Firestorm VR Mod 7.1.13
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]
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…
- Firestorm VR Mod works best while sitting and using mouse and keyboard.
- WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
- 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
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:
- Set IPD to 0 (zero)
- Then adjust Texture Shift until image is sharp and focused
- 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.
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:
- 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.
- Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
- To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
- 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
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.
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/.
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/16/16/1000More 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
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.
Cyberpunk fashion series - Girl06 by Anatoly Arkhipov
Rigging: Yes
Skeleton: Humanoid
Number of characters: 1
Number of Animations: 0
Vertex counts of characters: 38801
Triangles: 62550
Number of Textures: 65
Texture Resolutions: from 4096x4096 to 1024x1024
All characters have modular parts. You can remove any piece of clothing. Full body is present. All characters are compatible with the humanoid skeleton. Facial bones and breast bones are present. Blendshapes are present. Clean skin texture is present. For better hair I recommended to use custom shaders from store. All render pipelines.
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Pirate Hat by Valeria Miller
Number of textures
Texture dimensions 4096x4096
Maximum polygon count 1348
Number of meshes/prefabs 6
UV mapping: Yes
LOD information (count, number of levels) no
Types of materials and texture maps (e.g., PBR) yes
3D model Pirate Hat contains 5 skins, High/Low poly, 4096x4096 textures and materials. PBR, Metall/Rough, include AO, Height, Mask map HDRP. Game ready. Suits for every characters. Game ready.
Contains Low poly and High Poly variations
All texture can be compressed to 1024x1024 without loss much quality.
5 Skins
French Hat - 1348 polygons
1 High poly
Materials - 5
Textures -
Price $6.00
Sport Car 3 (SUV) by ALIyerEdon
Number of textures : 33
Texture dimensions : 2048x2048
Number of materials: 5 for noemal mode , 1 for baked mode
Polygon count : 3000 baked , 30.000 normal
Number of meshes/prefabs: 1
Shader: standard / lit
This is a offroad sport car for your mobile or other platform games with a normal and baked versions with 17 texture variants for body (Clean, Dirt, AO)
30.000 triangles for the normal model and 3000 LOD triangles for baked mode
MAIN FEATURES:
=> Ready for city, racing, rally or off-road games
=> Normal mode with 30.000 triangles (textured + color support for body)
=> Low poly mode with 3.000 triangles (textured)
=> Baked mode with 3.000 tringles and 1 material (textured)
=> Ready for mobile or other platforms
=> Ability to change body color
Racing Games=>
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=> HDRP Offroad Racing 3 (PC / Console)
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Price $15.00
Victor Mansion by Red Blue Pixel Studio
Number of meshes/prefabs: 193
Poly Count: 10-380k
LOD information (3, LOD0,LOD1,LOD2,)
UV mapping: Yes
Number of Materials: 59
Number of Textures: 238
Texture Resolutions: (4K)
Types of materials and texture maps: (PBR)
Victor Mansion presents a refined and atmospheric environment, inspired by classical architectural forms and narrative-rich design principles. This environment offers a sophisticated setting that captures a balance between historic grandeur and subtle tension, making it suitable for a variety of thematic and stylistic applications.
Key Features
- Designed with an emphasis on structural realism and historical coherence to enhance believability and visual depth.Architectural Authenticity
- The environment evokes a strong sense of place through the use of composition, lighting, and spatial design, supporting a wide range of storytelling contexts.Narrative Atmosphere
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- Built with efficiency in mind, ensuring compatibility with diverse technical requirements and scalable performance targets.Performance-Aware Design
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Victor Mansion stands as a compelling location, offering creative professionals a richly detailed and adaptable environment for immersive scene development.
⭐️⭐️⭐️More Assets & Demo Scenes Coming Soon!
We’re continuously expanding the Victor Mansion collection. A few more assets are already in the pipeline and will be included in upcoming updates. We're also working on adding demo scenes to help you better visualize and implement the assets in your projects.
These additions will bring even more depth and variety, helping you create richer, more immersive environments with ease.
Thank you for your support, and stay tuned for more updates!
Join our Discord for any bug reports or suggestions
Check Our Social for upcoming projects: Facebook || Instagram || X (Twitter) || linkedin || Youtube
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Female Hair Collection vol 07 by Ida Faber
📋 Polycount | The hair does not have LOD system
SK_HAIR_PACK07_BANGS_01
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❎ Tris 1152 ✳️ Verts 750
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❎ Tris 1464 ✳️ Verts 988
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Hair collections
🔗 Female Hair Collection - Hair Pack 01
🔗 Female Hair Collection - Hair Pack 02
🔗 Female Hair Collection - Hair Pack 03
🔗 Female Hair Collection - Hair Pack 04
🔗 Female Hair Collection - Hair Pack 05
🔗 Female Hair Collection - Hair Pack 06
🔗 Female Hair Collection - Hair Pack 07
🔗 Male Hair Collection - Hair Pack 01
👑 Key Features
🌟 Optimized
🌟 Rigged
🌟 Game-ready
🌟 PBR
🌟 Wind simulation
🌟 Easy Color Change
🌟 Modular
🌟 Advanced materials! Tons of customization
This collection includes - 21 base hairstyles + 5 types of bangs.
Hairstyles are rigged and you can apply physics via these bones. It is advised to use KawaiiPhysics (not included) for the best-looking results.
📋 Polycount | The hair does not have LOD system
SK_HAIR_PACK07_BANGS_01
❎ Tris 1728 ✳️ Verts 1404
SK_HAIR_PACK07_BANGS_02
❎ Tris 6912 ✳️ Verts 4500
SK_HAIR_PACK07_BANGS_03
❎ Tris 10944 ✳️ Verts 7125
SK_HAIR_PACK07_BANGS_04
❎ Tris 1152 ✳️ Verts 750
SK_HAIR_PACK07_BANGS_05
❎ Tris 1464 ✳️ Verts 988
SK_HAIR_PACK07_HAIRSTYLE_01
❎ Tris 60600 ✳️ Verts 40151
SK_HAIR_PACK07_HAIRSTYLE_02
❎ Tris 17856 ✳️ Verts 11811
SK_HAIR_PACK07_HAIRSTYLE_03
❎ Tris 9792 ✳️ Verts 6375
SK_HAIR_PACK07_HAIRSTYLE_04
❎ Tris 23476 ✳️ Verts 20275
SK_HAIR_PACK07_HAIRSTYLE_05
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SK_HAIR_PACK07_HAIRSTYLE_09
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SK_HAIR_PACK07_HAIRSTYLE_11
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❎ Tris 58560 ✳️ Verts 38025
SK_HAIR_PACK07_HAIRSTYLE_17
❎ Tris 14984 ✳️ Verts 9251
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⚔️ Unreal Engine Project
All hairstyles are rigged. You can apply physics by using these bones.
PBR Textures Metall/Roughness
4K Textures - normal, metallic, roughness, albedo, opacity
Advanced hair material with many options such as brightness, hair color, wind intensity, etc. (see screenshots)
Hairstyles are Skeletal Mesh, each has its own skeleton and physics asset.
Easy Color change - Gray Base Color is included so you can easily make any hair color.
Default color materials that are included: dark, blonde, blue, green, purple, red
UVs are overlapping!
Renders are made in Unreal Engine 5
The demo head is included, it's not rigged.
VERY IMPORTANT! This Pack does not support Groom System!
Hairstyles are made with hair strands in Maya! Not Groom System!
⁺₊✧ ⋆ Unity project ┆ 2021.3.21f1+
All hairstyles are rigged. You can apply physics by using these bones.
Render pipelines: Built-in, URP, HDRP
Both Advanced and Default Shaders
Physics is not included
Wind Simulation for Hair!
Any Humanoid Animations from the store can be applied to this character
Please note, this is a character asset. It has no controls, scripts, etc.
⁺₊✧ ⋆ Textures ┆ Hair cards were made in Fibershop
Albedo, Alpha, AO, Depth, Direction, ID, Normal, Root, Specular, Translucency, Wind
Price $119.99
Dead King by Andryuha1981
Textures pack map 4096x4096 and 2048x2048
three skins
30 materials
68 textures
Extra joints
LeftEyes
Jaw
RightEyes1
Weapon1
Scabbard1
In the model it is desirable to use a shader with a two-sided display of polygons.
The model contains 28 animations
attack(x5)
walking(x3)
strafe RL(x4)
idle(x4)
death(x4)
gethit(x6)
rage(x2)
faces 55755
verts 54921
tris 94817
Price $90.00
FilmGrade FX: Cinematic Screen Effect Pack - URP by Despair
🎬 Cinematic Filter Effect Shader
20+ cinematic FX: Chromatic blur, heatwaves (classic & pro), dreamy effects, VHS bleed, flashbacks, wavy memories, glitch distortions, neo-noir film, anamorphic flares, time warp, holographic grids, memory corruption, black & white, retro arcade, oil painting, vintage photo & more.
Transform your Unity projects with FilmGrade. This versatile shader collection offers film-inspired color grading, VHS glitches, chromatic aberration, and dynamic distortion. Perfect for creating immersive, stylized visuals that bring your scenes to life instantly and effortlessly.
This shader asset is only supported on Windows and android. It does not work on WebGL or macOS. If you want to use it on WebGL or macOS please choose the built in version!
Supported Render Pipelines:
❌ Standard/Built-In
✅Universal
❌High-Definition
For a list of features, see Technical Details
Price $15.00
FilmGrade FX: Cinematic Screen Effect Pack - 6.0 COMPATIBILITY by Despair
🎬 Cinematic Filter Effect Shader
20+ cinematic FX: Chromatic blur, heatwaves (classic & pro), dreamy effects, VHS bleed, flashbacks, wavy memories, glitch distortions, neo-noir film, anamorphic flares, time warp, holographic grids, memory corruption, black & white, retro arcade, oil painting, vintage photo & more.
GL!TCH FX is a complete screen distortion pack featuring RGB split, noise, flicker, and retro VHS effects. Perfect for camera effects, or gameplay distortion in any Unity project.
---UNITY 6 COMPATIBILITY---
If you purchase this package, you can download this version for free, which is compatible with Unity versions below 6.0: below 6.0
Supported Render Pipelines:
❌Standard/Built-In: BUILT-IN
✅Universal
❌High-Definition
For a list of features, see Technical Details
Price $15.00
Yarn Graph - Visual Scripting for Yarn Spinner 3 Dialogue System by Arawn
- Requires Unity 6 LTS
This Unity asset does not bundle any third-party binaries.
On first use—and only with your explicit consent—it can download and install the open-source packages listed below via the Unity Package Manager:
xNode — © 2014 – 2023 Siccity — MIT License
Repository (v1.8.0): https://github.com/Siccity/xNode
Full license text: https://github.com/Siccity/xNode/blob/master/LICENSE
Yarn Spinner — © 2015 – 2025 Yarn Spinner Tool contributors — MIT License
Repository (v3.0.0): https://github.com/YarnSpinnerTool/YarnSpinner-Unity
Full license text: https://github.com/YarnSpinnerTool/YarnSpinner-Unity/blob/main/LICENSE.md
Yarn Graph — Visual Scripting for Yarn Spinner 3 🎨🧶
Turn walls of plain-text scripts into a drag-and-drop canvas your whole team can read at a glance.
Why you’ll want this 😍
- ⚡ Instant onboarding for writers & quest designers – If they can draw a flow-chart, they can ship a fully-branching Yarn dialogue. No C# or Yarn markup needed.
- 👀 True “what-you-see-is-what-you-get” – Conditions, variables, jumps and VO line-IDs sit right on the node, so bugs pop out before you ever press Play.
- 🏗️ Scales from VN-style chats to RPG epics – Mix “one-node-per-line” clarity with “nested element” compaction to keep giant conversations tidy and performant.
- 🌉 Bridges every gap – Exports clean .yarn files for Yarn Spinner 2.5+, and imports legacy Yarn so you can revive old scripts with zero hassle.
Built-in power tools 🛠️
- 🔄 Decisions & Conditions – Unlimited options, per-option AND/OR logic, visited()/visited_count(), NOT gates, and more.
- 🪄 Variable wizardry – Declare, set, or pipe visited() results into variables with a single node.
- 🎛️ Command & Control – Native nodes for <<wait>>, <<run>>, <<jump>>, with auto-wiring so broken links can’t compile.
- 🎙️ Inline Voice-over IDs – Drop an AudioClip on a line; the exporter tags it with #line:ClipName so localisation just works.
- 🛡️ Error-proof exporting – One-click “Export Yarn” writes human-readable .yarn, de-dupes variables, and picks the true start node for you.
- 🌩️ Import feature still in Beta
Workflow in three steps 🚶♂️🚶♀️
- Right-click → Create → Yarn Graph – open the canvas and start dropping nodes.
- Link, nest, test – Play-test directly in Unity; every branch is evaluable in-editor.
- Hit Export Yarn 🚀 – your game-ready script appears beside the graph. Done.
What’s inside 📦
- 20 + ready-made node types (Dialogue, Decision, If/Else, Wait, Command, Variable, Jump, Stop… and more).
- Full source code (clean C#, no DLLs).
- PDF quick-start & example scenes.
- Comprehensive API to register custom nodes or inline tags for your own systems.
Requirements & Compatibility ✅
- Unity 2021.3 LTS or newer (any pipeline, Mono or IL2CPP).
- Yarn Spinner 2.5 +
Licensing & Support 🤝
- One seat-per-dev, unlimited game installs.
- Detailed docs, public issue tracker, and a friendly Discord channel with the dev.
Stop drowning in script files—paint your narrative instead.
Price $39.00
City Zombie4 by Andryuha1981
Textures pack map 4096x4096
three skins
7 materials
21 textures
Extra joints:
Jaw
The model contains 23 animations
attack (x5)
walking (x2)
running
Strafe LR (x2)
idle (x4)
death (x3)
rage (x1)
gethit(x4)
faces 18073
verts 17305
tris 33885
Price $15.00
Sci-Fi Weapons - Neon SciFi Rifles with 5 Skins per Weapon by 49Wares
Number of textures: 5 per Model + 1 for each skin
Types of textures: Albedo + Transparency, Normalmap, Metallic + Smoothness, Occlusion, Emission
Texture dimensions: 4096x4096
Number of prefabs: 15
PBR: Yes
LOD: Yes (4 LOD's per model)
Animated: Yes
Vertices and Triangles:
The value format is: Value_for_LOD0 - Value_for_LOD3
Weapons:
Rifle1 vertices: 25338 - 3446
Rifle1 triangles: 48566 - 6072
Rifle2 vertices: 19939 - 4459
Rifle2 triangles: 38846 - 8545
Attachements:
Average Vertices: 2500 - 380
Average Triangles: 5000 - 600
Minimum Vertices: 1569 - 206
Maximum Vertices: 7806 - 1127
Minimum Triangles: 3018 - 379
Maximum Triangles: 14110 - 1761
This pack contains 2 futuristic high quality Sci-Fi rifles that can be perfectly used for most SciFi games.
Each model has 4 LOD's and is therefore highly optimized.
The models have highly detailed 4K neon style PBR textures with many glowing parts.
All models are fully animated.
The glow color is fully customizable.
This pack contains a complete attachement system.
Each weapon is highly customizable and has:
- 3 Triggers
- 3 Scopes + base scope
- 5 Attachements (laser-blade, flashlight, flamethrower, stungun, laserpointer)
- 2 Barrelends (silencer, booster)
Each weapon comes with 5 easy to swap skins / texture variations:
- basic
- red camouflage
- graffitti
- smoke
- van gogh
This asset series may have additional skins and attachements added periodically.
In this case, the price will be increased.
Customers who already own this bundle will receive all other added models and updates for free.
For questions contact us on Discord: https://discord.gg/qzz2DrU9nV
All of our Sci-Fi Weapons from this series: https://assetstore.unity.com/lists/list-9072277876740
Price $15.00
Kayak Controller by RageRun Games
- 3 Kayak and Paddle Models with different colors (using same texture)
- Atlas Texture (128 x 128)
- Fully Functional Kayak Controller
- Demo Included
- Documentation Included
Kayak Controller – Paddle with Physics & Precision
Navigate rivers, lakes, or open waters with full control using this Kayak Controller — a physics-based paddling system for Unity built with realism, responsiveness, and modularity in mind. Whether you're creating a serene exploration game or an intense time-based river race, this controller provides the mechanics you need to bring kayaking to life.
It simulates kayak movement using real paddle strokes, visual leaning, and water interaction — powered by Rigidbody physics, customizable buoyancy points, and stroke-driven force application. Ideal for both first-person and third-person kayaking games.
🛶 Key Features:
- Physics-based paddle stroke movement (forward, draw, sweep)
- Adjustable buoyancy system with configurable points
- Directional drag and slope-based speed dynamics
- Visual lean system tied to input and momentum
- Modular paddle setup with splash and strike effects
- Water surface interaction support (calm or animated waves)
- Full support for gamepad, keyboard, and mobile input
- Works with any kayak or paddle model
- Clean, commented source code with editor-friendly settings
- Quick integration — drag, assign water, and paddle away
NOTE
This package uses Cinemachine and the Animation Rigging package, so it's recommended to import it into a new, empty Unity project. You may receive a prompt asking to override project settings.
The asset is developed using Unity 2022, so please ensure you're importing it into Unity 6 only. Support for earlier Unity versions will be added in upcoming updates.
This package also uses the free Crest Water System (for the Built-in Render Pipeline). The publisher offers separate versions for URP and HDRP as well.
- The URP version uses a free water plugin available on the Asset Store.
- The HDRP version uses Unity’s built-in water system.
Please make sure to import only the relevant packages according to your project's render pipeline.
📩 Contact:
Email: ragerungames@gmail.com
Discord: https://discord.com/channels/1207445320192237628/1207446239126356068/1212813520454950922
🧰 Check out my other assets:
https://assetstore.unity.com/publishers/68658
Price $15.00
Toon Golden Valley by SICS Games
• 15 Main Atlas Textures (4096x4096), shared by most models (plus alternate texture)
• 8 Background Textures (2048x2048), used by Background Mountains
• 7 Terrain Textures (2048x2048)
• 11 Miscellaneous Textures (Ramps, Masks, Noise Textures)
• Most models have a low polygon count, ranging from <50 tris (small rocks & grass models) to ~6400 tris (Largest Tree)
• Most of the models have LOD's implemented
• Custom Toon Shaders (Simple, Vegetation, Terrain, etc.)
Suggestions? Questions? Get in touch with us:
◙ Featuring ◙
• 373 Prefabs, ranging from cliffs and stones to vegetation, trees and particle systems.
• 3 Demo Scenes, two showcasing the environment with sunny and overcast atmospheres presented in the promo assets (post-processing profiles included), and one grid-based scene with all the assets laid out for easy viewing.
• Custom Vegetation Shader with features like wind sway and leaf jitter, and centralized control via a WindManager script.
• Custom Stone Shader with features like edge wear and top-surface terrain blending.
◙ Asset list ◙
• Vegetation Assets •
(x131) Plants, Flowers, Ivy & Trees
Vegetation Assets include:
(x58) Trees consisting of Beech and Birch types, including Saplings, Trunks, Dry Logs and Branches
(x44) Plants that include Grass, Flowers, Bushes, Leaves and Ivy
(x11) Mushrooms
(x18) Billboards
• Buildings •
(x38) Modular Building Pieces that include Beams, Walls, Roofs, etc.
(x20) Interior Props
(x11) Presets that include Houses, Mill and Interiors
• Rocks •
(x43) Rock Assets:, ranging from small Stones, to different sized Rocks and Cliffs, all having the option of a material that blends with the terrain.
• Props •
(x118) Miscellaneous Props: Food items, Utensils, Crates, etc.
• Other Assets •
(x2) Hand-Painted Skyboxes (Day/Night variants)
(x4) Background Assets: Mountains and Hills
(x8) Particle Systems: Rain, Wind Trails, Fog, Falling Leaves, Sun Shafts, etc.
This package works seamlessly with other environments from the collection:
Support and Community:
Discord • Forum • Twitter • Mail
Price $56.00
Dirty Sand Terrain PBR 1 by 32cm
Textures 73
8 different seamless PBR textures.
4096x4096px size with Albedo (also with smoothness in alpha), Normal, Displacement, Roughness, Metalness, AO. PNG and TGA seamless textures. HDRP mask included. Compress them at you liking.
Textures consist in a mix of sand, stones, dirt and shells
All ready for tessellation shaders.
Suitable for wastelands,deserts, beaches, rivers, lakes, etc...
Price $4.99
Ground terrain beach sand PBR 2 by 32cm
Textures 80
8 different seamless PBR textures.
4096x4096px size with Albedo (also with smoothness in alpha), Normal, Displacement, Roughness, Metalness, AO. PNG and TGA seamless textures. HDRP mask included. Compress them at you liking.
Textures consist in a mix of sand, stones, dirt and shells
All ready for tessellation shaders.
Suitable for beaches, rivers, lakes, etc...
Price $4.99
Rooftop AC hvac unit 2 by 32cm
Polys 160000
Textures 22
Prefabs 4
Meshes 6
Roof AC hvac. Real scale but scale as you needs. 2 materials. Comes as full mess or with separated fans in case they need to be animated. 2 sets of colors.
Comes with 4096x PBR textures including Albedo, Normal, Metalness, Roughness, AO and also unity HDRP mask. Compress them to your liking.
Total tris 160000. 80000 verts.
Suitable for rooftops, exteriors, cities, etc..
Price $6.99
Old and Rusty Solar panel pack by 32cm
Polys 4000
Textures 6
Prefabs 9
Meshes 3
Rusty and old solar panels set. Real scale but scale as you needs. 1 material. 3 meshes. 3 different panels for a total of 9 objects.
Comes with 4096x PBR textures including Albedo, Normal, Metalness, Roughness. AO and also unity HDRP mask. Compress them to your liking.
Total tris 4000. 2000 verts.
Also separated mesh if it need to be animated.
Suitable for rooftops, exteriors, cities, apocaliptyc scenes, etc..
Price $4.99
Solar panels pack by 32cm
Polys 4000
Textures 6
Prefabs 9
Meshes 3
Solar panels set. Real scale but scale as you needs. 1 material. 3 meshes. 3 different panels for a total of 9 objects.
Comes with 4096x PBR textures including Albedo, Normal, Metalness, Roughness, AO and also unity HDRP mask. Compress them to your liking.
Total tris 4000. 2000 verts.
Also separated mesh if it need to be animated.
Suitable for rooftops, exteriors, cities, etc..
Price $4.99
Forest Ground Textures PBR 10 by 32cm
Textures 72
8 different forest ground seamless PBR textures.
4096x4096px size with Albedo (also with smoothness in alpha), Normal, Displacement, Roughness, Metalness, AO. PNG seamless textures. HDRP mask included. Compress them at you liking.
Textures consist in a mix of grass textures, soil, moss, dead leaves and plants. Good to detail your terrains.
All ready for tessellation shaders.
Suitable for forest, fields, tundra, farmlands, gardens, steppes, summer, highland etc...
Price $4.99