Evolving multiplayer games beyond UNet
Through our connected games initiatives, we’re revamping how we can make networked games easier, more performant, and multiplayer-ready by default. To make these important changes, we need to start anew. That means existing multiplayer features will be gradually deprecated, with more performant, scalable, and secure technologies taking their place. But don’t worry – games with […]
Origami Animals Pack by Runemark Studio
A dozen of origami style animals for your project to be used as decoration or montage, pick-ups or collectibles, level or achievement markers. These animals represent the 12 signs of the Chinese zodiac, and a bonus Crane of good luck.
Meshes:
All models are UV unwrapped. Triangles: 100 - 500 (ground is 700 tris)
Rat
Ox
Tiger
Rabbit
Dragon
Snake
Horse
Goat
Monkey
Rooster
Dog
+ Crane
+ Ground
Materials:
Material colors only, no textures included.
Scene:
A basic lowpoly scene is included with camera and lights setup.
Follow us for updates and news:
website | facebook | twitter | youtube
Price $9.00
Meshes:
All models are UV unwrapped. Triangles: 100 - 500 (ground is 700 tris)
Rat
Ox
Tiger
Rabbit
Dragon
Snake
Horse
Goat
Monkey
Rooster
Dog
+ Crane
+ Ground
Materials:
Material colors only, no textures included.
Scene:
A basic lowpoly scene is included with camera and lights setup.
Follow us for updates and news:
website | facebook | twitter | youtube
Price $9.00
Realistic 2D Retro/Pixelized Lightning Bolts by Legit Games
Easily add realistic looking 2D retro/pixelized lightning bolts to your game!
* Control how wide/narrow and thick/thin your bolt is
* Add realistic branches based on your desired amount (or turn off for a bolt without any branches)
* Adjust the min/max angle and length of your branches
* Change the color to any color you like
* Automatically have your bolt point towards and follow a target collider or local/world position
If you would like to learn how to create these lightning bolts from scratch, sign up for the Udemy course instead. Full source code is included.
Contents of README.txt is shared below:
//
// Lightning Bolt
// Usage Instructions
//
----------
[Usage]
1. Add the "Lightning Bolt" component to your desired game object. (NOTE: If the game object has a Sprite Renderer attached and you do not want its sprite to be overridden by the bolt, you must attach the component to a nested game object instead.)
2. Adjust the "Pixels Per Unit" to match the PPU of your game or to your desired amount (the higher the number, the thinner and less pixelated the bolts will appear).
3. Set "Origin Offset" to your desired local position to offset the starting point of the bolt from the game object it is attached to.
4a. If targeting a static position, use "Target" to set the world position for the bolt to end at. Enabling "Target Is Offset" will use "Target" as a local position instead of a world position.
4b. If targeting a dynamic game object, set "Target Collider" to the physics collider of the desired target in the scene (the bolt will then follow this target as it moves). If the target is spawned dynamically, use the following code to set the value at run-time:
LightningBolt bolt = gameObject.GetComponent<LightningBolt> ();
if (bolt) {
bolt.targetCollider = targetGameObject
.GetComponent<Collider2D> ();
}
5. Use "Color" to change the overall color of the bolt.
6. Use "Bolts Per Second" to animate the bolt (the higher the number, the more times the bolt will be regenerated per second; use 0 for a static bolt, or 60 to have the bolt regenerated on every frame, regardless of framerate).
----------
[Advanced Usage]
1. "Split Iterations" determines how many times the bolt is split from a single straight line (the higher the number, the more number of individual lines will appear in your bolt).
2. "Split Offset Divider" determines how wide/narrow the bolt will become (the higher the number, the more narrow the bolt will be). Use "Min/Max Split Offset Multiplier" to fine tune the narrowness by adjusting the amount each line can be offset from its parent line when split (using a min/max amount of 0 will result in a completely straight bolt).
NOTE: The split offset is determined by the total length of the bolt, divided by the "Split Offset Divider", and then multiplied on an individual line basis by a random amount within the "Min/Max Split Offset Multiplier" range.
3. Adjust "Branch Creation Chance" to increase/decrease the amount of branches that appear off of the main bolt (the higher the number, the greater the chance of creating a branch on each split; use 0 for no branches whatsoever, or 1 to have a branch always created).
4. Adjust "Min/Max Branch Angle" to increase/decrease the amount each branch can be rotated from its parent line upon creation.
5. Adjust "Min/Max Branch Length Multiplier" to increase/decrease the min/max length each branch can be (the higher the numbers, the longer the branches will be).
----------
[Tips]
* To change the sorting layer or order of the bolt, attach a Sprite Renderer to the game object and set the sorting layer and order to your desired values. The component will detect that a Sprite Renderer is already attached and render the bolt to its sprite.
----------
Thanks for reading!
Have questions? Send an email to: support@legit-games.com
Price $10.00
* Control how wide/narrow and thick/thin your bolt is
* Add realistic branches based on your desired amount (or turn off for a bolt without any branches)
* Adjust the min/max angle and length of your branches
* Change the color to any color you like
* Automatically have your bolt point towards and follow a target collider or local/world position
If you would like to learn how to create these lightning bolts from scratch, sign up for the Udemy course instead. Full source code is included.
Contents of README.txt is shared below:
//
// Lightning Bolt
// Usage Instructions
//
----------
[Usage]
1. Add the "Lightning Bolt" component to your desired game object. (NOTE: If the game object has a Sprite Renderer attached and you do not want its sprite to be overridden by the bolt, you must attach the component to a nested game object instead.)
2. Adjust the "Pixels Per Unit" to match the PPU of your game or to your desired amount (the higher the number, the thinner and less pixelated the bolts will appear).
3. Set "Origin Offset" to your desired local position to offset the starting point of the bolt from the game object it is attached to.
4a. If targeting a static position, use "Target" to set the world position for the bolt to end at. Enabling "Target Is Offset" will use "Target" as a local position instead of a world position.
4b. If targeting a dynamic game object, set "Target Collider" to the physics collider of the desired target in the scene (the bolt will then follow this target as it moves). If the target is spawned dynamically, use the following code to set the value at run-time:
LightningBolt bolt = gameObject.GetComponent<LightningBolt> ();
if (bolt) {
bolt.targetCollider = targetGameObject
.GetComponent<Collider2D> ();
}
5. Use "Color" to change the overall color of the bolt.
6. Use "Bolts Per Second" to animate the bolt (the higher the number, the more times the bolt will be regenerated per second; use 0 for a static bolt, or 60 to have the bolt regenerated on every frame, regardless of framerate).
----------
[Advanced Usage]
1. "Split Iterations" determines how many times the bolt is split from a single straight line (the higher the number, the more number of individual lines will appear in your bolt).
2. "Split Offset Divider" determines how wide/narrow the bolt will become (the higher the number, the more narrow the bolt will be). Use "Min/Max Split Offset Multiplier" to fine tune the narrowness by adjusting the amount each line can be offset from its parent line when split (using a min/max amount of 0 will result in a completely straight bolt).
NOTE: The split offset is determined by the total length of the bolt, divided by the "Split Offset Divider", and then multiplied on an individual line basis by a random amount within the "Min/Max Split Offset Multiplier" range.
3. Adjust "Branch Creation Chance" to increase/decrease the amount of branches that appear off of the main bolt (the higher the number, the greater the chance of creating a branch on each split; use 0 for no branches whatsoever, or 1 to have a branch always created).
4. Adjust "Min/Max Branch Angle" to increase/decrease the amount each branch can be rotated from its parent line upon creation.
5. Adjust "Min/Max Branch Length Multiplier" to increase/decrease the min/max length each branch can be (the higher the numbers, the longer the branches will be).
----------
[Tips]
* To change the sorting layer or order of the bolt, attach a Sprite Renderer to the game object and set the sorting layer and order to your desired values. The component will detect that a Sprite Renderer is already attached and render the bolt to its sprite.
----------
Thanks for reading!
Have questions? Send an email to: support@legit-games.com
Price $10.00
Dark Dragon by Rain Entertainment
an animated Dark Dragon with 7 combat animations,perfect for mobile games.
Mesh information:
DarkDragon 2564 Tris
Texture information:
DarkDragon 512x512
Animation list
DarkDragon@atk01.FBX
DarkDragon@atk02.FBX
DarkDragon@atk03.FBX
DarkDragon@die.FBX
DarkDragon@hit.FBX
DarkDragon@idle.FBX
DarkDragon@run.FBX
Enjoy!
Price $5.00
Mesh information:
DarkDragon 2564 Tris
Texture information:
DarkDragon 512x512
Animation list
DarkDragon@atk01.FBX
DarkDragon@atk02.FBX
DarkDragon@atk03.FBX
DarkDragon@die.FBX
DarkDragon@hit.FBX
DarkDragon@idle.FBX
DarkDragon@run.FBX
Enjoy!
Price $5.00
Demon Warrior Fighter by Rain Entertainment
an animated Demon Warrior with 5 combat animations,perfect for mobile games.
Mesh information:
DemonWarrior 1370 Tris
Texture information:
yangjiaoemo 256x256
yangjiaoemo_weapon 128x128
Animation list
DemonWarrior@atk01.FBX
DemonWarrior@die.FBX
DemonWarrior@hit.FBX
DemonWarrior@idle.FBX
DemonWarrior@run.FBX
Enjoy!
Price $5.00
Mesh information:
DemonWarrior 1370 Tris
Texture information:
yangjiaoemo 256x256
yangjiaoemo_weapon 128x128
Animation list
DemonWarrior@atk01.FBX
DemonWarrior@die.FBX
DemonWarrior@hit.FBX
DemonWarrior@idle.FBX
DemonWarrior@run.FBX
Enjoy!
Price $5.00
SF MachineGun AK4 by CGPitbull
Ready for Virtual Reality (VR), and other real-time apps, PBR Materials / Textures ready.
Add a professional touch to your SciFi VideoGame project with this original low poly model.
No animated parts, script or LOD, Not Rigged. Separated parts (Scope, Trigger etc), can be animated, properly linked (see previews).
Total Polycount with no duplicated parts: Polys/4.600 - Verts/4.712 - Tris/8.916
_Textures included (Tiff):
_3 differents color schemes / PBR Materials (see previews)
_3 Diffuse/Albedo maps 2048x2048
_1 Normal map 2048x2048
_1 Glow (Emission) map 2048x2048
_1 Roughness map 2048x2048
_1 Metallic map 2048x2048
_1 Transparent map 2048x2048
Price $18.00
Add a professional touch to your SciFi VideoGame project with this original low poly model.
No animated parts, script or LOD, Not Rigged. Separated parts (Scope, Trigger etc), can be animated, properly linked (see previews).
Total Polycount with no duplicated parts: Polys/4.600 - Verts/4.712 - Tris/8.916
_Textures included (Tiff):
_3 differents color schemes / PBR Materials (see previews)
_3 Diffuse/Albedo maps 2048x2048
_1 Normal map 2048x2048
_1 Glow (Emission) map 2048x2048
_1 Roughness map 2048x2048
_1 Metallic map 2048x2048
_1 Transparent map 2048x2048
Price $18.00
Modular Urban Kit by MyxerMan
Modular Urban Kit
-- DEMO SCENE --
-- Preview VIDEO --
-- Tutorial VIDEO --
This package contains a set of assets to create a high-quality urban environment.
Includes urban environment models, a modular system of buildings and roads, scripts and shaders to create your unique city.
Package includes:
- 100+ modular parts for creating unique buildings in different styles
- Modular Road and Sidewalks Set
- More than 50 units of street props
- More than 30 PBR materials
- 11 Premade buildings
- Demo scene
Recommended to use Linear Color Space and Deferred Rendering Path.
ALSO SEE:
Simple Town Pack
Price $39.99
-- DEMO SCENE --
-- Preview VIDEO --
-- Tutorial VIDEO --
This package contains a set of assets to create a high-quality urban environment.
Includes urban environment models, a modular system of buildings and roads, scripts and shaders to create your unique city.
Package includes:
- 100+ modular parts for creating unique buildings in different styles
- Modular Road and Sidewalks Set
- More than 50 units of street props
- More than 30 PBR materials
- 11 Premade buildings
- Demo scene
Recommended to use Linear Color Space and Deferred Rendering Path.
ALSO SEE:
Simple Town Pack
Price $39.99
Low Poly Medieval House by xzippyzachx
This pack includes a low-poly medieval house. It also has 4 building stages and two different color variants.
Pack Includes:
Models = 5
Assets = 10
Prefabs = 10
Exact Assets:
House_Blue
House_Red
House_Blue_75%
House_Red_75%
House_Blue_50%
House_Red_50%
House_Blue_25%
House_Red_25%
House_Blue_0%
House_Red_0%
I also do cheap custom work of any low-poly kind!
Contact me at xzippyzachx@gmail.com or
Price $2.99
Pack Includes:
Models = 5
Assets = 10
Prefabs = 10
Exact Assets:
House_Blue
House_Red
House_Blue_75%
House_Red_75%
House_Blue_50%
House_Red_50%
House_Blue_25%
House_Red_25%
House_Blue_0%
House_Red_0%
I also do cheap custom work of any low-poly kind!
Contact me at xzippyzachx@gmail.com or
https://twitter.com/xzippyzachx
Price $2.99
Ambisonic Soundscapes Vol 1 by TRIPBOX
Who said 3D is only for the eyes?
All soundbeds have been composed and arranged with very much love for the detail and 3D audio in mind.
Lots of analouge gear like vintage tape echos and other studio effects have been used while mixing through an analog console to provide rich and organic sounds.
From suspencefull and dark to relaxing and light, you´ll find the perfect mood for your gameplay scenes or menus.
All soundfiles are seamlessly looped and come in AMBIX-format WAV files (SN3D with ACN channel ordering) ready to use as ambisonic audio in unity. We recommend using an ambisonic toolset like Google Resonance. The ambisonic soundformat brings you easy access to interactive immersive 3D audio in your games. The package also includes Stereo-Versions of all soundscapes.
Please watch this demovideo with stereo-headphones to experience full binaural 3D Audio!
If you need support or want custom made ambisonic compositions for your game please contact me via my website: www.tripbox.com
Price $25.00
Ambisonic Soundscapes Vol1 brings you 10 handcrafted ambisonic compositions for gameplay and menus.
All soundbeds have been composed and arranged with very much love for the detail and 3D audio in mind.
Lots of analouge gear like vintage tape echos and other studio effects have been used while mixing through an analog console to provide rich and organic sounds.
From suspencefull and dark to relaxing and light, you´ll find the perfect mood for your gameplay scenes or menus.
All soundfiles are seamlessly looped and come in AMBIX-format WAV files (SN3D with ACN channel ordering) ready to use as ambisonic audio in unity. We recommend using an ambisonic toolset like Google Resonance. The ambisonic soundformat brings you easy access to interactive immersive 3D audio in your games. The package also includes Stereo-Versions of all soundscapes.
Please watch this demovideo with stereo-headphones to experience full binaural 3D Audio!
If you need support or want custom made ambisonic compositions for your game please contact me via my website: www.tripbox.com
Price $25.00
PrefabManagerPro by Octamodius
Welcome to PrefabManagerPro!
PrefabManagerPro is a Unity Editor Extension which greatly improves the process of managing prefabs in your project.
How it works
This plugin allows you to organize your prefabs in prefab libraries inside a dedicated editor window. Clicking on a prefab library item will instantly show previews for all prefabs that reside in that library in a separate window. This makes prefab searching incredibly fast. When you find yourself often using the same libraries and prefabs, you can organize them in favourites and use that as a filtering mechanism to speed up the workflow even more.
You can even use prefab tags as another form of filtering which is especially useful when you have many prefabs in a single library. Tags can be viewed as a sub-library mechanism. They allow you to organize prefabs into bulks that serve a specific purpose. For example, you might have a library named Props. The prefabs in this library could be associated with the following tags: Books, AlchemyItems, Chests, Swords etc. The tags can then be used as a filtering mechanism by turning them on/off as needed. You can record the tag states and store them in tag presets to quickly switch between different tag configurations.
Works really well with ProSurfaceSnap.
Video tutorials:
🎥 Prefabs & Prefab Libraries
🎥 Prefab Tags & Tag Presets
🎥 ProSurfaceSnap Integration
Enjoy!
Price $15.00
PrefabManagerPro is a Unity Editor Extension which greatly improves the process of managing prefabs in your project.
How it works
This plugin allows you to organize your prefabs in prefab libraries inside a dedicated editor window. Clicking on a prefab library item will instantly show previews for all prefabs that reside in that library in a separate window. This makes prefab searching incredibly fast. When you find yourself often using the same libraries and prefabs, you can organize them in favourites and use that as a filtering mechanism to speed up the workflow even more.
You can even use prefab tags as another form of filtering which is especially useful when you have many prefabs in a single library. Tags can be viewed as a sub-library mechanism. They allow you to organize prefabs into bulks that serve a specific purpose. For example, you might have a library named Props. The prefabs in this library could be associated with the following tags: Books, AlchemyItems, Chests, Swords etc. The tags can then be used as a filtering mechanism by turning them on/off as needed. You can record the tag states and store them in tag presets to quickly switch between different tag configurations.
Works really well with ProSurfaceSnap.
Video tutorials:
🎥 Prefabs & Prefab Libraries
🎥 Prefab Tags & Tag Presets
🎥 ProSurfaceSnap Integration
Enjoy!
Price $15.00
Command Terminal by Stillwwater
A simple and highly performant in-game Console for calling C# methods, and displaying output from the unity Debug class, while running the game.
~ FEATURES ~
• Easy to use: Simply attach a [RegisterCommand] attribute to the method you wish to call from the terminal.
• Customizable: All colors, window size, hotkeys, GUI buttons, etc. can be customized in the inspector.
• Lightweight: The terminal does not use the Canvas GUI system, so no game objects are created.
• Fast: CommandTerminal stores references to C# methods instead of using invoke, meaning calling methods using the terminal has almost zero performance overhead.
~ CONTRIBUTE ~
This project is open source, please submit bugs and feature requests to the Github page.
Price $0.00
~ FEATURES ~
• Easy to use: Simply attach a [RegisterCommand] attribute to the method you wish to call from the terminal.
• Customizable: All colors, window size, hotkeys, GUI buttons, etc. can be customized in the inspector.
• Lightweight: The terminal does not use the Canvas GUI system, so no game objects are created.
• Fast: CommandTerminal stores references to C# methods instead of using invoke, meaning calling methods using the terminal has almost zero performance overhead.
~ CONTRIBUTE ~
This project is open source, please submit bugs and feature requests to the Github page.
Price $0.00