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Japan_Building_Corridor by Canmu

Asset Store newest packages - 2025, June 16 - 07:18
This is a 3D model set inspired by the corridors of a modern Japanese building. This is an asset for game production that is easy to use even for beginners. It is compatible with URP.

Number of unique meshes: 37

Number of material prefabs: 37


Details for one part.


Mesh

- Number of polygons: 12-2034

- Number of prefabs: 1

- Collision: Yes, generated in Unity (Mesh Collider)

- Rigging: No

- LOD: No

- Number of animations: 0

- UV mapping: Yes


Material

- Material type

Existing material (standard)

Original

- You can freely change the color in the material inspector.

- Shadows and highlights are not affected by color changes, so the texture will not change.


Texture

- Number of textures: 1-3

- Texture size: 128*128-1024*1024

- Texture map type: base color/shadow color/highlight color


The demo scene includes the following:

・Post-effect (bloom) settings

・Hallway layout sample

Apartment hallway set

Office hallway set

Underground hallway set

・Asset list


Supported development platforms: Windows


Render Pipeline Disclaimer:

This package is designed for URP.

This is a 3D model set of interior backgrounds of corridors in modern Japanese buildings.

By combining material models optimized for games,
you can recreate the corridors of three different buildings, just like in a craft game.

The package includes the following parts.

Apartment hallway parts
- Walls, 2 types
- Floor
- Ceiling
- Pillars
- Door

Office hallway parts
- Walls, 2 types
- Floor
- Ceiling
- Pillars
- Door
- Automatic door
- Tenant reception desk, tablet, telephone set

Underground passage parts
- Wall
- Floor
- Ceiling
- Pillars
- Door

Common parts
- Emergency stairs: upper, middle, lower
- Entrance
- Elevator: open, closed
- Fire alarm: large, small
- Fire extinguisher
- Emergency exit light
- Potted plant
- Surveillance camera
- Trolley
- Cardboard box

The sample scene contains various rooms made up of only the parts included,
and any shape can be created depending on the combination.

You can easily change the color with materials, so you can create interiors for any purpose.


Price $53.10

Stylized Textures - Vol 180 - Wood by Yoge

Asset Store newest packages - 2025, June 16 - 07:10

Resolution: 2048x2048

Maps included:

- Color

- Normal

- AO

- Height

- Mask

This pack contains:

15 seamless textures


Price $7.99

Hungry Plants – Creatures, Traps & Props, Casual Vertex Color by PolyVibes

Asset Store newest packages - 2025, June 16 - 06:45
Casual low-poly plant pack with vertex color shading. Includes stylized carnivorous creatures, traps, and props for nature-themed or fantasy games.

Number of textures: 0
Texture dimensions: None
Polygon count of models:
• Minimum polygon count: 1,574
• Maximum polygon count: 4,984
Number of meshes/prefabs: 30
Rigging: No
Animation count: 0
Animation type list: None
UV mapping: No
LOD information: None
Types of materials and texture maps: Vertex color only

A small stylized carnivorous plant pack with vertex color shading.

Perfect for casual, fantasy, or nature-themed games. Works great as traps, characters, or quirky enemies.

🌿 Includes:

  • 30 stylized carnivorous plant models: Venus flytraps, sundews, pitcher plants, fantasy hybrids
  • Variants with open/closed states — ready for animation or interaction

Features:

  • Clean vertex color shading (no textures used)
  • Low poly and lightweight — ideal for mobile or WebGL
  • Modular designs for variation and kitbashing
  • Unique, playful shapes with strong silhouettes

Price $9.99

Low Poly Wood Pack – Stylized Wooden Models by MyUniverse Studio

Asset Store newest packages - 2025, June 16 - 06:35
A low poly wooden asset pack with 56 optimized models, perfect for survival, RPG, and sandbox games.
  • 56 Low Poly Wooden Models
  •  4 Color Variations for variety in scenes
  •  Asset Types: Logs, planks, sticks, cut wood, broken pieces
  •  Optimized for Unity & Unreal Engine
  •  Color Palette-Based Textures (No UV Mapping Required)
  •  Average Polygon Count: 20-600 per model
  •  Texture Sizes: 512x512 (Palette)
  •  Compatible Game Types: Survival, RPG, Simulation, Sandbox, Crafting Games
  •  Prefabs Included: Ready-to-use prefabs for Unity
  •  Lightweight & Modular: Easily scalable and modifiable

The Small Wood Pack includes 56 low poly, fully optimized wooden models designed for seamless integration in Unity and Unreal Engine. It’s perfect for survival, RPG, simulation, and sandbox games. The pack uses color palette-based textures, so no UV mapping is needed. All models are modular and game-ready, allowing you to easily customize and expand your environment designs.


Price $0.00

Industrial Ventilation Tubes KIT by Pixel Life

Asset Store newest packages - 2025, June 16 - 06:32
With this asset you will be able to decorate your project with realistic modular industrial ventilation tubes giving you a wide range of options for personalization

Number of textures: 24 URP, 18 HDRP

Texture dimensions: 4k

Minimum polygon count: 500

Maximum polygon count: 3000

Number of meshes/prefabs: 21 meshes, 120 prefabs

Rigging: NO

UV mapping: YES

LOD information: YES, 3 levels

Types of materials and texture maps: PBR

This package features modular industrial ventilation tubes covering realistic models and handpainted textures.

Working interior.


INCLUDES:

  • 21 Unique models
  • 3 Color variations

3 levels of LOD's to improve performance and optimization

All meshes are optimized for maximum performance without losing quality.

All props were baked from high poly to low poly to increase texture details and improve performance on high density actors scenes.

Models were modeled in a non destructive workflow for easy mesh customization.

Props tris: 500 to 3000

REVISION: 1.0.0

DISCLAIMER:

Allways BKP your project before importing any asset or updated version.


Price $10.00

Pixel Art Overlays by muffinespixels by MuffinxProductions

Asset Store newest packages - 2025, June 16 - 06:25
Dynamic 2D Particle-Based Pixel Art Overlays

Features:

  • 20 Particle-based effects: Lightweight and performance-friendly across platforms, drag and drop the Prefab into your scene.
  • Custom Sprites & Textures: the particles render 16x16 unique pixel art designs (except "Fog", which has a 160x160 size) and 300x300 resolution.
  • Demo scene and documentation: included for inspiration and quick setup.

Bring your 2D pixel art games to life with Pixel Art Overlays, a versatile collection of stunning particle-based effects designed for Unity, tailored specifically for retro-style and pixel-perfect aesthetics. Featuring unique overlays, this pack is perfect for adding atmosphere, charm, and depth to your game environments with minimal effort.​

Whether you're working on an immersive RPG, side-scrolling platformer, or whimsical simulation game, these overlays are optimized for simplicity and performance. Just drag and drop the prefabs into your scene, and you're ready to go!


  • Optimized for 2D games: Perfect for pixel art aesthetics and retro-style projects.
  • Easy integration: Simply drag and drop the prefabs into your scene for instant results.
  • Highly customizable: Adjust speed, density, scale, and color to match your game’s mood.

Render Pipeline Compatibility:

  • Supports Unity's Built-In Render Pipeline, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP) with no additional setup required.

Overlays included:

  • Rain x2
  • Snow x2
  • Fog x2
  • Fireflies x2
  • Bubbles x2
  • Snowflakes x2
  • Leaves x2
  • Flowers x2
  • Stars x2
  • Rainbow Rain x2




Price $4.99

Sci-Fi UIs by Jupiter18

Asset Store newest packages - 2025, June 16 - 06:09
Sci-fi UI button pack featuring 60+ ready-to-use elements with transparency — perfect for space, cyberpunk, and tech-themed projects.

1.Frame_Introduce

2.Frame_Square

3.Frame_Textbox

This package includes over 60 sci-fi-inspired 2D button UI elements.

  • Number of assets: 60+ individual button graphics
  • Image dimensions: Ranging from 128×128 px to 512×512 px
  • Color depth: 32-bit
  • Transparency: All assets include alpha transparency (PNG format)

Price $4.99

Epic Gregorian Chant Metal by Matei Ioan Alexandru

Asset Store newest packages - 2025, June 16 - 04:40
Epic Gregorian Chant Metal delivers a powerful fusion of majestic power metal and sacred Gregorian chant.
  • Total Tracks: 10
  • Total Duration: 33 minutes
  • File Format: WAV (Uncompressed)
  • Bit Depth: 16-bit
  • Sample Rate: 44.1 kHz
  • Channels: Stereo
  • Loopable Tracks: No
  • Use Cases: Fantasy games, medieval worlds, spiritual adventures, holy quests, cutscenes, menus, trailers, RPGs

Featuring cinematic choirs, orchestral swells, uplifting electric guitars, and emotionally resonant harmonies, this soundtrack pack is perfect for elevating any medieval, fantasy, or spiritual project. 


Designed to inspire awe and inner strength, every track immerses players in an atmosphere of divine triumph and epic grandeur. Whether you’re building a game set in ancient monasteries, holy battlegrounds, or mystical realms, these soundtracks will elevate your experience with professional-level audio and emotional depth.


Price $8.99

Tentacle VFX - Elemental slashes and slams by Piloto Studio

Asset Store newest packages - 2025, June 16 - 01:10
Tentacle slashes, slams coming with custom animations and a Stylized and PBR texturing version, perfect for PC and mobile games alike!
  • 215 Materials
  • 194 textures
  • 78 VFX prefabs with timelines
  • 3 Tentacle models with animations
  • 20 models for vfx purposes only

🛆🛆🛆 Tentacle Pack 🛆🛆🛆

19 unique slams and slashes with tentacle models and animations to blast away your enemies! All of the models come with a PBR and Toony variations. 

Compatible with all rendering pipelines! Please note that our shader is not compatible with some 2D setups

🛆🛆🛆 Key Features 🛆🛆🛆

  • Prefabs are ready to be used out of the box, simply drag and drop them into your scene!
  • 1 Shader for all particles
  • Includes one asset overview scene, and a contextual example of usage.
  • Compatible with ALL rendering pipelines

The package contains 19 unique VFX with the following themes:

  • Arcane
  • Circus / Magician
  • Crimson
  • Dark
  • Disco
  • Fairy
  • Fire
  • Frost
  • Holy
  • Light
  • Mist
  • Nature
  • Shock Yellow
  • Shock Blue
  • Tech
  • Universe
  • Void
  • Water
  • Wind

IMPORTANT: To change your rendering pipeline, make sure to download the dependency package and also read the readme file!


Price $30.00

Retro Horror Template - Quick Slots by RetroGig

Asset Store newest packages - 2025, June 15 - 20:53
This pack includes a quick slot system to use/equip items outside of the inventory. Requires Retro Horror Template

This pack includes a quick slot system to use/equip items outside of the inventory. It includes a sample scene and sample assets.


This addon requires Retro Horror Template.



Price $4.99

ECG Machine Lowpoly(Extended) by SR Studios Kerala

Asset Store newest packages - 2025, June 15 - 20:31
An Extended version of the 3D asset "ECG Low-poly" Featuring more Mesh, Texture variations.Best fit for a Horror, Hospital, Medical games and projects.

- Model(s) : ECG Machine (Broken, Normal, Modern Slim ECG)

- Prefab Variations : 18

- Poly count (Tris) : ECG (620), ECG Broken (1128), ECG Slim (60)

- LOD : No

- Unwrapped : Yes

- Texture Variations : White, Black, Blue, and Dusty variations for each color

- Animations : 1 (Screen animation using Material offset)

- Used Material(s) : Unity Standard Material

- Texture Size(s) : 2048 x 2048 (PNG)

- Texture maps : Albedo/Base Color, Normal, Metalic Smoothness, Emission (For Screen)

An Extended version of the 3D asset "ECG Lowpoly" Featuring more Mesh, Texture variations.


Comparison between ECG Lowpoly and This pack :

- [New] Broken ECG included.

- [New] Modern Slim ECG (Lowpoly) included.

- [New] Added Black & Blue ECG variations.

- Clean and Dusty variations.

- Prefabs : 4 (ECG lowpoly) | 18 (This pack)

- [New] Emission Texture for Screen


This pack contains 3d low poly model of an ECG Machine, with animated screen.Pack comes with many color variation's.

You can use this pack commercially and non-commercially.This model is optimized for pc, mobile and AR games.

Screen is animated using material offset.No shadergraph is used.


Technical Details:-

- Model(s) : ECG Machine (Broken, Normal, Modern Slim ECG)

- Prefab Variations : 18

- Poly count (Tris) : ECG (620), ECG Broken (1128), ECG Slim (60)

- LOD : No

- Unwrapped : Yes

- Texture Variations : White, Black, Blue, and Dusty variations for each color

- Animations : 1 (Screen animation using Material offset)

- Used Material(s) : Unity Standard Material

- Texture Size(s) : 2048 x 2048 (PNG)

- Texture maps : Albedo/Base Color, Normal, Metalic Smoothness, Emission (For Screen)



Features:-

- Old and Modern ECG machines

- With Broken variations

- Simple Animated screen

- Dusty non-dusty texture variations

- Low poly optmized models

- Colliders, Rigidbodies attached

- Easy to use and modify

- PBR Textures

- Mobile, AR supported


Notes:

- Support URP, HDRP, LWRP, Built-in Render Pipeline.This project is submitted using Built-in Render Pipeline.

If you are not using Built-in Render Pipeline, you need to manually reset the shader of the model to avoid it being pink.

- Modern Slim ECG machine does not have any Broken variations.


How to use:-

Simply drag and drop the prefab to your scene and use it.


About Me : "SR Studios Kerala", Indie Game developer & 3D-2D Artist from Alappuzha, Kerala, India


Contact : srstudioskerala@gmail.com


................Thank you for downloading this package................................


Price $15.00

KWS2 Dynamic Water System by kripto289

Asset Store newest packages - 2025, June 15 - 19:55
Real-time dynamic water simulation system with physical flow, interaction, and multi-pipeline support

KWS2 is an advanced water system for Unity, built around a physically-based real-time simulation.
Unlike many static or purely visual solutions, KWS2 simulates actual wave-based flow, interactions with dynamic objects, and terrain-driven behavior.
Fully customizable through zones, supported across all pipelines (Built-in, URP, HDRP), and optimized as far as technically possible for large-scale water environments.
Perfect for oceans, rivers, lakes, and waterfalls.


Compared to the first version KWS Water System, some outdated features have been removed, while others have been significantly improved and reworked from the ground up.


Main Features:

  • Real-time dynamic water simulation using flow water equations and FFT ocean rendering
  • Spline-free river and waterfall creation - auto-follows terrain, no manual pathing
  • Easy zone-based workflow: add flowing water in seconds
  • Interaction with dynamic objects, shore response, and obstacle avoidance
  • Buoyancy system + height/flow sampling API for floating objects
  • Optional cached simulation (preflow) with dynamic rerouting

Rendering & Lighting:

  • Physically-based lighting with absorption, SSS, caustics, sunshafts, and PBR shading
  • Volumetric lighting above/below surface + underwater sunshafts
  • Reflections stack: fast SSR, planar, skybox and anisotropic reflection
  • Refraction with dispersion and water IOR
  • Internal underwater reflections (Snell’s window) with full immersion support
  • Anisotropic highlights and Fresnel-based shimmer

Visual Effects & Environment:

  • Dynamic foam, splash particles, wetness, and droplets
  • Custom zones for color, wind, water level, or full transparency (glass/submarine view)
  • Bioluminescent foam/plankton style
  • Persistent puddles and flooding with depth awareness
  • Camera effects: underwater transitions, water-on-lens, blur, droplets, half-water line

Optimization & Integration:

  • GPU-driven mesh generation via Quadtree LOD and procedural instancing
  • Automatic simulation LOD: particle count, update rate, and culling by distance/occlusion
  • Full support for Built-in, URP, and HDRP pipelines
  • Writes to depth buffer (for DoF, third-party fog, volumetrics)
  • One-click fog support: Enviro, Azure, Aura2, COZY, and more
  • In-editor tooltips and documentation for every parameter
  • Quality settings are linked to Unity's global quality levels for seamless scaling

Mobile platforms not supported due to compute shader limitations and known rendering issues

Other platforms (VR, Metal, PlayStation, Xbox, etc.) may work, but are not officially supported or guaranteed


You can get all new beta changes/fixes/features and get support on the 

Discord channel

Email: kripto289@gmail.com


Price $159.00

Emo Robot 06 by GrigoriyArx

Asset Store newest packages - 2025, June 15 - 15:25
A cheerful robot with a large set of animations that can change emotions! Mobile friendly. With LODs!

URP update included

one PRB texture(2096) set for Body, 2 black/white textures for emotions.


LOD0: tris = 11680; verts = 5963

LOD1: tris = 6040; verts = 3113

LOD2: tris = 3714; verts = 1964

LOD3: tris = 1670; verts = 930

Description

Demo scene included!

URP package included!

10 Face emotions:

  1. Neutral
  2. Happy
  3. Sad
  4. Distrust
  5. Wonder
  6. Death
  7. Disgust
  8. Angry
  9. Cry
  10. Love

More then 30 animations:

  1. Emotion Angry
  2. Emotion Cry
  3. Emotion Dance1
  4. Emotion Dance2
  5. Emotion Don't know'
  6. Emotion Hello
  7. Emotion Laught
  8. Emotion ThumbsUp
  9. Emotion Looking for
  10. Emotion No
  11. Emotion Talk1
  12. Emotion Win
  13. Motions Fall front
  14. Motions Get hit left
  15. Motions Get hit right
  16. Motions Get hit front
  17. Motions Idle
  18. Motions Jump
  19. Motions Jump forward
  20. Motions Run
  21. Motions RunTurn90 left/right
  22. Motions Stand up from a prone position
  23. Motions Strafe left
  24. Motions Strafe right
  25. Motions Turn 180
  26. Motions Turn 90
  27. Motions Walk back
  28. Motions Walk
  29. Motions Walk turn 90 left
  30. Motions Walk turn 90 right
  31. Battle idle
  32. Battle punch left
  33. Battle punch right
  34. Battle kick
  35. Battle power punch

Price $28.00

Parkour Snack Crawl Animation by Voxel Vision

Asset Store newest packages - 2025, June 15 - 13:42

Number of Animations: 8

Animation types : Root Motion

Parkour Snack Crawl Animation , there are 8 animations.


Note - video and screnshot background not included


Price $15.00

Parkour Over Step Jump Animation by Voxel Vision

Asset Store newest packages - 2025, June 15 - 13:42

Number of Animations: 8

Animation types : Root Motion

Parkour Over Step Jump Animation , there are 8 animations.


Note - Video and ScrenShot background not included


Price $15.00

Parkour Kitten Crawl Animation by Voxel Vision

Asset Store newest packages - 2025, June 15 - 13:42

Number of Animations: 7

Animation types : Root Motion

Parkour Kitten Crawl Animation , there are 7 animations.


Note - Video and ScrenShot background not included


Price $15.00

Parkour Inclined Ladder Animation by Voxel Vision

Asset Store newest packages - 2025, June 15 - 13:42

Number of Animations: 14

Animation types : Root Motion

Parkour incliAnimation , there are 14 animations.


Price $15.00

Parkour Parallel Rope Animation by Voxel Vision

Asset Store newest packages - 2025, June 15 - 13:42

Number of Animations: 11

Animation types : Root Motion

Parkour Parallel Rope Animation , there are 11 animations.


Note - Video and ScreenShot Background bnot included


Price $15.00

Dystopian Tank by Maksim Bugrimov

Asset Store newest packages - 2025, June 15 - 13:25
  • I present you a space flying cyber Tank.
  • Hello,
  • The tank has a rotating turret, two muzzles and a backlight.
  • The tank is perfect for your space, adventure and fantasy games.
  • The tank has 5 different materials.
  • AnimList:
  • Tank Flight Back
  • Tank Flight Back Root
  • Tank Flight Forward
  • Tank Flight Forward Root
  • Tank Flight Left
  • Tank Flight Left Root
  • Tank Flight Right
  • Tank Flight Right Root
  • Tank Idle
  • Tank Landing
  • Tank Muzzle Down
  • Tank Muzzle Up
  • Tank Rotation 45 L
  • Tank Rotation 45 R
  • Tank Rotation 90 L
  • Tank Rotation 90 R
  • Tank Shot Mashinegun
  • Tank Shot Muzzle
  • Tank Takeoff
  • Tank Tower 45 Muzzle 10 L
  • Tank Tower 45 Muzzle 10 R
  • Tank Tower 45 Muzzle 45 L
  • Tank Tower 45 Muzzle 45 R
  • Tank Tower 90 Muzzle 10 L
  • Tank Tower 90 Muzzle 10 R
  • Tank Tower 90 Muzzle 45 L
  • Tank Tower 90 Muzzle 45 R
  • Tank Tower Rotation 45 L
  • Tank Tower Rotation 45 R
  • Tank Tower Rotation 90 L
  • Tank Tower Rotation 90 R
  • Animated:(Yes)
  • Number of Animations:(31)
  • Animation types (Root Motion/In-place):In-place-27 Root Motion-4
  • Number of tanks:1
  • Vertex counts:
  • Tank:57,560
  • Number of Materials and Material Instances:5
  • Number of Textures:9
  • Texture Resolutions:
  • Tank:Normals,Ao,Albedo,Metallic,Emissive (4096-4096)


Price $34.99

Firestorm VR Mod 7.1.13

Austin Tate's Blog - 2025, June 15 - 09:00

I N   P R E P A R A T I O N

Firestorm VR Mod 7.1.13.78266 release has support for the WebRTC voice services which will be the default in future in Second Life. Vivox voice is still available on regions which use that (including in OpenSim).

Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is experimental. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases

An alternative version of the VR Mod viewer is available thanks to @Sgeo which automatically calculates the VR HMD settings needed (normally done manually via F5) and may support more VR HMDs, such as Meta Quest 2 and 3. The Field of View (FOV) starts off zoomed in so you may find it useful to use the FOV change keys (ctrl+8) to zoom out a couple of times to approximate the FOV in the standard VR Mod version. Ctrl+0 zooms back in an ctrl+9 sets the default FOV.

The standard version of Firestorm VR Mod and the Sgeo version requires AVX2 instruction sets on Windows. “Legacy” versions of both are available for older CPU (usually pre-2014).

For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]

Table of Contents Usage Settings Troubleshooting Black in HMD SteamVR Popup Fn Keys Default View FPS Advice Xbox Controller 3D SpaceNav Source Code VRLand Test

Firestorm + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the current release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included.

The Firestorm VR Mod viewer (for Windows only) is available as an .exe “Setup” installer or as a .7z zipped file which can be unzipped to any directory and run from there without an install. If required, a free .7z unzip utility is available at https://www.7-zip.org/. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/

You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.

Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.

The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.

Firestorm VR Mod has its own app and channel names “FirestormVR” and the install directory changed to “FirestormOS-VR-GHA” so the installation can exist side-by-side with stock Firestorm if desired. Settings and cache are shared with standard Firestorm. If you installed Firestorm VR Mod from an earlier version (up to 6.6.8) you can delete the now unused settings and cache directories: %APPDATA%\FirestormVR_x64 and %LOCALAPPDATA%\FirestormVROS_x64.

U S A G E

VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…

  • Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
  • Press TAB key to enable and disable VR mode.
  • Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
  • Press F6 to increase the selected value. Press F7 to decrease the selected value.
  • Press F5 again to switch to the next menu entry.
  • By pressing F5 on the last menu entry the menu will close and save the settings in the config file which is located in
    C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini
    and which can be edited directly. Pressing TAB for VR mode reloads the config file.
  • Hold F3 to see some debug info (example here).
  • Press F4 to disable and enable HMD’s direction changes. It may be better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
  • In the camera floater two buttons has been added to offset the HMD’s base rotation.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.

For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…

  1. Firestorm VR Mod works best while sitting and using mouse and keyboard.
  2. WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
  3. If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.

S E T T I N G S

VR Mode Setup

As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F6/F7 are used to increment and decrement each setting selection.

Peter Kappler suggested the following process to establish suitable settings for your HMD:

  1. Set IPD to 0 (zero)
  2. Then adjust Texture Shift until image is sharp and focused
  3. Then adjust IPD which separates your cameras to left and right to get a good 3D effect

@Sgeo on Discord provided a tool to help in calculating the settings for Firestorm VR Mod.. at least to give you a starting position to adjust to your taste…

https://sgeo.github.io/firestorm-vr-calculator/

Source of the calculator is at https://github.com/Sgeo/firestorm-vr-calculator

Hovertips

If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.

Chat Bubbles

In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.


T R O U B L E S H O O T I N G

Misaligned VR Cursor

Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.

Missing Menus and Buttons in Centred VR View

If you notice that the top menu bar and bottom and side button areas do not show in your headset when you are in VR Mode and your view is centred (i.e. mouse is positioned centrally in the 2D view) it may be that the VR settings you chose for Texture Shift and Texture Zoom need to be adjusted, or set to zero.

All Black HMD Display or Black Edges or Strips in HMD Display

An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:

  • Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
  • Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.

Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.

SteamVR Reset/Quit Screen Shows in HMD

When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.

Function Keys and Gestures

If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).

Adjust Over-the-Shoulder Camera View to Suit Yourself

Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control

A D V I C E    O N    F R A M E    R A T E

You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.

You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).

Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).

To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.

Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.

Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:

  1. To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.

C O N T R O L L E R S

Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.

Xbox One Controller

Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.

You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/

You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.

3D SpaceNavigator or SpaceMouse

As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.

My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.

S O U R C E

The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.

Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.

With Firestorm VR Mod Peter Kappler uses a simple coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].

Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.

Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.

V R L A N D – T E S T   A R E A

VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.

hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000

More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/

You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.

F5 Settings for Specific VR HMDs

  • Oculus Rift DK2
    • Meta Quest Link app version 74.0.0.675.347. SteamVR Version 2.8.8.
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 0.0
    • Texture Zoom = 0.0
    • FOV = 100.0
  • Oculus Rift CV1
    • Meta Quest Link app version 74.0.0.675.347. SteamVR Version 2.8.8
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 50.00
    • Texture Zoom = 0.0 (others report 86-200 works)
    • FOV = 100.0
  • Please provide other VR HMD settings

Missing .dll

If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).

Firestorm VR Mod Development Versions

During development and prior to a release, test versions are occasionally available via the GitHub Actions (GHA) process.

https://github.com/humbletim/firestorm-gha/actions

Take a base runtime build which is complete except for the actual .exe executable viewer file. Then add in the specific executable of interest (P373R or Sgeo-minimal). Both can be placed in the runtime folder if you wish. Run the variant you wish.

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