenus)
• SET range START and LOCK
• SET range END and LOCK
LOCK commands
--------------------
• LOCK range (appears when the range is unlocked)
• UNLOCK range (appears when the range is locked)
• RELOCK range (appears when the range is locked)
------------------------------
HOW TO USE IT
------------------------------For the purpose of this description the term “right-click” will be used as the operation opening a context menu.
You can open the 4AI Geek Context Menu as any context menu in the Unity Inspector by right-clicking on an array or list element name (not a value). In some versions of Unity it is also possible to right-click on the array/list name itself - in this case it assumes that the clicked element index is zero. 4AI Geek Context Menu is appended to the standard Unity context menu items. You can learn more details at:
https://4ai.io/geek-inspector-addons/
------------------------------
BUNDLE ADDONS
------------------------------The bundle contains some of Geek Inspector Addons:
• MOVE Array / List range by N - Geek Inspector Addon
• MOVE Array / List range by N and LOCK / UNLOCK - Geek Inspector Addon
• MOVE Array / List range to array Start / End - Geek Inspector Addon
• MOVE Array / List range to array Start / End and LOCK / UNLOCK - Geek Inspector Addon
• SET Array / List RANGE to N - Geek Inspector Addon
• RESIZE Array / List RANGE by N - Geek Inspector Addon
• SET Array / List RANGE <START, END> and LOCK - Geek Inspector Addon
• LOCK / UNLOCK range - Geek Inspector Addon
• RELOCK range - Geek Inspector Addon
------------------------------
DEFINITIONS
------------------------------Common terms and identifiers simplifying the descriptions:
• clickedINDEX – clicked array or list item index,
• START – current FIXED / LOCKED range start,
• END – current FIXED / LOCKED range end,
• R – current range size (equal to: END-START+1 in the LOCKED state or b-a+1 in the UNLOCKED state),
• <a, b> – a range where a = clickedINDEX and (b - a + 1) = R
• <START, END>, LOCKED range - a range locked to specific array or list elements that is modified if the position of elements change,
• FIXED range - a range that was usually LOCKED earlier and UNLOCKED later.
------------------------------
SINGLE COMMANDS
------------------------------ SET range START and LOCK
SET the array or list range START to clickedINDEX so that the final range is <clickedINDEX, END> and is LOCKED. See the LOCK range command for more information.
SET range END and LOCK
SET the array or list range END to clickedINDEX so that the final range is <START, clickedINDEX> and is LOCKED. See the LOCK range command for more information.
LOCK range
LOCK the range <clickedINDEX, R>. If you execute a command such as MOVE range by N or SHIFT range by N on a LOCKED range, the whole range will be moved or shifted by N too. When you have a LOCKED range, you can click on any array / list item and it will not have any effect on the range a given command will use. The range will be equal to <START, END>.
UNLOCK range
Unlocks the range, which means that the current range will be recalculated based on the current clickedINDEX and current range size R. If you click at a different array or list element, the range will start at that element. The related context menu item is available when the range is LOCKED.
RELOCK range
UNLOCK the range <START, END> and LOCK the range <clickedINDEX, clickedINDEX+R-1>, so that the new range size is unchanged, but the START is equal to clickedINDEX. The related context menu item is available when the range is LOCKED.
------------------------------
SUBMENUS
------------------------------SET RANGE to R (submenus)
SET range to <clickedINDEX, clickedINDEX+R-1> so that the range size equals R. R is chosen by one of the command submenu items.
SET RANGE to R LOCKED (submenus)
SET range to <START, START+R-1> so that the range size equals R. R is chosen by one of the command submenu items. Next, update the LOCKED range. The related context menu item is available when the range is LOCKED. See the LOCK range command for more information.
RESIZE RANGE by R (submenus)
RESIZE the range <clickedINDEX, clickedINDEX+currentR-1> by R, so that the final range is <clickedINDEX, clickedINDEX+currentR+R-1>, where currentR is the range size before the operation. R is chosen by one of the command submenu items.
RESIZE RANGE by R LOCKED (submenus)
RESIZE the range <START, END> by R, so that the final range is <START, END+R>, where currentR is the range size before the operation. R is chosen by one of the command submenu items. Next, update the LOCKED range. The related context menu item is available when the range is LOCKED. See the LOCK range command for more information.
MOVE <a, b> (submenus)
MOVE the range <clickedINDEX, clickedINDEX+R-1>:
• to the array Start or End.
• by N.
The final range and the range end must fit in the array or list. N is chosen by one of the command submenu items.
MOVE <a, b> and LOCK (submenus)
MOVE the range <clickedINDEX, clickedINDEX+R-1>:
• to the array Start or End.
• by N.
Next, LOCK the range. The final range and the range end must fit in the array or list. N is chosen by one of the command submenu items. See the LOCK range command for more information.
MOVE <START, END> LOCKED (submenus)
MOVE the range <START, END>:
• to the array Start or End.
• by N.
Next, update the LOCKED range. The final range and the range end must fit in the array or list. N is chosen by one of the command submenu items. The related context menu item is available when the range is LOCKED. See the LOCK range command for more information.
MOVE <START, END> and UNLOCK (submenus)
MOVE the range <START, END>:
• to the array Start or End.
• by N.
Next, UNLOCK the range. The final range and the range end must fit in the array or list. N is chosen by one of the command submenu items. The related context menu item is available when the range is LOCKED.
------------------------------
DEMO SCENE
------------------------------A demo scene is planned to be provided in the Unity Asset Store as a free asset. Check the Asset Store for availability. For testing, you can also use two MonoBehaviour scripts: ExampleArrays.cs and ExampleLists.cs that contain many different arrays and lists. Attach the scripts to any game objects, define array and list data and then, just right-click on array/list element names to display a context menu with appended 4AI Geek Context Menu.
------------------------------
EXTENSIONS
------------------------------ Some extensions for the Geek Inspector Addons framework are planned to be released in the Unity Asset Store, for example:
• Geek Context Menu style configuration (e.g. it will be possible to change some indentations, prefixes and suffixes),
• Geek Context Menu items visibility and priority (order).
Check the Unity Asset Store for availability.
------------------------------
LINKS
------------------------------Links related to Geek Inspector Addons:
Unity forum related to Geek Inspector Addons (Works in Progress)
FULL SOURCE CODE included.
Price $9.99
Importing Mesh to Second Life and OpenSim
This is a page of resources related to creating mesh models suitable for upload and use in Second Life and OpenSim.
- http://wiki.secondlife.com/wiki/Mesh
- http://wiki.secondlife.com/wiki/Mesh_background_information
- http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender
- https://docs.blender.org/manual/en/latest/files/import_export/collada.html
- Cleaning up your act – how a round trip through Blender can improve your mesh – Blog Post by Beq Janus, 13-May-2020.
Beq Janus Advice
Beq Janus, who improved the mesh uploader now in use in Second Life/OpenSim viewers, and hence understands the limits, offered this advice…
- Mesh limits more correctly should be interpreted as applying to each mesh element, not the whole model.
- It is each sub-mesh in a model that has a 64K vertex limit because as you might surmise there is a 16bit index involved.
- Every material is split into a separate mesh because it will enter the renderer differently depending on its nature (alpha blended, bump mapped, etc).
- If a hard-surface model approaches the limits you need to go back to the drawing board… it is not a good model for any gaming platform.
- Nurb models are certainly not allowed.
- The models need to be triangulated too, not quads, you can let the uploader do that for you but frankly I would never leave a job like that to be done automatically.
- You will need to take your curve based models and convert them to mesh. Again, even if you did have the option to convert on import the viewer would have to decide on the sampling frequency and you’d lose control of how it appears.
- Any 3D modelling software will work, as long as it can output models in COLLADA (.dae) format. Note: Second Life uses COLLADA 1.4.1. (see Second Life Wiki – Mesh Background Information
- A “model” can have many separate “mesh” parts in it.
- The maximum mesh asset size after compression is 8MB, roughly equivalent to a 256MB raw COLLADA file. An entire region can support up to 128MB of distinct mesh assets after compression, not including attachments.
- A single convex hull is limited to 256 triangles.
- Maximum number of vertices is limited to 65,536.
- Scale limit is set to 64 meters.
- Take care to create low polygon meshes (as few verts as possible).
- Use no more than 8 face textures (8 materials assignments) on any mesh. These will import as “faces” in Second Life/OpenSim, which can be individually textured. You need to create a UV mapping for your model and its mesh parts which defines what part of the texture will go on which polygons of each mesh.
- Avoid intersecting faces (unless intersections are intended).
- Avoid duplicate vertices (unless you want to use the split modifier).
- Avoid creating more than 21844 tris per texture face.
- Avoid creating extremely small polygons (< 0.1 cm edge length).
- Make sure the objects, materials, submaterials and textures in the meshes do not contain any spaces. (so not “Box 001” which will give the “Error: element is invalid”, but “Box001” or “Box_001”).
- You can use any of the modelling tools while working on your model, but in the final form it should be saved before export as an Editable Poly.
- Before you export your mesh, make sure that it doesn’t have any stray vertices or overlapping edges. These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.
- For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis will be flipped on its side and/or rotated in Second Life/OpenSim.
- Advice on Levels of Detail (LOD)… note the need for the bounding box to be identical in all models, and all LODs to have same number of textures. See http://wiki.secondlife.com/wiki/Mesh_and_LOD.
- Textures can be provided for the usual diffuse image, a normal map (Bumpiness) and for specularity (shininess). PNG and TGA formats are allowed. PNG is to be preferred. Stick to x/y dimensions that are a power of 2 as on import textures are reduced to the nearest power of 2.
Importing Mesh to Second Life and OpenSim
This is a page of resources related to creating mesh models suitable for upload and use in Second Life and OpenSim.
- http://wiki.secondlife.com/wiki/Mesh
- http://wiki.secondlife.com/wiki/Mesh_background_information
- http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_Blender
- https://docs.blender.org/manual/en/latest/files/import_export/collada.html
- Cleaning up your act – how a round trip through Blender can improve your mesh – Blog Post by Beq Janus, 13-May-2020.
Beq Janus Advice
Beq Janus, who improved the mesh uploader now in use in Second Life/OpenSim viewers, and hence understands the limits, offered this advice…
- Mesh limits more correctly should be interpreted as applying to each mesh element, not the whole model.
- It is each sub-mesh in a model that has a 64K vertex limit because as you might surmise there is a 16bit index involved.
- Every material is split into a separate mesh because it will enter the renderer differently depending on its nature (alpha blended, bump mapped, etc).
- If a hard-surface model approaches the limits you need to go back to the drawing board… it is not a good model for any gaming platform.
- Nurb models are certainly not allowed.
- The models need to be triangulated too, not quads, you can let the uploader do that for you but frankly I would never leave a job like that to be done automatically.
- You will need to take your curve based models and convert them to mesh. Again, even if you did have the option to convert on import the viewer would have to decide on the sampling frequency and you’d lose control of how it appears.
Collected Hints
- Any 3D modelling software will work, as long as it can output models in COLLADA (.dae) format. Note: Second Life uses COLLADA 1.4.1. (see Second Life Wiki – Mesh Background Information
- A “model” can have many separate “mesh” parts in it.
- The maximum mesh asset size after compression is 8MB, roughly equivalent to a 256MB raw COLLADA file. An entire region can support up to 128MB of distinct mesh assets after compression, not including attachments.
- A single convex hull is limited to 256 triangles.
- Maximum number of vertices is limited to 65,536.
- Scale limit is set to 64 meters.
- Take care to create low polygon meshes (as few verts as possible).
- Use no more than 8 face textures (8 materials assignments) on any mesh. These will import as “faces” in Second Life/OpenSim, which can be individually textured. You need to create a UV mapping for your model and its mesh parts which defines what part of the texture will go on which polygons of each mesh.
- Avoid intersecting faces (unless intersections are intended).
- Avoid duplicate vertices (unless you want to use the split modifier).
- Avoid creating more than 21844 tris per texture face.
- Avoid creating extremely small polygons (< 0.1 cm edge length).
- Make sure the objects, materials, submaterials and textures in the meshes do not contain any spaces. (so not “Box 001” which will give the “Error: element is invalid”, but “Box001” or “Box_001”).
- You can use any of the modelling tools while working on your model, but in the final form it should be saved before export as an Editable Poly.
- Before you export your mesh, make sure that it doesn’t have any stray vertices or overlapping edges. These will either cause unexpected visual results in Second Life or worse, the mesh will fail to upload entirely.
- For all meshes, make sure that the “Up Axis” is set to “Z-up”. If the axis isn’t set to Z-up, the mesh axis will be flipped on its side and/or rotated in Second Life/OpenSim.
- Advice on Levels of Detail (LOD)… note the need for the bounding box to be identical in all models, and all LODs to have same number of textures. See http://wiki.secondlife.com/wiki/Mesh_and_LOD.
SCI FI: JUGGERNAUT by PROTOFACTOR, INC
Here is Sci Fi Juggernaut. This heavy armored soldier can handle a lot of adversity before falling down on the battlefield. Ideal for any project in need of a great standard shooter enemy.
Geometry is 16.56 Ktris. Rig is 53 bones. Model uses 1 material with a 4096*4096 PBR texture set.
A set of 300+ animations is included (locomotion ones have their root motion variations).
Price $44.99
Cam & Math by VR Cardboard Buddies
Editor 2019.4.11.f1
OPENCV+UNITY
A second order equation is of the form of ax^2+bx+c=0. This application allows the user to take a picture of these types of equations and solve them.
To make it work, you must give camera permissions. If you get a white screen after the installation, please reset the app and it will display the camera feedback.
1.HOW DOES IT WORK?
The app follows a “k-Nearest” model using different fonts that allow a fast and reliable detection. It was programmed with Unity3D and OpenCV free for unity. Then a simple algorithm is used to solve the equation by calculating the parameters a, b and c. The parameters must be in order for testing to work. Once the equation is scanned you can change it in the input field too.
2.WHAT CAN YOU ACHIEVE WITH THIS?
You can build a fully operational app that recognizes numbers, math symbols and performs calculations using the camera feedback.
3.WHERE TO TEST IT FIRST?
You can test the app in the play store from google.
cam&math google play
4.WHERE TO FIND THE DOCUMENTATION?
README
5.WHERE TO CONTACT THE DEVELOPER?
DISCORD
michael.soler.beatty@gmail.com
Price $99.99