Retro Horror Template - Quick Slots by RetroGig
ECG Machine Lowpoly(Extended) by SR Studios Kerala
- 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
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
Email: kripto289@gmail.com
Price $159.00
Emo Robot 06 by GrigoriyArx
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:
- Neutral
- Happy
- Sad
- Distrust
- Wonder
- Death
- Disgust
- Angry
- Cry
- Love
More then 30 animations:
- Emotion Angry
- Emotion Cry
- Emotion Dance1
- Emotion Dance2
- Emotion Don't know'
- Emotion Hello
- Emotion Laught
- Emotion ThumbsUp
- Emotion Looking for
- Emotion No
- Emotion Talk1
- Emotion Win
- Motions Fall front
- Motions Get hit left
- Motions Get hit right
- Motions Get hit front
- Motions Idle
- Motions Jump
- Motions Jump forward
- Motions Run
- Motions RunTurn90 left/right
- Motions Stand up from a prone position
- Motions Strafe left
- Motions Strafe right
- Motions Turn 180
- Motions Turn 90
- Motions Walk back
- Motions Walk
- Motions Walk turn 90 left
- Motions Walk turn 90 right
- Battle idle
- Battle punch left
- Battle punch right
- Battle kick
- Battle power punch
Price $28.00
Dystopian Tank by Maksim Bugrimov
- 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
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.
NO ANIMATIONS!
- Fully modular
- Full body
- Facial bones and breast bones
- 50 Apple arkit blendshapes
- Clean skin texture
- Humanoid rig
- High quality
- All RP
Please leave a review if you liked my product! This will help me a lot!
If you have any problems with the product, first write to me by email!
anatoly.arkhipov.work@gmail.com
Price $49.99
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=>
__________________
=> HDRP Offroad Racing 3 (PC / Console)
=> Modern Buildings Collection
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
- Appropriate for use across multiple genres and scenarios, including dramatic, investigative, and suspense-driven settings.Versatile Application
- Built with efficiency in mind, ensuring compatibility with diverse technical requirements and scalable performance targets.Performance-Aware Design
- Features a layout that allows for seamless customization and integration into broader world-building projects.Modular and Expandable
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
Check out our Medieval Torches & Candlesticks Bundle
You can also check our Graveyard
Price $79.99
Female Hair Collection vol 07 by Ida Faber
📋 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
❎ Tris 32256 ✳️ Verts 21000
SK_HAIR_PACK07_HAIRSTYLE_06
❎ Tris 20136 ✳️ Verts 13842
SK_HAIR_PACK07_HAIRSTYLE_07
❎ Tris 24960 ✳️ Verts 16250
SK_HAIR_PACK07_HAIRSTYLE_08
❎ Tris 23880 ✳️ Verts 15660
SK_HAIR_PACK07_HAIRSTYLE_09
❎ Tris 18984 ✳️ Verts 12570
SK_HAIR_PACK07_HAIRSTYLE_10
❎ Tris 16320 ✳️ Verts 10590
SK_HAIR_PACK07_HAIRSTYLE_11
❎ Tris 20736 ✳️ Verts 13525
SK_HAIR_PACK07_HAIRSTYLE_12
❎ Tris 41280 ✳️ Verts 26850
SK_HAIR_PACK07_HAIRSTYLE_13
❎ Tris 9708 ✳️ Verts 8324
SK_HAIR_PACK07_HAIRSTYLE_14
❎ Tris 38016 ✳️ Verts 24900
SK_HAIR_PACK07_HAIRSTYLE_15
❎ Tris 36096 ✳️ Verts 23540
SK_HAIR_PACK07_HAIRSTYLE_16
❎ Tris 58560 ✳️ Verts 38025
SK_HAIR_PACK07_HAIRSTYLE_17
❎ Tris 14984 ✳️ Verts 9251
SK_HAIR_PACK07_HAIRSTYLE_18
❎ Tris 34368 ✳️ Verts 22485
SK_HAIR_PACK07_HAIRSTYLE_19
❎ Tris 45592 ✳️ Verts 29531
SK_HAIR_PACK07_HAIRSTYLE_20
❎ Tris 52320 ✳️ Verts 34050
SK_HAIR_PACK07_HAIRSTYLE_21
❎ Tris 38272 ✳️ Verts 24770
⊹ ࣪ ˖⋆。゚*゚ ゚ˋ。⋆。 . -˖。ˋ .。*゚+.*.˖。+.ˋ.。*゚+˖˖ ゚☾ ゚。⋆--ˋ
⭐ Discord ┆ YouTube ┆ Instagram ┆ Unity
꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒷꒦꒷꒷꒷꒷꒷꒷꒷꒷꒦꒦꒷꒦꒷꒷꒷꒷
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
❎ Tris 32256 ✳️ Verts 21000
SK_HAIR_PACK07_HAIRSTYLE_06
❎ Tris 20136 ✳️ Verts 13842
SK_HAIR_PACK07_HAIRSTYLE_07
❎ Tris 24960 ✳️ Verts 16250
SK_HAIR_PACK07_HAIRSTYLE_08
❎ Tris 23880 ✳️ Verts 15660
SK_HAIR_PACK07_HAIRSTYLE_09
❎ Tris 18984 ✳️ Verts 12570
SK_HAIR_PACK07_HAIRSTYLE_10
❎ Tris 16320 ✳️ Verts 10590
SK_HAIR_PACK07_HAIRSTYLE_11
❎ Tris 20736 ✳️ Verts 13525
SK_HAIR_PACK07_HAIRSTYLE_12
❎ Tris 41280 ✳️ Verts 26850
SK_HAIR_PACK07_HAIRSTYLE_13
❎ Tris 9708 ✳️ Verts 8324
SK_HAIR_PACK07_HAIRSTYLE_14
❎ Tris 38016 ✳️ Verts 24900
SK_HAIR_PACK07_HAIRSTYLE_15
❎ Tris 36096 ✳️ Verts 23540
SK_HAIR_PACK07_HAIRSTYLE_16
❎ Tris 58560 ✳️ Verts 38025
SK_HAIR_PACK07_HAIRSTYLE_17
❎ Tris 14984 ✳️ Verts 9251
SK_HAIR_PACK07_HAIRSTYLE_18
❎ Tris 34368 ✳️ Verts 22485
SK_HAIR_PACK07_HAIRSTYLE_19
❎ Tris 45592 ✳️ Verts 29531
SK_HAIR_PACK07_HAIRSTYLE_20
❎ Tris 52320 ✳️ Verts 34050
SK_HAIR_PACK07_HAIRSTYLE_21
❎ Tris 38272 ✳️ Verts 24770
⚔️ 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