Realistic Engine Sounds - Lite by slaczky
There are total 25 Wav audio files in this package.
There are total 14 prefabs in this package.
Features:
- Compatible with Unity 5
- 3 ready to use engine sound packages
- 4 Demo Scenes
- User friendly editor script
- Easy to use
- Compatible with Unity car (Standard Assets), demo scenes and prefabs are provided
- Easly edit your engine sound file's pitch and volume
- Mobile support
- Multiple car engine sound types
- Sounds for rpm limiting
- Sounds for reverse gear
- Set dopler amount
- Enable/disable rpm limit and reverse gear sounds for reducing audio sources
- Each engine types have 8 wav files for exterior and interior camera views
You can find tutorials on Youtube and in the documentation pdf.
If you have suggestions or problems, feel free to contact me via Email or post in the Forum
Price $15.00
Cracked soil (Package №1) by Stav26
Technical Details:
1) Number of material: 20
2) Texture size: (2048x2048)
3) The number of texture base color (alpha mask of roughness): 20
4) The number of normal map: 20
5) The number of mask (roughness, metalness, ambient occlusion): 20
6) Intended platform: all (Windows, Mac, PS4, IOS, Android, Xbox One, Oculus)
7) Platform Tested: Windows
8) Documentation included: Not needed
Price $15.00
The Pirates - Game Sprites by Zuhria A
Features:
- 3 Characters: The Captain, Quartermistress, and Cabin Boy.
- Each character has 21 animation states
- Animation created with Brashmonkey Spriter. Skeletal animation is available. As well as exported PNG sequence, for creating traditional spritesheet
- Spriter Project .SCML file included, along with the body parts images in .PNG format. The image is in pretty high resolutions.
- The body parts made with CorelDraw. Adobe Illustrator .AI, .SVG and .EPS files also included.
Price $18.00
Police Officer Characters by 8bull
In Police Officer Characters Pack you will find a very low poly character collection of policemen and policewomen. Perfect for a sandbox game! 2 male ,black and white with 2 body shapes fat and slim and 2 woman black and white with 2 body shapes fat and slim. with interchangeable skins (they share the same UV) making 288 different characters. Plus 2 types of hats, moustache, glasses and police velt.
MOBILE FRIENDLY!
RAGDOLL PREFABS INCLUDED!
You will find 288 mecanim compatible characters with fully configurated prefabs, perfect for MOBILE GAMES
288 CHARACTERS ready to use in your city, race game or GTA style game:
Price $10.00
Reaction AI with A* by NovoSync Mobility Inc
v3.0
New in this version:
A* pathfinding
saving and loading
User Guide
View the sample demo videos!
Combat:
Reaction AI is an artificial intelligence engine to be used for game developers that have non-player characters governed by AI or other game components that rely on artificial intelligence for reactions based on actions by the avatar.
It can also be used for other systems that require learning systems and provides an intelligent output based on input. Reaction AI models the human brain and neural networks in its design. It learns over time and uses past events in a memory system to determine the next best reaction. However, it is pseudo-dynamic in the resulting output based on how well the “brain” is functioning at that time based on stimuli.
The “brain” is divided into four components, each sized proportionally to the human mind. This includes the Frontal Lobe which performs reasoning and emotion, the Parietal Lobe for movement, the Occipital Lobe for visuals, and the Temporal Lobe for memory. When the “brain” is created, the number of total neurons must be specified. This will generate an n-ary tree. At each time a new “brain” is created (i.e. for different NPCs), a different brain structure is created dynamically and pseudo-randomly. When stimuli is applied (i.e. an avatar action), Reaction AI will send a random set (within a range) of electrons to each component of the brain (also proportional to the size of the respective lobe) to activate a subset of the neurons.
The algorithm uses the active neurons to total neurons to determine the performance of the “brain” in each of the lobes for their respective purpose. Thus, a better functioning “brain” will yield more “intelligent” results. Each time stimuli is applied, the “brain” will function slightly better or worse due to the difference in the number of active neurons. This is done by ranking the results and using data based on whether it can map the avatar action with a calculated emotion and prior reaction data for what the NPC “thinks” is the best next action. If certain data fails to map, fallback mechanisms are performed which still are “intelligent”.
There is a memory system where historical data is stored. When a new memory is created, the successfulness of the most recent reaction is also mapped to that memory cell. The data includes what the avatar action was, what was the AI’s output for that action, and how successful it was. This data grows over time and the “search” starts from most recent memory to earlier in time memories. However, the “search” also goes as far back in memory as the number of active neurons at that time. The maximum size of the memory is the total number of neurons in the temporal lobe. When a new memory is created, and the maximum size is reached, the oldest memory is removed. When the “brain” is created, the memory is initialized with a user defined input (one time) for the NPC’s “personality”, which defines the allowed reactions, sub-reactions, and emotions.
The final output of the system is a reaction category, sub-reaction, emotion, visual rank (ranging from 1 -5 where 1 is the lowest rank and 5 is the highest), and a speed value (ranging from 1 – 4 where 1 is the slowest and 4 is the fastest). You can decide how to handle (how the NPC behaves) based on the output, and can cause a different reaction as well based on the values returned for emotion, visuals, and speed. The neural networks involve the structure of the “brain”, the stimuli that activate neurons, the memory, and the personality, being passed to different functions in different parts of the “brain” and results in final outputs. The fact that the system is varying each time a “brain” is created, the performance of the “brain” per stimulus, and what the allowed output values can be, allow Reaction AI to be reused any number of times with varying results. Thus, the same engine can be used for any number of different NPCs or AI based elements. The user defined “size” of the “brain” also introduces dynamics.
Finally, for extremely large “brain” sizes, and longer periods of learning, Reaction AI can be as complex accordingly.
Also, for NPC attacks (proactive actions instead of reaction to avatar action), use Avatar action states as idle=1, blocking=2, starting attack=3, etc)
A* Pathfinding:
Reaction AI v3.0 supports pathfinding for NPCs using the A* algorithm. The asset contains demo scenes, grid files and scripts.
You can have as many NPCs use A* (limited by performance) with their own AStar object. The pathfinding uses a text file that describes the map/level that you must create first.
You can also call the pathfinding method on the same AStar object if the “goal” has changed by calling the setGoalLocation method and setNPCLocation method and then call getShortestPath after that.
Using Reaction AI allows you to path-find to the Avatar, and then use the combat support to enter combat with the Avatar. Furthermore, you can design the NPC with the Reaction AI to have some of its reactions map to follow/find the avatar.
For example, the Brain can use a ‘reaction’ 4 which maps to ‘follow/find’ if the avatar flees and the ‘Brain’ for the NPC has learned this. There are only four API calls required to implement A* within Reaction AI.
Price $15.99
Urban Traffic System PRO by AGLOBEX
Price $499.00
Sansar – Open Beta
On 31st July 2017 Linden Lab’s Sansar virtual world platform was opened to any users in its “open beta” stage. This includes…
… removal of the non-disclosure agreement (NDA) that was in place during preview. That means you’re now welcome (and encouraged!) to share screenshots, videos, links, and info from Sansar as broadly as you like – please help us spread the word!
- Metaverse’s Next Chapter: Sansar Opens to the Public in Creator Beta – Linden Lab Press Release 2017-07-31 00:00:00 UTC
I have been in the test stages since 22nd December 2016, including giving feedback especially on 3D mesh model upload and the social capabilities of the platform.
Sansar Experiences – AiLand
I have created several experiences and made them available via the Sansar “Atlas”. These are very simple test environments using one of the default experience bases – “Highlands”. Over time I have uploaded and tested 3D mesh models, skybox variations, some scripting, avatar sounds, etc.
My main inputs have been the following:
- The lack of a way to upload complex multi-part multi-texture models. Models have to be uploaded as single objects with specific texturing approaches. Large builds still cannot easily be uploaded in the way that is possible with Unity3D-based platforms. This makes it slow and time consuming to create large Sansar experiences and reuse models already create din 3D packages such as 3D Studio max and in environments like Unity3D.
- It is still difficult to connect with other users, find users, even when you now their Sansar display name or AvatarID. the social aspects still need significant attention.
- Avatars are still very limited.
Sansar Experiences as at 31st July 2017
360 Panomara VR Rig by Kevin Ra
WARNING: THIS IS DOES NOT RENDER 360 VIEW OF THE SURROUNDING. IT GENERATES FRAMES FROM EACH CAMERA SO THAT THEY CAN BE STITCHED TOGETHER USING YOUR OWN ALGORITHM.
- Fully customizable options(FPS, number of cameras, camera dimension, field of view, frame resolution etc.)
- Visualize the camera rig through gizmos
-Ring of camera script is provided
-Custom rig can be created by simply overriding methods.
-Can change the scale of the rig to fit the size of scene
-Can generate rig JSON file that is compatible with Facebook360 code
-Can create video for each camera using FFMPEG
-Tested on macOS 10.12.5
Required Assets:
-Post Processing Stack
-Standard Assets
Price $0.00
Dots - Mobile Game by Lethargica
Dots is a full Unity project ready for release. It is fun casual game. It is compatible with mobile (iOS iPhone and iPad, Android, Windows Mobile) standalone (Windows PC and Mac OSX), web player and webGL. Play Games and Game Center integration.
How to Play?
-Touch or click on screen to move the dot forward.
Try it: Android APK
It comes with sound effects, music and textures, complete UI and level editor! Clean, simple and easy to understand C# code.
Please rate my file, I’d appreciate it.
Price $4.95
Open World RPG SFX by THE OTHERWORLD AGENCY
Sounds in this package have been used by the Award Winning game The Eyes of Ara.
This pack includes:
- Atmospheres
- Buttons & Switches
- Computers
- Containers & Chests
- Wooden/Metal/Stone Doors
- GUI
- Inserting & Activating
- Levers & Using Things
- Pick Ups
- Rotating/Turning/Sliding
- Moving/Shaking/Breaking
And More...
All files have been conveniently converted into both .WAV and .OGG formats.
Price $9.99
FPS Online Shooter Example by Kurtav
PC Build
Other products :
2D Online Free
2D Online Platformer Tutorial
2D Online Shooter Tutorial
Saving Traffic. Movement Bots
If you have any questions, please do not hesitate to contact me: aleksandronto@gmail.com
Price $5.00
Simple Eye Gaze by VR Robotica Inc.
Price $5.00
Pop Out by Day Dreamz Studio
The package includes:
- All Script Files
- Scenes
-50 levels
- Textures
- Sound Effects
- UI Adapts to any device Resolution
This package comes with the expectation that you already have a basic understanding of Unity C# scripts, the new UI system, and some experience programming assuming you want to modify the scripts.
Price $50.00
3D Font Engine by IndieChest
Just add prefab and generate your text instantly.
Features:
*Real 3D letters, can be use as Game Objects
*Mobile friendly low poly
*VR compatible
*WebGL compatible
*30+ different fonts
*Materials and colors can be customized
*Blazingly fast
WebGL DEMO:
https://indiechest.itch.io/3d-font-engine
Price $29.99