Yokai_Kappa by Dima1991
------------------------------------------ short technical description ---------------------
- Vertex counts of characters: 40654
- Texture Resolutions: (armor x4096 body x4096 weapons x2048)
- Number of Animations: 47
---------------------------------------------- SUPPORT ------------------------------------
Email: dima.3dartist@gmail.com
--------------------------------------------Yokai Kappa------------------------------------
Yokai Kappa - https://youtu.be/rMKvqn71GVk
-------------------------------------------- FEATURES ------------------------------------
- 3 sets of unique texturesanimation;
- animation Sword
7x attack
1x death
2x hit
2x idle
1x rage
2x run
6x Walk
1x Jump
1x Turn Left 90
1x Turn Right 90
- monster
8x attack
1x death
2x hit
2x rage
2x idle
2x run
2x walk
1x fear
1x fear run
1x hysterics
Price $24.99
Poly HP - DungeonWarden by Downrain DC
Mecanim Humanoids : No
Animated : Yes
Animation types : In-place
Render Pipelines : Built-in / URP
Intended Platform : All
Platforms Tested : Windows
Documentation : No
DungeonWarden
Triangles : 5178
Vertices : 2788
Texture Resolutions : 1024x1024
Number of Textures : 3
Weapon can be removed
Rigged : Yes
Number of Animations : 10
- Idle
- Walk
- Run
- Attack_01
- Attack_02
- Attack_03
- CastSpell
- Dizzy
- Damage
- Die
Price $8.99
UNI VFX 6D: Epic Abilities for Visual Effect Graph by Asset Mage Webyw
List of all effects:
- Looping: Dust Devil, Energize, Haste Trail, Invulnerability, Radiance, Razor, Death Orb.
- One-time: Solar Flare, Meteorite, Shockwave, Invigorate, Dispersion, Displacement, Absorb.
Looping VFX contain extra effects for start and/or end of the loop.
There are 3 prefabs per VFX with various colors.
72 textures: 31 - 4K, 35 - 2K.
17 meshes optimized for VFX.
✨ UNI VFX 6D
- Universal visual effects for Unity URP and HDRP
- Uses performant GPU particle systems made in Visual Effect Graph.
- Enhanced with 6-way smoke lighting and other lit elements that seamlessly blend effects into your environment. The balance between lit and unlit components is meticulously tuned to maintain very good performance.
- Easily customisable VFX without the need to enter the Visual Effect Graph Editor.
- Up to 4k textures for maximum detail. Flipbooks use motion vectors for silky smoothness and the effects look great even in slow motion.
- A total of 42 Prefabs, 72 Textures and 17 Meshes optimized for VFX. Full content breakdown in the 'Technical details' below.
✔️ Let's have a look at the details:
- Most important properties are exposed so you can change color, disable selected components etc. directly in the Inspector.
- Uses HDR colors - in combination with Bloom (Post Processing Effect), you have full control over the glow amount.
- Uses (VFX) Events - looping effects can be stopped when needed without abruptly removing existing particles.
- Utilizes greatly improved custom uber effect shader (compared to the previous generation of UNI VFX) made in Shader Graph.
- Where appropriate, world-space components are used so moving objects leave particles behind.
⚙️ Requirements
Requires Unity 6 or newer with Visual Effect Graph and Shader Graph. Install those via Package Manager before installing this Pack. After installing them, restart the editor before importing the VFX pack.
Works in URP 3D and HDRP. Visual Effect Graph has limited compatibility with mobile devices (including WebGL platform).
All screenshots and videos were taken in URP. The URP demo scene uses post-processing: tonemapping, bloom, color adjustments, screen space lens flare and vignette.
📒 Feel free to look at the manual which contains more information and useful tips. It should quickly bring you up to speed, but you can also contact me directly: AssetMage@Webyw.cz
Price $27.99
Realistic Car Shaders - URP by Skril Studio
- 13 Shaders, from which are:
- 5 made for vehicle paint (simple and complex shaders)
- 3 made for glasses (simple and complex shaders)
- 1 made for metals (aluminium, stainless steel, etc)
- 2 made for multiple surface types (plastic, leather, fabric, wood, etc)
- 1 made for wheel blur effect
- 1 made for car lights (headlights, taillights and more)
- 194 premade ready to use materials
- 78 textures (37 are normal maps)
- 2 Demo scenes
- 3 meshes:
- Bavarian Sports Car
- GYM Fan Low Poly
- Ceiling Fan Low Poly
Realistic Car Shaders - URP offers optimized shaders with custom dynamic reflections, delivering real-time reflections even on mobile devices! Perfect for vehicles and many other props.
Test the best looking shaders in an interactive scene, under different conditions and lighting.
Tested on Unity 2022.3, Unity 2023.2, Unity 6.0, and Unity 6.1, and confirmed to works without any problems. Point lights and spotlights are not working on Unity 6.0. It may also work on other versions too, but it does not work on Unity 2021.x and older versions!
Demo scenes are using the New Input System and Text Mesh Pro.
Does not support Unity’s built-in reflection features such as Reflection Probes or Cubemaps. Instead, it uses a custom solution.
This asset features a custom reflection system that delivers near real-time reflections, even on mobile devices. You can also control the reflection update rate to optimize performance.
Online Documentation: Documentation.pdf
Contain the following shaders:
- Car-Body Cameleon
- Car-Body Diffuse & Decal & Pearl
- Car-Body Diffuse & Decal
- Car-Body Diffuse
- Car-Body Simple
- Car Lamp
- Blured Wheel
- Glass Diffuse & Decals
- Glass Diffuse
- Glass Simple
- Metals
- Multi Surface
- Multi Surface Simple
Contains multiple car body shader variations for different quality levels.
Fetures:
- Custom realtime reflections (even on mobile devices!)
- Chameleon car paint
- Holographic car paint
- Pearlescent & Metallic paint
- Carbon materials included
- Car Glass material (also good for car grilles, fences and more)
- Car & Glass damaged materials
- Gold & Platin materials included
- Support for transparent PNG decals
- Wheel bluring effect (demonstrated in a simple drag racing scene)
- Car light effect
- Multiple car shader variations for different quality levels
- Multiple surface types can be made with these shaders
- Alcantara, Fabric & Leather materials are included
The diffuse texture can be used to add non-paintable and non-reflective parts to the car's body. This feature is perfect for adding effects like rust, dirt, damage, scratches, and more to your vehicle’s body.
Bumped reflections add extra detail to your vehicle’s surface, such as an “orange peel” paint effect or water droplets. They’re also ideal for creating bumped, paintable wood floors in interior building scenes.
Glass shaders work well with transparent textures, such as a car’s grille, fences, etc.
These shaders are not limited to vehicles, you can use them for anything you want. They work great on props, furniture, glass, and more. It all depends on your creativity.
However, when used on flat surfaces, shadows can sometimes look odd.
With this asset you get access to the following (paid) 3D models for free:
*This asset does not include any vehicle physics controllers. Please check the demo video descriptions to see which other assets, if any, were used in creating the videos.
Check out my Other Assets (mostly car sounds and tools).
If you have any suggestions or encounter any issues with the asset, please feel free to contact me via Email, Facebook, or by filling out the contact form on my website.
May not be available to respond to messages during weekends and holidays.
Price $99.99
Traps & Platforms by Hippo
SPECIAL PROMO - request a new item in your REVIEW and we'll try to add it!
Fantasy Traps & Platforms is our new asset compatible with Hero Editors.
Related assets
● Character Editor 4-Directional
● Fantasy Monsters Animated [Megapack]
● Fantasy Monsters Animated [Bosses]
● Fantasy Inanimated Units and Props
● Fantasy Chest Boxes Animated
● Fantasy Backgrounds [Megapack]
Tech specs
● Unity 2021+
● Mobile friendly
● Any platform (PC, Android, iOS, WebGL)
Support
● Discord - questions, live chat with developers
It would be super awesome if you rate ★★★★★ my asset and leave your feedback! Your reviews inspire me for creating and improving my assets, thanks!
Price $9.90
Dungeon Builder Pro 2.0 – Procedural Level Generator with NavMesh & v6.0 Support by Despair
🧮 Multi-Level Biome Assignment – Each dungeon level now supports its own biome, with unique materials, lights, enemies and decorations.
🧗 Vertical Ladder System – Seamlessly connects levels via ladders, including rung generation and optional custom MonoBehaviour scripts.
🌲 Biome-Based Enemy Spawning – Populates rooms with enemies based on per-biome spawn chance and custom enemy prefab pools.
🖼️ Wall Decorations – Adds randomized wall-hugging props with offset and rotation control, scaled per-biome.
🌌 Roof Mesh Generation – Optionally creates ceilings over rooms using biome-specific materials and seamless tiling.
🧟 Enemy Room Logic – Automatically flags rooms as enemy zones and spawns a controlled number of hostile NPCs.
🏞️ Biome System Overhaul – Complete biome object per level, with flexible spawn weight, decoration limits, light settings, and enemy rules.
🧱 Ladder Room Wall Framing – Auto-generates small framing walls around ladder shafts for clean vertical connections.
🪔 Per-Room Lighting System – Procedurally spawns point lights in rooms with randomized intensity, range and biome-defined chance.
🧩 Fully Modular Structure – Each generation phase (rooms, corridors, stairs, build, decoration, lights, etc.) modularized for expansion.
🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Builder Pro 2.0 is a powerful procedural level generator for Unity, designed to create clean, efficient dungeon layouts in seconds. It features automatic UV tiling for seamless visuals, NavMesh-ready generation for instant AI navigation, and flexible object and light spawning with per-room control.
Why use a dungeon generator?
Designing levels manually is time-consuming. Dungeon Builder Pro lets you generate endless variations instantly, perfect for roguelikes, RPGs, or any game needing procedural or modular environments.
If you own the ORIGINAL version of Dungeon Builder Pro 2, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal Render Pipeline
- ✅ High Definition Render Pipeline
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $20.00
Dungeon Builder Pro 3.0 – Procedural Level Generator with NavMesh & v6.0 Support by Despair
🧠 Algorithms & Architecture
- Dual Generation Algorithms: Switch between "Rooms & Corridors" and "Cellular Automata" at runtime.
- Multi-Level Support: Supports multiple stacked floors with vertical ladder connections.
- Modular Generation: Each phase (grid, rooms, corridors, build, lights, enemies) is individually extendable.
🏞️ Biomes & Styling
- Per-Level Biomes: Each level can have a different biome with its own materials, enemies, lights, and decorations.
- Smart Tiling System: Auto-applies tiling scale per material based on floor/wall/roof size.
- Custom Material Saving: Automatically saves tiled materials when exporting prefabs.
🛠️ Editor & Prefab Workflow
- Custom Editor Tools: Generate, clear, and export dungeons directly from the Inspector.
- Full Prefab Export: Saves the dungeon as a reusable prefab, including tiled materials and baked NavMesh.
- NavMesh Asset Exporting: Saves the baked NavMesh as a separate asset with the prefab.
🧱 Geometry Generation
- Procedural Rooms: Creates non-overlapping rooms with adjustable size ranges.
- Corridor Carving: L-shaped hallway connections, or direct room adjacency.
- Wall Generation: Smart directional wall segments with decoration support.
- Floor & Roof Optimization: Combines large areas into single quads to reduce draw calls.
🎮 Gameplay Integration
- Player Spawn System: Automatically places player prefab or fallback capsule.
- NavMesh Baking: Optionally generates NavMesh for AI pathfinding using Unity's system.
- Enemy Spawning: Biome-based enemy room logic with spawn limits and randomization.
- Decoration System: Wall-based and free-form decorations per room using spawn rules.
- Lighting System: Dynamic point lights with per-biome intensity, range, and spawn chance.
🚪 Vertical Connectivity
- Ladder System: Generates ladders between levels with automatic side framing and rungs.
- Optional MonoBehaviour Support: Copy your custom scripts and values onto ladders.
6.0 Support & Full Compatibility Update:
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Generator 3.0 creates fully playable, multi-level dungeons in seconds using Rooms & Corridors or Cellular Automata. Features include biome styling, NavMesh baking, dynamic lights, decorations, AI spawning, and editor-integrated prefab export. Ideal for roguelikes, RPGs, or quick prototyping in any genre.
❓ Why Dungeon Generator 3.0?
- ⚡ Instant Results – Generate complex multi-level dungeons in seconds.
- 🧩 Modular & Flexible – Customize generation phases, biomes, and styles.
- 🧠 Smart AI Support – Includes NavMesh baking and enemy placement.
- 🖼️ Visual Control – Auto-tiling, lighting, and decoration per biome.
- 🛠️ Editor Tools – Generate, clear, and save prefabs directly from the Inspector.
- 🎮 Gameplay Ready – Fully playable output with player & exit spawn logic.
If you own the ORIGINAL version of Dungeon Builder Pro 3, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal Render Pipeline
- ✅ High Definition Render Pipeline
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $25.00
Dungeon Builder Pro – Procedural Level Generator with NavMesh & v6.0 Support by Despair
- 🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
- 🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
- 🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
- 🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
- 💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
- 🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
- 🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
- 🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
- 🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
- ⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version provided a solid foundation for creating basic, single-level dungeons.
- Single-Level Generation: Creates a dungeon on a single floor.
- Basic Room & Corridor Layout: Generates rooms of a specified size and connects them with simple, two-unit wide corridors.
- Core Customization: Allowed setting grid size, room count, and room dimensions.
- Simple Theming: Supported assigning a single Wall and Floor material for the entire level.
- Basic Content: Included options for placing a Player prefab and spawning simple decorations within rooms.
- NavMesh Support: Capable of generating a basic NavMesh for the level.
New in Version 2.0 - Multi-Level Architecture & Biomes
Version 2.0 was a massive architectural leap, introducing verticality and environmental variety.
- ✅ Multi-Level Dungeons: The most significant upgrade was the ability to generate dungeons with multiple floors, connected by a levelHeight parameter.
- ✅ Biome System: A comprehensive Biome system was introduced. Instead of single materials, you can now create distinct Biomes, each with its own: Wall, Floor, and new Roof materials. Customizable lighting (intensity and range). Enemy spawning (defining prefabs, count, and chance). Advanced decoration options, including wall-mounted decorations.
- ✅ Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between different levels.
- ✅ Exit Portal: An exitPortalPrefab was added to define a clear endpoint for the dungeon.
- ✅ Advanced Wall Generation: The wall generation logic was improved for better optimization and to support wall decorations.
New in Version 3.0 - Advanced Algorithms & Pro Workflow
Version 3.0 focuses on professional-grade control, vastly expanded variety, and critical workflow enhancements.
Core Generation & Variety
- ✅ Multiple Generation Algorithms: Choose between the classic Rooms & Corridors or the new Cellular Automata algorithm to create more organic, cave-like layouts.
- ✅ Seed-Based Generation: A critical new feature that allows you to generate specific, reproducible level layouts using a seed. Perfect for testing, debugging, and sharing your creations.
- ✅ Randomized Room Count: Instead of a fixed number, you can now set a minimum and maximum range for the room count, adding more unpredictability and variety to your dungeons.
Layout & Storytelling Control
- ✅ Dungeon Flow Graph: Go beyond random generation. This new system (previously called Sequential Biomes) allows you to define a logical path for the player, ensuring a hand-crafted, story-driven experience (e.g., Start → Puzzle Room → Treasure Room → Boss → Exit).
- ✅ Room Connection Styles: Control how your dungeon feels by choosing between Direct room-to-room connections for an open feel or traditional Corridors for a classic dungeon crawl.
Workflow & Quality of Life (QoL) Improvements
- ✅ Advanced Prefab Saving: The "Save As Prefab" function is now more powerful than ever. It not only bakes the NavMesh directly into the prefab but also copies all materials, creating a truly standalone, drag-and-drop ready level.
- ✅ Instant Generation: Generate and clear your dungeon with a single click directly from the Inspector for rapid iteration.
- ✅ Bug Fixes & Refinements: Includes key improvements, such as a fix for the "Place Along Walls" feature, ensuring more stable and reliable object placement.
- ✅ Optimization: The core script has been refined for a faster, more optimized workflow, especially for modern engines.
Dungeon Builder Pro is a powerful procedural level generator for Unity. It features automatic UV-tiling for clean visuals, NavMesh-ready layouts, and flexible object and light spawning with per-room control. Whether you're building a roguelike or prototyping a level system, it's ready to drop in.
If you own the ORIGINAL version of Dungeon Builder Pro, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
✅ Standard/Built-In
✅Universal
✅High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $15.00
Level Generator Pro 2.0 - Procedural Dungeons, Mazes, NavMesh & v6.0 Support by Despair
🔷 MAZE:
- 🧱 Procedural Maze Generation – Generates unique mazes using Recursive Backtracker or Prim’s Algorithm with customizable size and cell dimensions.
- 🧭 Start & End Point Logic – Supports manual or randomized start/end cell placement.
- 🏗️ Wall & Floor Prefab System – Uses custom or auto-generated prefabs for walls and floors.
- 🎲 Seed-Based Randomness – Deterministic generation with optional random seed support.
- 👤 Player Spawning – Automatically spawns the player at the defined start cell.
- 🎁 Random Object Spawning – Dynamically places random prefabs across the maze, avoiding the start and end cells.
- 🌐 NavMesh Integration – Fully baked NavMesh support for AI navigation out of the box.
- 🧱 Individual Wall Logic – Each cell tracks wall presence (top, bottom, left, right) independently.
- 🔁 Runtime Generation – Mazes can be generated automatically on game start or manually via script.
- 📦 Self-Contained Maze Object – Entire maze hierarchy is grouped under a parent GameObject.
- 🔄 Automatic Cleanup – Old maze instances are removed before new generation.
- ❌ Collider Handling – Custom collider setup ensures NavMesh compatibility (no unwanted collisions).
- 📏 Cell Scaling – Cell size directly affects spacing, wall/floor scaling, and positioning.
- 🧠 Multiple Generation Algorithms – Choose between Recursive Backtracker or Prim's Algorithm for different maze layouts and design goals.
- 🌀 Extra Wall Removal – Adds controlled loops and branching paths with adjustable randomness.
- 🎨 Material Set System – Assign multiple material sets to add visual variety per corridor or cell.
- 🤖 AI Spawning System – Spawn enemies or NPCs at random positions using AI-prefab support.
- 🚪 End Object Placement – Automatically spawn an object (e.g. portal, goal) at the maze’s end cell.
- 🧲 Wall-Mounted Object Spawning – Attach torches, traps, or signs directly to maze walls with probability and offset controls.
- 🧹 Temp Prefab Management – Automatically creates and removes temporary fallback prefabs for walls/floors when none are assigned.
- 🛠️ Editor-Friendly Inspector – Organized headers, tooltips, and intuitive layout for faster configuration.
🔶 DUNGEON:
- 🧮 Multi-Level Biome Assignment – Each dungeon level now supports its own biome, with unique materials, lights, enemies and decorations.
- 🧗 Vertical Ladder System – Seamlessly connects levels via ladders, including rung generation and optional custom MonoBehaviour scripts.
- 🌲 Biome-Based Enemy Spawning – Populates rooms with enemies based on per-biome spawn chance and custom enemy prefab pools.
- 🖼️ Wall Decorations – Adds randomized wall-hugging props with offset and rotation control, scaled per-biome.
- 🌌 Roof Mesh Generation – Optionally creates ceilings over rooms using biome-specific materials and seamless tiling.
- 🧟 Enemy Room Logic – Automatically flags rooms as enemy zones and spawns a controlled number of hostile NPCs.
- 🏞️ Biome System Overhaul – Complete biome object per level, with flexible spawn weight, decoration limits, light settings, and enemy rules.
- 🧱 Ladder Room Wall Framing – Auto-generates small framing walls around ladder shafts for clean vertical connections.
- 🪔 Per-Room Lighting System – Procedurally spawns point lights in rooms with randomized intensity, range and biome-defined chance.
- 🧩 Fully Modular Structure – Each generation phase (rooms, corridors, stairs, build, decoration, lights, etc.) modularized for expansion.
- 🧮 Procedural Room Generation – Randomly creates non-overlapping rooms with customizable size ranges.
- 🛣️ Corridor Carving – Automatically connects rooms via L-shaped hallways.
- 🧩 Optimized Floor Meshing – Combines adjacent tiles into large quad planes to reduce draw calls.
- 🧱 Smart Wall Placement – Detects edges and generates directional wall segments with proper UV scaling.
- 💡 Dynamic Lighting – Randomly adds light sources to rooms based on a configurable chance.
- 🪑 Room Decorations – Places random decorative prefabs in each room using defined spawn limits.
- 🎮 Player Spawn System – Instantiates player prefab in the start room or uses a fallback capsule.
- 🧭 NavMesh Baking – Optionally generates a Unity NavMesh for AI pathfinding over all walkable surfaces.
- 🖼️ Material Control – Separate materials and texture scaling for floor and wall meshes.
- ⚙️ Auto Setup – Runs generation on Start() for quick testing and prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version offered two distinct, single-level generation modes in one package.
- Dual Generator System: A single component could switch between generating Dungeons or Mazes.
- Dungeon Mode (v1.0): Single-Level Generation: Created basic dungeons on a single floor. Core Layout: Generated rooms and connected them with simple corridors. Basic Customization: Allowed setting grid size, room count, and dimensions. Simple Theming: Supported a single Wall and Floor material for the entire level. Basic Content: Included options for placing a Player prefab and simple decorations.
- Maze Mode (v1.0): Single-Level Generation: Created classic, single-floor mazes. Core Algorithm: Used a Recursive Backtracker algorithm. Basic Customization: Allowed setting maze dimensions, cell size, and seed. Start/End Points: Could define and randomize start and end cells. Basic Content: Supported random object spawning within the maze paths.
New in Version 2.0 - Multi-Level Architecture & Advanced Features
Version 2.0 was a massive upgrade, introducing verticality to Dungeons and adding significant depth to both modes.
- ✅ Dungeon Mode - Multi-Level & Biomes: Multi-Level Dungeons: The Dungeon generator could now create dungeons with multiple floors, connected by a levelHeight parameter. Biome System: A comprehensive Biome system was introduced for dungeons, allowing distinct themes per level, each with its own: Wall, Floor, and new Roof materials. Customizable lighting, enemy spawning, and wall-mounted decorations. Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between floors. Exit Portal: An exitPortalPrefab could be added to define a clear endpoint.
- ✅ Maze Mode - More Algorithms & Variety: New Maze Algorithms: Added Prim's Algorithm as an alternative to Recursive Backtracker. Advanced Customization: Introduced an Extra Wall Removal chance to create more open, less perfect mazes. Material Sets: A "biome-like" system was added for mazes, allowing you to define multiple wall/floor material sets for varied theming. More Content: Added dedicated AI spawning and support for wall-mounted objects (e.g., torches) in corridors.
New in Version 3.0 - Unification & Pro-Level Control
Version 3.0 is a complete architectural overhaul. The key theme is feature parity: the Maze generator now inherits the powerful multi-level capabilities of the Dungeon generator, and both modes receive professional workflow features.
- ✅ Dungeon Mode - Advanced Algorithms & Layout Control: New Dungeon Algorithm: Added a Cellular Automata algorithm to create organic, cave-like dungeons. New Room Connection Styles: Choose between Direct connections (with doors) or traditional Corridors. Dungeon Flow Graph: A new system to define a sequential, story-driven path of biomes (e.g., Start → Puzzle → Boss → Exit). Randomized Room Count: Set a min/max range for room count per level for more variety.
- ✅ Maze Mode - GOES MULTI-LEVEL! Multi-Level Mazes: The Maze generator is no longer limited to a single floor! It now fully supports multi-level generation with automatic ladders to connect floors. Roof Generation & Biomes: Mazes now support roof generation and can use the full Biome system, allowing you to set a different theme for each level. Randomized Level Sizes: Optionally randomize the width and height of each maze level for more dynamic structures.
- ✅ Workflow & QoL (For Both Modes): Advanced Prefab Saving: A critical workflow upgrade. You can now save the entire generated level (both Dungeon and Maze) as a single, standalone prefab that includes the baked NavMesh and all copied materials. Seed-Based Generation: A universal, top-level seed controller for creating reproducible levels in both modes. General Optimization: The entire codebase has been refined for better performance and a smoother editor experience.
🧩 Level Generator Pro 2.0 – Procedural Dungeons, Mazes & Biomes
Create dynamic, replayable levels in seconds! Level Generator Pro 2.0 generates advanced procedural dungeons, multi-level mazes, and biomes with full NavMesh support, lighting, decorations, enemies, and flexible player/object spawning. Perfect for roguelikes, RPGs, puzzle, or exploration games.
✨ Why Level Generator?
Hand-made levels take days to design. With Level Generator Pro, build unlimited unique layouts instantly boosting prototyping, replayability, and production speed.
⚡ Easy to use, fully customizable, and works right out of the box. Start building unique levels in seconds, no coding required!
If you own the ORIGINAL version of Level Generator 2, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal
- ✅ High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $30.00
Level Generator Pro 3.0 - Procedural Dungeons, Mazes, NavMesh & v6.0 Support by Despair
- 🧠 Generation Types: Dungeon & Maze
- 📊 Algorithms: Rooms & Corridors, Cellular Automata, Recursive Backtracker, Prim’s
- 🧱 Multilevel Support: For both dungeon and maze
- 🎮 Player Spawn: Auto spawn at start room or maze entrance
- 👾 AI Spawning: Multiple prefabs and configurable counts per level
- 🎲 Random Object Spawn: Floor & wall-mounted object spawning with probabilities
- 🌐 Biomes: Material sets per level (walls, floors, roofs, lights, enemies, decorations)
- 📐 Ladder Support: Optional script & configurable UV tiling
- 🏗️ Prefab Saving: Full level, NavMesh & materials saved as prefab
- 🧩 Inspector Integration: Easy-to-use custom editor UI
- 🔢 Seed-Based Generation: Fixed or randomized seed options
- 📏 Room Controls: Count, size, connection style
- 🌆 Maze Features: Custom dimensions, height, start & end locations
- 🏠 Roof Generation: For both dungeon and maze
- 🧱 Material Sets: Per-level visual style for mazes
- 🎨 Decoration System: Random props and wall decor per room
- 💡 Lighting System: Randomized lighting per biome
- 🚶 NavMesh Support: Optional NavMesh baking
- 🛠️ Editor Tools: Generate, clear, save prefab directly in Inspector
- 📦 Mesh Optimization: Combines procedural meshes for performance
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version offered two distinct, single-level generation modes in one package.
- Dual Generator System: A single component could switch between generating Dungeons or Mazes.
- Dungeon Mode (v1.0): Single-Level Generation: Created basic dungeons on a single floor. Core Layout: Generated rooms and connected them with simple corridors. Basic Customization: Allowed setting grid size, room count, and dimensions. Simple Theming: Supported a single Wall and Floor material for the entire level. Basic Content: Included options for placing a Player prefab and simple decorations.
- Maze Mode (v1.0): Single-Level Generation: Created classic, single-floor mazes. Core Algorithm: Used a Recursive Backtracker algorithm. Basic Customization: Allowed setting maze dimensions, cell size, and seed. Start/End Points: Could define and randomize start and end cells. Basic Content: Supported random object spawning within the maze paths.
New in Version 2.0 - Multi-Level Architecture & Advanced Features
Version 2.0 was a massive upgrade, introducing verticality to Dungeons and adding significant depth to both modes.
- ✅ Dungeon Mode - Multi-Level & Biomes: Multi-Level Dungeons: The Dungeon generator could now create dungeons with multiple floors, connected by a levelHeight parameter. Biome System: A comprehensive Biome system was introduced for dungeons, allowing distinct themes per level, each with its own: Wall, Floor, and new Roof materials. Customizable lighting, enemy spawning, and wall-mounted decorations. Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between floors. Exit Portal: An exitPortalPrefab could be added to define a clear endpoint.
- ✅ Maze Mode - More Algorithms & Variety: New Maze Algorithms: Added Prim's Algorithm as an alternative to Recursive Backtracker. Advanced Customization: Introduced an Extra Wall Removal chance to create more open, less perfect mazes. Material Sets: A "biome-like" system was added for mazes, allowing you to define multiple wall/floor material sets for varied theming. More Content: Added dedicated AI spawning and support for wall-mounted objects (e.g., torches) in corridors.
New in Version 3.0 - Unification & Pro-Level Control
Version 3.0 is a complete architectural overhaul. The key theme is feature parity: the Maze generator now inherits the powerful multi-level capabilities of the Dungeon generator, and both modes receive professional workflow features.
- ✅ Dungeon Mode - Advanced Algorithms & Layout Control: New Dungeon Algorithm: Added a Cellular Automata algorithm to create organic, cave-like dungeons. New Room Connection Styles: Choose between Direct connections (with doors) or traditional Corridors. Dungeon Flow Graph: A new system to define a sequential, story-driven path of biomes (e.g., Start → Puzzle → Boss → Exit). Randomized Room Count: Set a min/max range for room count per level for more variety.
- ✅ Maze Mode - GOES MULTI-LEVEL! Multi-Level Mazes: The Maze generator is no longer limited to a single floor! It now fully supports multi-level generation with automatic ladders to connect floors. Roof Generation & Biomes: Mazes now support roof generation and can use the full Biome system, allowing you to set a different theme for each level. Randomized Level Sizes: Optionally randomize the width and height of each maze level for more dynamic structures.
- ✅ Workflow & QoL (For Both Modes): Advanced Prefab Saving: A critical workflow upgrade. You can now save the entire generated level (both Dungeon and Maze) as a single, standalone prefab that includes the baked NavMesh and all copied materials. Seed-Based Generation: A universal, top-level seed controller for creating reproducible levels in both modes. General Optimization: The entire codebase has been refined for better performance and a smoother editor experience.
🧩 Level Generator Pro 3.0
Level Generator Pro 3.0 is an advanced and highly flexible procedural level generator for Unity. Build stunning dungeons and mazes with multilevel support, AI and player spawning, biomes, NavMesh integration, and prefab export all without writing a single line of code.
✨ Why Level Generator 3.0?
- 🛠️ Fully customizable generation
- 🏰 Dungeon & 🧩 Maze generation modes
- 🏗️ Multi-level & vertical layer support
- 👾 AI & 🎯 random object spawning
- 🌎 Biomes with enemies, lights, and decorations
- 📦 Prefab export with NavMesh & materials
- 🧩 Easy in-editor generation (no runtime required)
- 🚀 Optimized with combined mesh export
⚡ Easy to use, fully customizable, and works right out of the box. Start building unique levels in seconds, no coding required!
If you own the ORIGINAL version of Level Generator 3, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅ Universal
- ✅ High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $40.00
Level Generator Pro – Procedural Dungeons, Mazes, NavMesh & v6.0 Support by Despair
- 🏰 Dungeon Generator – Randomly builds interconnected rooms and corridors using room placement and corridor carving.
- 🌀 Maze Generator – Uses DFS-based generation with start/end control and wall structure.
- 🌲 BSP Dungeon (Placeholder) – (BSP mode exists in enum but not implemented yet.)
- 🧍♂️ Player Spawning – Optionally places a player prefab at dungeon or maze start.
- 💡 Lighting System – Adds random point lights to rooms based on chance value.
- 🪑 Decoration System – Randomly places prefabs in rooms using configurable entries and offsets.
- 🧭 NavMesh Baking – Automatically generates walkable navigation mesh after level build.
- 🧱 Optimized Wall & Floor Generation – Combines floor/wall meshes into efficient segments with material tiling.
- 🎲 Random Object Spawning (Maze) – Places specified prefabs at unique random maze positions.
- 🗺️ Customizable Sizes – Full control over grid dimensions, room sizes, maze cells, and tile scaling.
- 🧪 Seeded Randomness – Allows fixed or randomized generation via seed value.
- 🎮 Auto-Generation Option – Automatically builds level at scene start for rapid prototyping.
6.0 Support & Full Compatibility Update
This version has been completely overhauled to ensure full support and seamless integration with Unity v6.0. To address compatibility issues and eliminate legacy errors, all scripts have been significantly rewritten and optimized.
This includes crucial changes to the NavMesh generation scripts and the core logic to align with modern API standards. You can now use this asset in your v6.0 projects without any of the error codes found in the original version, ensuring a smooth and stable experience.
VERSION HISTORY:
Version 1.0 - The Foundation
The initial version offered two distinct, single-level generation modes in one package.
- Dual Generator System: A single component could switch between generating Dungeons or Mazes.
- Dungeon Mode (v1.0): Single-Level Generation: Created basic dungeons on a single floor. Core Layout: Generated rooms and connected them with simple corridors. Basic Customization: Allowed setting grid size, room count, and dimensions. Simple Theming: Supported a single Wall and Floor material for the entire level. Basic Content: Included options for placing a Player prefab and simple decorations.
- Maze Mode (v1.0): Single-Level Generation: Created classic, single-floor mazes. Core Algorithm: Used a Recursive Backtracker algorithm. Basic Customization: Allowed setting maze dimensions, cell size, and seed. Start/End Points: Could define and randomize start and end cells. Basic Content: Supported random object spawning within the maze paths.
New in Version 2.0 - Multi-Level Architecture & Advanced Features
Version 2.0 was a massive upgrade, introducing verticality to Dungeons and adding significant depth to both modes.
- ✅ Dungeon Mode - Multi-Level & Biomes: Multi-Level Dungeons: The Dungeon generator could now create dungeons with multiple floors, connected by a levelHeight parameter. Biome System: A comprehensive Biome system was introduced for dungeons, allowing distinct themes per level, each with its own: Wall, Floor, and new Roof materials. Customizable lighting, enemy spawning, and wall-mounted decorations. Inter-Level Connectivity: Automatic ladder generation was added to connect overlapping rooms between floors. Exit Portal: An exitPortalPrefab could be added to define a clear endpoint.
- ✅ Maze Mode - More Algorithms & Variety: New Maze Algorithms: Added Prim's Algorithm as an alternative to Recursive Backtracker. Advanced Customization: Introduced an Extra Wall Removal chance to create more open, less perfect mazes. Material Sets: A "biome-like" system was added for mazes, allowing you to define multiple wall/floor material sets for varied theming. More Content: Added dedicated AI spawning and support for wall-mounted objects (e.g., torches) in corridors.
New in Version 3.0 - Unification & Pro-Level Control
Version 3.0 is a complete architectural overhaul. The key theme is feature parity: the Maze generator now inherits the powerful multi-level capabilities of the Dungeon generator, and both modes receive professional workflow features.
- ✅ Dungeon Mode - Advanced Algorithms & Layout Control: New Dungeon Algorithm: Added a Cellular Automata algorithm to create organic, cave-like dungeons. New Room Connection Styles: Choose between Direct connections (with doors) or traditional Corridors. Dungeon Flow Graph: A new system to define a sequential, story-driven path of biomes (e.g., Start → Puzzle → Boss → Exit). Randomized Room Count: Set a min/max range for room count per level for more variety.
- ✅ Maze Mode - GOES MULTI-LEVEL! Multi-Level Mazes: The Maze generator is no longer limited to a single floor! It now fully supports multi-level generation with automatic ladders to connect floors. Roof Generation & Biomes: Mazes now support roof generation and can use the full Biome system, allowing you to set a different theme for each level. Randomized Level Sizes: Optionally randomize the width and height of each maze level for more dynamic structures.
- ✅ Workflow & QoL (For Both Modes): Advanced Prefab Saving: A critical workflow upgrade. You can now save the entire generated level (both Dungeon and Maze) as a single, standalone prefab that includes the baked NavMesh and all copied materials. Seed-Based Generation: A universal, top-level seed controller for creating reproducible levels in both modes. General Optimization: The entire codebase has been refined for better performance and a smoother editor experience.
🧩 Level Generator Pro – Procedural Dungeons & Mazes
Create dynamic, replayable levels in seconds! Level Generator Pro lets you generate richly detailed procedural dungeons and mazes with full NavMesh support, lighting, decorations, and player/object spawning. Perfect for roguelikes, puzzle games, or any title needing procedural level content.
⚡ Easy to use, fully customizable, and works right out of the box. Start building unique levels in seconds no coding required!
If you own the ORIGINAL version of Level Generator, you can get this new 6.0 version for FREE!
(And if you buy this version, you also get the 2021 version for free it works both ways!)
Please note: due to major architectural differences in Unity between versions 2021/2022 and 6.0+, it was not technically possible to support all versions in a single package. That’s why this is released as a separate version however, you’re covered either way.
Supported Render Pipelines:
- ✅ Standard/Built-In
- ✅Universal
- ✅High-Definition
For a full feature list, complete version history, and v6.0 compatibility notes, please see the Technical Details section.
Price $20.00
Post-Apocalyptic Survival Kit Bundle (10 Packs) by Leartes Studios
Features:
- 1000+ Unique Meshes
- Attention to Detail / AAA Quality
- Controllable parameters in Materials
- High Quality Assets
- Game ready/Optimized
- Unique Concepts of Assets
- High Attention to Details
Material Variations For Some Assets
Texture Sizes:
- 4096
- 2048
- 1024
Supported Development Platforms: All Platforms
Render Pipeline Disclaimer:
Renders and animations were created in HDRP. Each package included in the bundle have their own compatibility. You can check them in their own asset store pages.
Bundle of our 10 Unique Environments! Don't miss the chance to get all of them together.
ALL OF THESE PACKAGES WORTH IN TOTAL 800$ ARE NOW JUST $50!
The list of these unique environments is below!
1- Future Slums Abandoned /Post-ApocalypticDistrict $119.99
2- Abandoned Swimming Pool Environment $39.99
3- Abandoned / Post-Apocalyptic Hospital Environment $59.99
4- Haunted Village Environment / Horror Village Environment $89.99
5- Post-Apo American Diner Environment / Exterior + Interior $59.99
6- Post Apocalyptic Wasteland Environment $99.99
7- The Blue Metro 2029 ( Post Apocalyptic Metro / Subway Environment ) $49.99
8- Abandoned Village Environment $119.99
9- Abandoned Industrial Factory Environment $99.99
10- Nova Space Burgers / Cyberpunk Abandoned Restaurant / Bar $59.99
Note: When you buy this lite version 'Post-Apocalyptic Survival Kit Bundle' you get free access to the packages listed above on the Unity Asset Store.
Each pack have different compatibilities. You can find the pipeline and Unity version compatibilities and technical details in the links of each pack, please check them!
For all your promotional requests, technical support needs, suggestions, please create a ticket
Here you can join Leartes Discord channel for live support, discounts, and Custom Outsource Environment Projects.
INSTAGRAM FACEBOOK LINKEDLN TWITTER YOUTUBE REDDIT
Price $99.99
Wood mannequins by Dary Palasky
Number of textures: 48
Texture dimensions: (512x512,1024x1024,2048x2048,4096x4096)
Polygon count :
Minimum polygon count: 28387
Maximum polygon count: 28719
Number of meshes/prefabs: 3x2
Rigging: Yes
Animation count: 0
Animation type list: 0
UV mapping: Yes
LOD information: No LODs
Types of materials and texture maps:
PBR Texture
Albedo, Normal,
Metallness,Roughness, AO,
Alpha in TGA Format
Wood mannequins
Number of characters: 2
In addition, you can buy each of the characters separately on my store page .
Creepy Mannequin
Feature:
- 1 Face blend shapes/morph target - Scream
- Hair wind simulation
- Blood/Dirt mask Face/Body
- Changing color Skin/Eyes/Hair
Polycount:
- Polygons: 28719
- Vertices: 41096
- Triangles: 57067
Sinister Mannequin
Feature:
- 52 Face blend shapes/morph target
- 5 ready-made facial emotions
- Hair wind simulation
- Blood/Dirt mask Face/Body
- Changing color Skin/Eyes/Hair
Polycount:
- Polygons: 28387
- Vertices: 38194
- Triangles: 56149
Price $50.00
Stylized Environment Mega Bundle by Hivemind
Number of Unique Meshes: 1000+
Collision: Yes, custom and automatically generated!
Vertex Count: 28 - 50K
LODs: Yes
Number of LODs: 1 - 6
Number of Materials: 400+
Number of Textures: 1000+
Texture Resolutions: (2048x2048, 4096x4096)
Supported Development Platforms:
Windows: Yes
Mac: Yes
Render Pipeline Disclaimer:
This package was created as HDRP. URP file included.If you want use URP, you can import it.
Playable Demos and Showcase Available Inside Each Product Link Below | All products can be used in your commercial products including steam.
🎁 Limited Time Gift!
1) Get 🪓 Dark Fantasy Weapons - 49.99$ Value (Gifted straight to your vault!) For Free When Buying This Pack!
2) To receive your bonus 👾 Join Our Discord 👾
3) Navigate to the "free-gift" channel and click the "Open ticket" button.
🏷️ Save 200$ (Original Price 300$ Now 100$)
☠️ The Bundle includes 7 Packs ☠️
Get them for a discounted price exclusively on this bundle! (100$ instead of 300$)
- 1) Glimvale: Stylized Fantasy Open World ($39.99)
- 2) House On A Hill Environment ($29.99)
- 3) Maplewood Village: Modular Medieval Town / Village ($39.99)
- 4) Modular Desert Town ($39.99)
- 5) Modular Medieval Town ($49.99)
- 6) Stylized Nature ($59.99)
- 7) Ultimate Weapons Bundle ($29.99)
Purchasing this bundle will unlock access to the products listed above from the Unity asset store. Don't forget to check our store page after purchasing the bundle.
CONTACT US WEBSITE | JOIN US DISCORD
Price $99.99
Dystopia Mutant Soldier by Maksim Bugrimov
- Hello,
- I present to you a Dystopia Mutant soldier in the style of the post-apocalypse.
- This is a soldier with an artificial respiration device who was swallowed by an alien substance with his tentacles.
- The character is well suited for survival and doomsday style games.
- The character does not have animations,
- but it has a standard rigg that works with humanoid rig Unity And UE4-UE5
- Character Dystopia Mutant soldier
- PBR textures.
- Character
- -Albedo
- -AO
- -Metallic
- -Normal
- (4096-4096 Size)
- Polys:79,689
- Tris:154,008
- Verts:78,669
Price $34.99
Old Roads - Modular - HQ by VIS Games
All modules are based on a 4x4m raster and can easily put together exaktly.
Texture-Sizes: 4096x4096
Textures-Include: Albedo, Normal and Maskmap
Supports BuiltIn, URP and HDRP
This package contains modular elements to create old city roads. It includes, straights, curve (small, large), cross, t-cross and endparts.
In total 32 game-ready prefabs with collision meshes.
Textures come with a wet look. Cobble-Stones for the main is also included as a dry version.
Pavement borders and sewers are detailled meshes.
All modules are based on a 4x4m raster and can easily put together exaktly.
Texture-Sizes: 4096x4096
Textures-Include: Albedo, Normal and Maskmap
Supports BuiltIn, URP and HDRP
Price $9.99
Cyborg Killer 2 by Andryuha1981
Textures pack map 4096x4096 and 2048x2048
three skins
8 materials
PBR
Albedo
Normal
Metalic_gloss
AO
28 textures
Extra joins
Jaw
The model contains 35 animations
attack(x4)
walking(x4)
straif RL(x4)
idle(x6)
death(x4)
gethit(x6)
run(x2)
faces 78875
verts 81076
tris 152366
Price $80.00
Fantasy Swords by Daelonik Artworks
[ASSET INFO] [Website] [Support]
[HIGHLIGHTS]
- Over 60 unique swords models
- 3x Lods each model
- 2k unique texture each sword
- Low polygon count
- PBR Material
- HDRP and URP ready
[DESCRIPTION]
This package contains a bunch lowpoly fantasy swords with a lot of variety and over 60 different unique models. Ready to work under all platforms with 3 lods each mesh for better performance, includes also PBR materials and ready to work under all pipelines.
[FANTASY COLLECTION]
Other assets showcasing fantasy content:
Price $19.50
Namazu Elements Plugin for Unity - Cross-platform GBaaS by Namazu Studios
- Codegen for client API wrapper for all core Elements APIs and any custom application APIs
- Client session manager
- Request/response hooks
Elements Codegen is a Unity plugin designed to seamlessly integrate with the Namazu Elements backend. It enables game designers to auto-generate robust, backend-ready C# code directly within Unity. This transforms complex API interactions—like user auth, inventory, matchmaking, leaderboards, progress tracking, sessions—into simple, maintainable methods and types. You can rapidly prototype connected or live-enabled features without manually handling requests or state persistence logic.
Generate your code using a running instance of Elements. No need to write tons of boilerplate to connect your game to Elements, just click generate and get running in a couple lines of code.
Namazu Elements is free and open source: https://github.com/NamazuStudios
Get started quickly here: https://github.com/NamazuStudios/docker-compose
Check out the manual here: https://namazustudios.com/docs
Functionality & Developer Benefits
Below, each functionality Elements offers is paired with its direct benefit to a Unity game designer:
- Offline-Ready REST Client Code
Generates C# wrappers for Elements REST APIs (user, inventory, leaderboards, matchmaking, progress, sessions, notifications, save states, etc.)
Benefit: Skip manual HTTP, JSON parsing, error handling. Focus purely on game logic. - Typed Models & State Handling
Creates data models (e.g. User, Item, Mission, LeaderboardEntry) with automatic serialization and state tracking.
Benefit: Strong typing, fewer bugs, maintainable codebase. - Serverless Function Integration
Supports deployment of cloud functions (“elements”/script containers) for custom logic with persistent state.
Benefit: Write server logic (leaderboards, rewards, matchmaking) in Java, deploy via Elements alongside Unity code https://namazustudios.com/docs/custom-code/ - Real-Time Services (WebSockets)
Auto-generates WebSocket client support for live interactions like matchmaking, notifications, progress updates.
Benefit: Built-in real-time hooks without crafting your own socket layer - OAuth2 / OIDC Authentication Flows
Templates to wire up authentication via OAuth2 or OIDC, complete with login handling and session refresh.
Benefit: Secure user identity out of the box - no rolling your own login system. - GraphQL-Style Extensibility & Swagger Integration
Integration with Swagger UI for REST inspection, and ability to implement custom server-side logic using Java annotations/extensions.
Benefit: Full visibility and customization through auto‑generated code and server-side hooks - Low-Latency, Persistent Container Support
Deploy custom logic in lightweight, persistent containers that stay hot and stateful.
Benefit: No cold starts or flakey performance when players hit live services - Comprehensive API Coverage
Includes support for essential gaming backend systems: inventory, leaderboard, match, mission, progress, reward_issuance, schedule, notification, session, save_data, large_object, profile, etc.
Benefit: One unified toolset handles all your backend needs - Codegen-Friendly Javadocs & Swagger
Automatic Javadoc and API spec generation ensures Unity C# methods are fully documented and aligned with backend endpoints.
Benefit: Developers can intuitively grasp usage without pipeline leaks. - Version Management & Back-Office GUI
Tools to configure API versions, manage sessions, mock environments, monitor health/status directly within Elements’ admin console.
Benefit: DevOps control at your fingertips—no separate dashboard tooling required https://namazustudios.com/docs/accessing-the-web-ui-crm/ - Web3 & Blockchain Off‑Ramps
Supports chain-agnostic features: wallet integration, vaults, smart contracts across Ethereum, Flow, Solana, Neo.
Benefit: Future‑proof infrastructure for NFTs, on‑chain items, or wallet‑connected gameplay https://namazustudios.com/docs/omni-chain-support/
Why It Matters for Unity Game Designers
Problem How Elements Codegen Solves It
Boilerplate backend code Automated API client generation
Error-prone JSON handling Strongly typed, serialized C# models
Stateless cloud functions Persistent serverless containers with hot memory
Slow dev cycles with manual Quick iteration with auto-deployed backend changes
Auth complexities Plug-and-play OAuth2/OIDC flows
Reactive multiplayer logic Built-in WebSocket code for real-time interactivity
Asset Store friendly install Single plugin, minimal integration hassle
Developer Action Items
- Install the Unity Elements Codegen plugin from the Asset Store.
- Connect to your Elements environment via the Elements dashboard.
- Select which APIs you need and trigger code generation.
- Import the generated code into your Unity project.
- Use models/calls directly - e.g., InventoryService.GetItems(...), Matchmaking.JoinMatch(...), Leaderboard.SubmitScore(...), etc.
- Test and mock via the built‑in Elements UI and REST Swagger playground.
- (Optional) extend server logic using Java with Elements’ server-side SDK, supported workflows, and WebSocket channels.
Final Assessment
Elements Codegen isn’t just another backend SDK - it’s a full-featured backend-as-code platform scalable for any online game. It eliminates backend friction by generating battle-tested C# client libraries, removing serialization and networking headaches, and supporting live, persistent game services out-of-the-box. It aligns with the modern Unity dev workflow- high velocity, high reliability, developer-first.
Core Technical Highlights
1. Auto-Generated, Typed REST API Clients
- Codegen generates strongly typed C# clients for all Elements backend services (Inventory, Matchmaking, Leaderboards, Sessions, Progress, etc).
- No runtime reflection or dynamic JSON parsing - compile-time safety.
- Built using [APIMATIC or OpenAPI spec]-driven generators (standardized, production-hardened).
- Includes full error handling and retry logic.
- Result: No spaghetti networking code. Safer, faster dev with clear intellisense + fewer bugs.
2. Persistent Serverless Functions
- Server-side logic written in Java, deployed to stateful container runtimes.
- Cold starts eliminated - containers maintain memory across invocations.
- Supports long-lived in-memory game state, object pooling, and complex server-side behavior.
- Result: Unlike AWS Lambda or Firebase, you can run game loop logic server-side with low latency.
3. Zero-Config WebSocket Integration
- Codegen includes ready-to-use WebSocket clients with message handling stubs.
- Hooks into matchmaking updates, notifications, presence, progress sync, etc.
- Result: Real-time multiplayer scaffolding out-of-the-box, no custom socket layer required.
4. Cross-Platform Authentication (OAuth2 / OIDC)
- Ready-to-integrate login flows for Unity (desktop, mobile, web).
- Token management, session refresh, and secure storage are all handled.
- Result: Bulletproof login system without duct-taping Firebase/Auth0/Supabase.
5. Elements Namespace Mapping
- Codegen respects the backend’s OpenAPI spec and maps each namespace/service into its own C# module:
- e.g., InventoryService, UserService, MatchmakingService, LeaderboardService.
- Result: Separation of concerns + clean folder structure, no generated monolith.
6. Generated Data Models w/ JSON Schema Validation
- Models like Item, Mission, LeaderboardEntry, UserProfile generated from backend schemas.
- Built-in serialization, deserialization, and validation conform to backend contracts.
- Result: Backend/frontend never drift. Data always lines up. No manual syncing.
7. Swagger & API Doc Integration
- Every generated class and method includes inline documentation from the backend API spec.
- Supports linking to live Swagger UI or downloading OpenAPI files.
- Result: Discoverable and explainable. New devs onboard faster.
8. Secure, Scalable Backend Infrastructure
- Built on containerized JVM microservices, with gRPC and HTTP/2 under the hood.
- Supports multi-region deployment, caching layers, message queues.
- Result: Battle-tested infra scale. Your game doesn’t break under load.
9. Codegen CLI & Build Integration
- Supports automated regeneration via CLI (for CI/CD).
- Compatible with Unity build pipelines.
- Result: Update your backend, re-gen the Unity SDK, and ship - no rebuild hell.
10. Compatibility Layer for PlayFab, Photon, etc. (Optional)
- (If applicable) Emulates PlayFab-like API surface for easier migration or side-by-side testing.
- Result: Minimize switching cost if moving off PlayFab or other services, or integrating a hybrid solution.
⚠️ Red Flags Avoided
- ❌ No reflection-based runtime models (slow, error-prone)
- ❌ No manual JSON parsing or UnityWebRequest boilerplate
- ❌ No cold-start serverless traps
- ❌ No Unity editor-only SDKs - code works in builds
- ❌ No data model drift between backend & frontend
Price $0.00
2D Platformer Tilemap Pack – Space Theme by Aether2D
Tilemap & Visual Style
This pack includes a complete modular tile palette designed for 2D platformer level creation in a space or sci-fi environment.
The tile resolution is 128x128, making it ideal for crisp visuals on modern screens while remaining lightweight for performance.
Color Depth: 32-bit RGBA
Compatible with URP and Built-in (URP strongly recommended for 2D)
Animated Elements
Three animated plants are included to enhance visual depth and motion in your levels.
Gameplay Systems
-A functional coin collection system is provided, complete with saving logic to store player progress.
-A finish trigger system using a portal prefab is also included to mark level completion.
Both systems are fully ready-to-use and script-based, making integration fast and beginner-friendly.
UI & Feedback
35 Game UI elements: Buttons, icons, coins, counters, backgrounds, power-up icons Asset sizes range from 500x500 to 3000x3000. Visual feedback is enhanced with particle effects on coin pickup and level completion portal.
Code & Documentation
All scripts are written in clean, well-structured C# with Unity beginners in mind. The included PDF documentation focuses on helping you understand how to set up and connect the key systems like the Coin System and the Finish System directly in your scene. No complex coding required, it’s designed for fast implementation with clear, step-by-step instructions.
Audio
The asset includes 4 background music tracks and essential sound effects (coin pickup, portal trigger, UI clicks). All audio is under the CC0 license, free to use in both commercial and personal projects.
Compatibility & Setup
Fully compatible with Unity URP and Built-in Render Pipelines. The folder structure is clean and optimized for fast navigation.
2D Platformer Tilemap Pack – Space Theme
Create professional-quality 2D space platformer levels in Unity with this tilemap kit. This pack provides handcrafted tiles, animated elements, and fully working gameplay systems perfect for developers aiming to build sci-fi or space-themed games quickly and efficiently.
It’s designed for Unity users who want to focus on game design and level creation without spending time on setup or custom scripting. Ideal for beginners and prototypes, but clean enough for production.
Key Features:
- Modular space tilemap: Easily build levels using hand-drawn tiles for terrain, background, and special fake tiles for gameplay illusion.
- Coin system included: Ready-to-use coin pickup mechanic with save logic and coin counter UI.
- Finish system: A particle-driven portal automatically detects the player’s arrival, plays a customizable sound, and activates the end screen UI using simple trigger-based logic.
- Animated plants: Includes 3 animated decorative elements to add variety to your environment.
- Efficient workflow: Organized project, commented C# scripts, and clear folder structure.
- Unity integration: Compatible with URP and Built-in Render Pipeline, plug-and-play setup.
This pack is a perfect asset for Unity 2D developers working on sci-fi, space, or abstract platformers and looking for a tilemap.
If you’re curious or want to follow future releases like upcoming characters, enemies, or other themed tilemaps you can check them out here:
Price $6.51