Lively WebGL Template LITE by Devon Lively
--- Customers Using Full Version---
🤔Why this system?
- Responsive & Fullscreen – Adapts to all screen sizes
- Cross-Platform - Windows, macOS, Linux, ChromeOS, iOS*, Android
- Easy To Use - User friendly and customizable with an in-depth wiki
☝️For what?
- Game jams: Compatible with itch.io
- Pitching & Portfolios: Send publishers/investors a link to launch instantly.
- Zero-friction: Share a single link, instant access, no Steam keys
----------------------------------------
👀 FEATURES 👀
🛠️ Compatibility & Performance
- Supports Unity 2020.1 & Newer
- Responsive – Landscape & Portrait Modes
- Works with any OS as long as the browser supports WebGL
- Windows, macOS, Linux, ChromeOS, iOS*, Android and more
- Browsers tested: Chrome, Firefox, Edge, Safari, Opera
- Supports WebGPU (WebGL2 Successor) [Requires Unity 6.1+]
📱 Display & UI
- Display Options:
- Automatic Letterboxing / Pillarboxing
- Dynamic Aspect Ratio
- Free Aspect
- Fixed Resolution
- Custom background images for loading screen
- Show your game/company logo while loading
- Uses Google Fonts
🎮 Player Experience
- Prevent save-menu popups (Ctrl+S block)
- Prevent tab close (Ctrl+W block)
- Disable Fullscreen Button
🧰 Development Tools
- 40+ customizable settings
- Save presets & reuse across projects
- Unbeatable support
Get The Full Version Here:
https://assetstore.unity.com/packages/tools/integration/lively-webgl-template-314596
Price $4.99
Inspector Pro Lite by Phamous
Requirements
| Requirement | Details |
|-------------------|-----------------------------------|
| Unity Version | 2021.3 LTS or newer |
| Unity 6 | Fully compatible |
| Scripting Backend | Mono and IL2CPP |
| API Compatibility | .NET Standard 2.1, .NET Framework |
| Dependencies | None |
Render Pipeline Support
| Pipeline | Status |
|----------------------------------------|-------------------|
| Built-in Render Pipeline | ✅ Fully Supported |
| Universal Render Pipeline (URP) | ✅ Fully Supported |
| High Definition Render Pipeline (HDRP) | ✅ Fully Supported |
| Custom SRP | ✅ Fully Supported |
This is an editor-only tool. No shaders, no materials, no rendering code. Uses Unity's built-in EditorGUI
exclusively.
Platform Support
Works on all platforms Unity supports. The tool runs entirely in the Editor and is automatically stripped from
builds.
| Platform | Status |
|----------|--------|
| Windows | ✅ |
| macOS | ✅ |
| Linux | ✅ |
Performance
| Aspect | Details |
|-------------------|-----------------------------------------|
| Runtime Overhead | Zero - editor-only |
| Build Size Impact | None - automatically excluded |
| Inspector Repaint | Minimal overhead with efficient caching |
| Memory Usage | Lightweight, cached lookups |
Package Contents
| Folder | Contents |
|-----------|------------------------------------------------------|
| Editor/ | All editor scripts, drawers, windows, and inspectors |
| Runtime/ | Attribute definitions and serializable types |
| Examples/ | Demo scripts showcasing all features |
| Tests/ | 40+ automated NUnit editor tests |
File Count
| Type | Count |
|----------------------|-------------------------------------|
| C# Scripts | ~40 |
| Assembly Definitions | 3 |
| Documentation Files | 3 (README, CHANGELOG, package.json) |
| Example Scripts | 6 |
| Automated Tests | 40+ |
Assembly Definitions
| Assembly | Platform | Purpose |
|-------------------------------|---------------|-----------------------------------|
| InspectorProLite.Editor | Editor only | Core editor functionality |
| InspectorProLite.Runtime | All platforms | Attributes and serializable types |
| InspectorProLite.Tests.Editor | Editor only | Automated tests |
Code Architecture
- Namespace: InspectorProLite
- No global namespace pollution
- Clean separation between editor and runtime code
- Extensible base classes for custom editors
- ScriptableObject-based settings with Project Settings integration
Settings Storage
| Setting Type | Storage Location |
|------------------------|-----------------------------|
| Project Settings | ScriptableObject in project |
| Favorites | EditorPrefs (per-user) |
| Foldout States | EditorPrefs (per-user) |
| Component Notes | EditorPrefs (per-user) |
| Custom Color Overrides | EditorPrefs (per-user) |
Keyboard Shortcuts
| Shortcut | Action |
|--------------|------------------------|
| Ctrl+Shift+I | Open Quick Settings |
| Ctrl+Shift+F | Open Component Search |
| Ctrl+Alt+A | Open Quick Add Palette |
Integration
| Feature | Details |
|------------------------|----------------------------------------------------------------|
| Custom Editors | Extend InspectorProLiteBaseEditor for automatic header support |
| Custom PropertyDrawers | Full compatibility |
| Odin Inspector | Compatible (can run alongside) |
| Other Inspector Tools | Non-conflicting |
Tested Unity Versions
| Version | Status |
|------------|----------|
| 2021.3 LTS | ✅ Tested |
| 2022.3 LTS | ✅ Tested |
| 2023.x | ✅ Tested |
| Unity 6 | ✅ Tested |
Support
- Full documentation included
- Example scripts demonstrating all features
- Automated test suite for verification
- Contact publisher through Asset Store for questions
Inspector Pro Lite
Inspector Pro Lite transforms Unity's default Inspector into a powerful, organized workspace. Whether you're
building games, apps, VR experiences, or simulations, this tool helps you work faster and stay organized.
Visual Organization
Color-Coded Component Headers
Instantly identify component types at a glance. Physics components (Rigidbody, Colliders, Joints) appear in blue.
Rendering components (MeshRenderer, Light, Camera) in green. Audio in orange. UI in pink. Animation in yellow.
Custom scripts in gray. No more scrolling through walls of identical-looking components.
Enhanced Separators
Beautiful 3D gradient headers with shadow effects replace Unity's flat component headers. Each component stands
out with its category color, making complex GameObjects with many components easy to navigate.
Custom Color Rules
Define your own coloring system. Match components by:
- Contains - "Controller" matches PlayerController, EnemyController, etc.
- StartsWith - "UI" matches UIManager, UIButton, etc.
- EndsWith - "Manager" matches GameManager, AudioManager, etc.
- Exact - Match specific component names
- Namespace - Color entire namespaces (great for third-party assets)
Productivity Tools
Component Favorites
Star frequently-used components with one click. Access your favorites from a dedicated window and add them to any
GameObject instantly. Perfect for components you use repeatedly like Rigidbody, AudioSource, or your custom
scripts.
Component Search
Find any component or property instantly with Ctrl+Shift+F. Search by component name, property name, or browse by
category. Click to ping or add components directly from search results.
Quick Add Palette
Press Ctrl+Alt+A to open a fast component palette. Your favorites appear at the top, followed by recently-used
components. Search any component type and add it with one click. Much faster than navigating Unity's Add Component
menu.
Component Presets
Save component configurations and apply them to other objects. Set up your perfect Rigidbody settings once, save
as preset, and apply to any Rigidbody in your project. Great for maintaining consistency across your game.
Component Notes
Add comments directly to components. Document why settings are configured a certain way, leave reminders for
yourself, or communicate with team members. Notes appear right below the component header.
Inspector Attributes
Enhance your custom scripts with powerful attributes:
Visual Attributes
- [ColorHeader] - Add colored section headers
- [Separator] - Draw colored divider lines
- [InfoBox] - Display info, warning, or error messages
- [Highlight] - Color field backgrounds for emphasis
Organization Attributes
- [InspectorGroup] - Collapsible, colored property groups with smooth animation
- [Tab] - Organize properties into tabbed views
- [ReadOnly] - Display non-editable fields
Conditional Attributes
- [ShowIf] / [HideIf] - Show or hide fields based on conditions
- [EnableIf] / [DisableIf] - Enable or disable fields conditionally
- [ShowIfMultiple] - AND/OR logic with multiple conditions
- [ShowIfComparison] - Compare numeric values (greater than, less than, equals)
Validation Attributes
- [Required] - Mark fields that must have a value
- [ValidateRange] - Ensure values stay within bounds
Input Attributes
- [Password] - Masked input with visibility toggle
- [ProgressBar] - Display values as colored progress bars
- [MinMaxSlider] - Range selection with dual handles
- [ResizableTextArea] - Text areas that can be resized
- [SearchableEnum] - Search through large enums easily
Dropdown Attributes
- [SceneDropdown] - Select from build scenes
- [TagDropdown] - Select from project tags
- [LayerDropdown] - Select from project layers
- [Dropdown] - Custom dropdown options
Button Attributes
- [Button] - Clickable buttons that call methods
- [ConfirmButton] - Buttons with confirmation dialogs
- [ConditionalButton] - Buttons that enable/disable based on conditions
- [ButtonGroup] - Horizontal button groups
- [PlayModeButton] / [EditModeButton] - Mode-specific buttons
Special Features
- [InlineEditor] - Edit ScriptableObjects directly in the inspector
- [AssetPreview] - Show asset thumbnails
- [CurvePreview] - Enhanced AnimationCurve editing with presets
- [GradientPreview] - Enhanced Gradient editing with presets
- [FindReferences] - Button to find all references to an asset
- [SceneReference] - Warns about cross-scene references
- [EnhancedList] - Lists with pagination, search, and reordering
- [SerializableDictionary] - Full dictionary support in the inspector
Additional Tools
Mesh Analyzer
Automatically displays mesh statistics on MeshFilter components: vertex count, triangle count, submesh count,
bounds, and size in multiple units. Toggle between meters, centimeters, feet, inches, or define custom units.
Quick Settings Window
Access all features from Tools > Inspector Pro Lite > Quick Settings or Ctrl+Shift+I. Toggle features on/off
instantly with visual feedback. One-click access to full settings.
Project Settings Integration
All settings accessible from Edit > Project Settings > Inspector Pro Lite. Configure colors, enable/disable
features, manage custom rules, and import/export settings as JSON for team sharing.
Customization
Everything is customizable:
- Category colors for each component type
- Color intensity and opacity
- Gradient headers on/off
- Enhanced separators on/off
- Individual feature toggles
- Custom color rules
- Mesh analyzer units
- Keyboard shortcuts
Who Is This For?
Solo Developers
Stay organized as your project grows. Find components faster, save time with presets, and keep documentation right
in the Inspector.
Teams
Share settings via JSON export. Use component notes for communication. Maintain consistency with presets.
Color-code by namespace to identify different team members' code.
Asset Developers
Make your assets more professional with organized inspectors. Use groups, tabs, and validation to create polished
editor experiences.
Anyone Working on Complex Projects
The more components you have, the more time Inspector Pro Lite saves. Stop scrolling, start finding.
Compatibility
- Unity Versions: 2021.3 LTS and newer, Unity 6 ready
- Render Pipelines: Built-in, URP, HDRP, and custom SRPs
- Platforms: All platforms (editor-only tool)
- Custom Inspectors: Works alongside your existing custom editors
- Third-Party Assets: Compatible with other inspector tools
Performance
- Editor-only - zero runtime overhead
- Automatically stripped from builds
- Efficient color caching
- Minimal Inspector repaint cost
---
Inspector Pro Lite works with any project type, any genre, and any workflow. It's a quality-of-life improvement
for every Unity developer.
Price $19.99
Group Ungroup Extract Tool by Multitool
Key features:
- Smart UI support: automatically creates RectTransform groups for UI objects
- Configurable pivot position for new groups
- Optional auto-rename after grouping
- Full Undo/Redo support
- Customizable hotkeys
- Prefab-aware with unpacking confirmation
GROUP (Ctrl+G)
--------------
Creates a new parent object containing all selected objects.
In Hierarchy:
- Creates "Group" or "UI Group" (for RectTransform objects)
- Preserves sibling order (group inserted at last selected position)
- Calculates appropriate pivot based on settings
- For UI: automatically sizes the group to fit all children
In Project:
- Creates a new folder and moves selected assets into it
- Works with both files and folders
In Timeline:
- Creates a new Group Track containing selected tracks
UNGROUP (Alt+G)
---------------
Moves children up one level and deletes the parent object.
In Hierarchy:
- Moves all children to the parent's parent
- Deletes the original parent object
- Shows confirmation for prefabs (will unpack) or objects with components
- Selects all extracted children after operation
In Project:
- Moves folder contents up one level
- Deletes the empty folder
In Timeline:
- Moves tracks out of a Group Track
- Deletes the Group Track
EXTRACT (Shift+Alt+G)
---------------------
Like Ungroup, but keeps the parent object intact.
In Hierarchy:
- Moves all children up one level
- Parent object remains (becomes childless)
- Useful when parent has components you want to keep
In Project:
- Moves folder contents up one level
- Folder remains (becomes empty)
In Timeline:
- Moves tracks out of a Group Track
- Group Track remains (becomes empty)
Group Ungroup Extract Tool brings familiar grouping functionality (like in
Photoshop, Figma, or Blender) to Unity Editor. It allows you to quickly:
- Group selected objects into a new parent (Ctrl+G)
- Ungroup objects by moving children up and deleting the parent (Alt+G)
- Extract children without deleting the parent (Shift+Alt+G)
The tool works in three contexts:
- Hierarchy window (GameObjects)
- Project window (files and folders)
- Timeline window (tracks)
Price $4.99
Asset Reference Tracker Pro by Level Up Creative Lab
- Unity 2019 LTS and above
- Built-in PipelineFully compatible with:
URP
HDRP
Supported Platforms
Works in editor mode for all target platforms:
- PC / Mac / Linux
- Mobile (Android/iOS)
- VR / AR
- WebGL
- Console platforms (editor-side)
Asset Reference Tracker Pro is a complete project-maintenance toolkit built for developers who want cleaner, faster, and more stable projects.
This editor extension automatically analyzes your entire project to detect unused assets, broken or missing references, duplicate files, and hidden dependencies that often cause performance issues. Designed for teams and solo developers alike, it gives you a clear, structured overview of what’s inside your project—and what needs fixing.
Whether you're working on mobile, PC, VR, or console, the tool helps you reduce build size, speed up workflows, and prevent runtime issues. All results are shown through a clean dashboard, interactive lists, and a professional visual dependency graph.
Great for:
✔ Game studios optimizing large projects
✔ Mobile developers trying to reduce build sizes
✔ Asset cleanup before shipping or publishing
✔ Teams working with version control
✔ Anyone wanting a stable and well-organized Unity project
You maintain full control—no auto-changes unless you confirm them via the Safe Delete window. Fast, safe, and highly visual.
✅ Technical Details (Key Features)
Core Features
- Full Project Scanner – Analyzes all assets, scenes, prefabs, scriptable objects, materials, and dependencies.
- Smart Dashboard – Live statistics for Unused Assets, Missing References, Duplicates, and Total Asset Overview.
- Unused Assets Finder – Lists every asset not used anywhere in your project or build.
- One-Click Cleanup – Safely remove unused files with automatic reference checking.
- Missing Reference Detector – Pinpoints broken/NULL references with exact property paths.
- Duplicate Asset Detection – Identifies byte-for-byte duplicates to reduce build size.
- Build Report Integration – Reads Editor.log to show true build-included asset sizes.
- Dependency Graph Viewer – Visual, zoomable, color-coded graph of how assets reference each other.
- Folder Usage Report – Shows which folders contain the most unused or heavy assets.
- Safe Delete System – Performs impact analysis, warns about broken links, and can create backups.
- CSV Export – Export unused assets or missing references for team review.
Performance & Workflow
- Optimized scanning for large projects.
- Fast search and filter across all results.
- Click-to-ping integration for fast navigation.
- Clear type badges and color-coded categories.
Price $19.99
Empty Room - Mesh Debugger by Empty Room Productions
This tool does not use the UI Toolkit, instead it uses the standard Unity UI using the Functions provided by the classes GUILayout and EditoGUILayout
Using the Gizmo System from Unity, any relevant data of a mesh can be inspected directly in the Unity Scene View. Supported details of the Mesh include:
• Vertices (Gizmo, Position, Index, and Color)
• Normals & Tangents
• UVs / Texture Coordinates
Colors and sizes of the Gizmos can also be changed via an integrated settings window. They will be saved in an easy-to-share JSON file.
Price $0.00
Tooltip Localization System mini by Octanta Studio
- Developed using Unity 6
- The core system is lightweight, while font samples with licenses occupy 99.7% of package
- TextMeshPro is required in the project for this system to function properly
P.S. There’s already a solution based on CSV: Localization Package from Unity, which includes most of the possible features. This system shows a simpler version for indie projects, with some unique advantages. For instance, it can cache a pair of TMP_Text and its string, so that when a translation is updated, all pairs are refreshed automatically, including the font. It supports languages with any name (you can add a column like “Elvish” and reference it by “Elvish”). And it uses only one ScriptableObject as a "middleman", accessible from anywhere, so you don’t need to deal with a bunch of components.
Tooltip Localization System Mini for Unity projects using TextMeshPro is based on a CSV + ScriptableObject setup. Reads a CSV file, returns the rows, switches fonts, and caches everything for optimization. Made for solo devs and indie teams who want to keep text strings out of scripts and manage translations through external editors. 📄 Full documentation (eng) (укр)
The full original version of the system is used in Automatic Tutorial Maker →
FEATURES:
- CSV-based translations. Edit in Excel, Google Sheets, or any CSV editor. Default: ; delimiter, UTF-8, " text qualifier.
- 12+ languages included & saving language between sessions. English, Chinese, Japanese, German, French, Spanish, Portuguese, Italian, Ukrainian, Polish, Turkish, Korean. Add custom via Language enum or column name.
- Automatic font switching. Assign fonts per language (e.g., NotoSansTC for Chinese), auto-applies on change. Includes Noto Sans CJK + Audex fonts with licenses.
- Dynamic placeholders. Insert variables: {playerName}, {score}, {anyVariable} → filled at runtime. There is a Parameter Selector for assigning a reference to any custom variable of any custom component.
- TextMeshPro tags support. Use <color=#FF0000>, <sprite=0>, emojis 😊 directly in translations.
- Static Mode. Cache text objects, auto-update on language change, including font switching (efficient for menus/UI)
- Dynamic Mode. Read strings per-frame, no built-in font switching (for scores/timers, cached lookups)
CREATE TEXT TOOLTIPS:
The system can be used to show text tooltips that support value substitution. For example, add the entry "Press {key} to interact" to the table, along with its translations. Then call ReplacePlaceholders in your script, specifying the row containing the text and passing the variable for substitution. The variable can be a system-defined key or one reassigned by the player.
During translation, the system replaces the {key} placeholder with the variable. In different languages, placeholders may appear in different positions to preserve natural phrasing. Multiple placeholders can exist in a sentence, but their order must be maintained.
DEMO:
Open DemoScene to see all features in action.
STRUCTURE:
🗒 A CSV table with translations. The first row contains language names, each language has its own column. Retrieve specific text by accessing rows.
🔗 A Scriptable Object. It stores the CSV as a Text Asset and handles operations: parses it into an array and contains methods for further reading. This can be called from other scripts, for example:
InitializeLocalizator(); // Parses CSV, remembers current language on start, let's say "Eng"
GetStringText(2); // Returns string from row 2 and current language column = "menu"
FillTextObject(2, textObj); // Passes to textObj.text = "menu"; caches textObj and row
ChangeLanguage("Jap"); // Overwrites current language
TranslateAllTexts(); // Replaces text for all cached objects (same row, different column). Having text objects in cache allows changing their font right there, for example, if hieroglyphs are needed
USAGE:
- Fill the CSV table with your texts and translations
- On Start() > add InitializeLocalizator call
- Bind ChangeLanguage method to buttons that switch language
- When spawning text > call FillTextObject for it, so it translates itself and changes font automatically
- If you just need the value > call GetStringText
💡Maintain a column in the table with text keys to access rows by them rather than by indices:
using LocalizationSystemMini;
[SerializeField] private InputStringsScriptableObject textStrings;
var hi = textStrings.GetStringTextByKey("hi_key");
var userName = "..."; // Player name
textObj.text = $"{hi}, {userName}!";
// If needed, update the font manually
textObj.font = textStrings.GetCurrentFont();
This way the code will have access to localized text and output it to the scene.
➕ To add a language and edit translations, just open the CSV. You can translate an entire column by running it through a translator. Or work with localizers who don't have access to/affinity for the inspector.
Price $0.00
Timbeaux's Time Rewind Toolkit (2D) by TimOverRice
Features
- Global time-rewind system with adjustable rewind speed
- Snapshot-based transform recording for smooth rewind playback
- Easy-to-extend design using the ITimeReversable interface
- Rigidbody2D rewind support (position, rotation, and velocity playback)
- Optional input handling (supports custom or user-defined input systems)
- Clean, production-ready C# architecture
- Minimal performance overhead
- Fully commented and documented scripts
- Example player controller included
- Sample scene demonstrating full functionality
Supported Platforms
- Windows
- macOS
- Linux
- Android
- iOS
- WebGL
- Any platform supported by Unity 2021.3 or newer
Supported Render Pipelines
- Built-in Render Pipeline
- URP compatible (no pipeline-specific content)
- HDRP compatible (no pipeline-specific content)
Supported Unity Versions
- Unity 2021.3 LTS and newer (including Unity 6 compatibility)
Time Rewind Toolkit (2D) is a lightweight and fully customizable system for adding global time-rewind mechanics to your Unity project. With clean architecture, clear APIs, and an easy drop-in workflow, this package lets you quickly implement “reverse time” gameplay for platformers, puzzle games, action titles, and more.
The toolkit includes a simple demo scene showing a player and physics objects rewinding together. Just add the TimeRewindManager to your scene, attach TransformTimeRecorder2D to any Rigidbody2D object you want to rewind, and press Play — the system handles the rest.
This package is ideal for developers looking for a clean, minimal, and extendable implementation of time reversal that integrates smoothly into any Unity 2D workflow.
Includes:
- Core rewind manager and interface
- Recorder component for physics-based rewind
- Sample player controller with rewind-friendly movement
- Complete demo scene
- Documentation and folder structure designed for production use
Whether you're prototyping or building a full commercial title, Time Rewind Toolkit provides a solid foundation for time manipulation mechanics.
Dependencies and Requirements
• Unity 2021.3 LTS or newer
• No third-party packages required
• No Asset Store package dependencies
• Compatible with Built-in Render Pipeline, URP, and HDRP
• Uses standard Unity components only (MonoBehaviour, Rigidbody2D, Transform)
Price $4.99
House 2 by 32cm
Total tris 100000. 50000 verts.
Textures 30 (4096pix)
Meshes 1
Prefabs 1
Private house. Real scale but scale as you needs. 5 materials. Exterior only.
Comes with 4096pix PBR textures including Albedo, Normal, Metalness, Roughness, AO and also unity HDRP mask. Compress them to your liking.
Total tris 100000. 50000 verts.
Suitable for cities, exteriors, resirdential places, etc..
Price $4.99
Medical workers - stylized characters by Mixall
Number of textures: 51
Texture dimensions: 2048x2048
Polygon count of: about 5 000 faces per character
Number of meshes/prefabs: 14/13
Rigging: Yes
Animation count: 1
Animation type list: idle_pose
UV mapping: Yes
Types of materials and texture maps: PBR
Mixall studio presents a good solution for your games, VR projects and simulators: Medical workers - stylized characters
13 stylized medical workers with full mesh and rig. The package includes stylized doctors and nurses
★ Key Features ★
- 13 medical workers
- PBR material
- Characters are setup to work with Mecanim (no animations included in this pack)
- Single mesh grid
- Idle_pose animation
★ Assets ★
- 8 doctors
- 5 nurses
★ Other Assets ★
Combine this asset pack with our other assets:
-Hospital - modular building, props and characters
-Characters pack - laboratory scientists
-Characters pack - guards and prisoners
-Hospital ward - interior and props
-Dental room - interior and equipment
-Hospital corridor - modular interior and props
We will be grateful if you fill out this form. This will help improve our work.
Need support? Write to us: Mixall.team@gmail.com
★ Follow us on social media ★
INSTAGRAM | YOUTUBE | FACEBOOK
ARTSTATION | PINTEREST | DISCORD
Price $34.99
MONSTER: GASTERODONTE by PROTOFACTOR, INC
All materials included are Standard Built-In They can easily be upgraded to either URP or HDRP using the Upgrader Tool of the selected pipeline.
Here is gasterodonte. This weird giant alien slug has four tentacles with claws at their tips. Despite being fairly slow it will still be fast enough to chase its enemies away.
Geometry is 11.47 Ktris. Rig is 83 bones. Model uses 1 material with a 4096*4096 PBR texture set.
The package includes a set of 30 animations (9 being root motion variations).
Price $29.99
[FreeTrial] Whisper Watcher (Rig + Animation) – PixeliusVita by PixeliusVita
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 2 unique (Idle, Walk)
Textures: 3 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 2 unique (Idle, Walk)
Textures: 3 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
🔹 Trial Version – Stylized Fantasy Monster (PixeliusVita)
This is a trial / sample version of the PixeliusVita fantasy monster series, created to let you quickly test scale, proportions, animation quality, and in-game feel inside your project.
Included in this Trial
- Attack 13 animations Idle Walk
- 90 texture variants
- Game-ready mesh, clean topology
- Mobile & indie-friendly performance
This version is intentionally limited and designed for evaluation, prototyping, and testing only.
🔹 Full Version Includes
If you need a production-ready asset, check the Full Version on the store, which adds:
- Full animation set (combat, hit, death, skills, etc.)
- 90+ hand-painted texture variants
- Multiple performance levels (Medium / Low / Lowest)Complete VFX system Basic attacks Skill / Special skill VFX
- Custom shaders optimized for low-end devices
- Drag-and-drop ready prefabs
🔹 Recommended For
- Indie & mobile games
- RPG, action, roguelike, prototype projects
- Developers who want fast iteration with scalable quality
👉 Use this trial to test — switch to the Full Version when you’re ready for production.
Price $0.00
Whisper Watcher - Stylized Fantasy Monster (Rig + Animation) – PixeliusVita by PixeliusVita
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 17 unique (Idlex2, Walk, Run, Die, Attack 01–09, Shoot, GetHit, Stunned)
Textures: 90 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
This package provides a fully game-ready stylized 3D monster designed for RPG, fantasy, and action games.
All assets are optimized for both low-device mobile with 2 level optimized and PC indie game, prototype projects, easy to customize, and ready for production use.
________________
Monster 19 – Game Ready (Rigged, Animated, No Facial Rig)
Polygon Count: 4951 verts / 6578 tris
Rigging: 64 bones, 1 skinned mesh
Animations: 17 unique (Idlex2, Walk, Run, Die, Attack 01–09, Shoot, GetHit, Stunned)
Textures: 90 maps
Texture Size: up to 2048x2048 (mobile-friendly, cel-shader compatible)
Pipeline: URP supported
________________
Animation x 17
- Monster 19 (Rigged, Animated) | NO FACIAL
- 17 Animation In-Place:
Die
Idle
Idle02
Walk
Run
Attack 01
Attack 02
Attack 03
Attack 04
Attack 05
Attack 06
Attack 07
Attack 08
Attack 09
Shoot
GetHit
Stunned
- 17 Animation Root Motion:
Die
Idle
Idle02
Walk
Run
Attack 01
Attack 02
Attack 03
Attack 04
Attack 05
Attack 06
Attack 07
Attack 08
Attack 09
Shoot
GetHit
Stunned
- 15 Texture Different Type.
- Cel-Shader Mobile Friendly for Monster.
- Optimized stylized textures and materials.
- Lightweight setup suitable for low device-mobile and PC, prototype project.
- Includes clean prefab organization and naming convention.
- Fully editable and extendable for your own projects.
Price $15.00
Flexalon + Proxima + Bindables - Pro Tools Bundle by Virtual Maker
This bundle includes the following tools by Virtual Maker:
Flexalon gives level designers, animators, and interface designers the power to make adaptive 3D layouts that are precise and easy to update.
Proxima Runtime Inspector + Console
Your game doesn't have to be a black box. Proxima lets you inspect, debug, and control your game from any web browser.
Bindables Reactive Programming
Bindables is a reactive framework for managing your game state and syncing it to UI and gameplay. Easily bind to lists, dictionaries, derived state, animations, intervals, events, and even URIs.
Join the conversation on Discord.
After purchasing this bundle, visit each linked package to claim them for free.
- Flexalon: Store Link
- Proxima: Store Link
- Bindables: Store Link
Price $155.00
Trucks & Trailers - PolyPack - Low Poly Assets by Alstra Infinite
Textures in this package:
- Number of textures: 1
- Resolution: 256x256
- Size: ~40 KB
Model stats (total, ~):
- Vertices: 23 000
- Triangels: 44 000
Number of meshes/prefabs:
50+ Meshes
UV Light-Map:
Yes
POLY | Pack - Trucks & Trailers
This asset pack includes 50+ models for your project. Pack also includes truck accessories to customize the trucks and a variant of different trailer loads.
Need any help?
Join our Discord and we will help you right away :)
Or Contact Us Here
Price $12.99
Advanced, Lightweight Day–Night & Seasonal Sky System by itsMakingThings
Compatibility
- Unity 2021.3+, 6.000+
- Built-in RP, URP
- Works on all platforms supported by Unity
- Requires TextMeshPro
Performance
- Performance: Uses MaterialPropertyBlock for efficient rendering; 0 garbage allocation during runtime updates.
- Architecture: Single-directional-light design to keep draw calls low; RenderTextures are editor-only (Visualizer).
- Setup: Drag-and-drop prefab setup. No complex initialization required.
Code Quality
- Modular and extensible C# architecture
- All editor tools use proper cleanup & lifecycle handling
- Inspector tooltips provided for all fields
- Fully documented and organized scripts
Setup Time
- One-click prefab
- Immediate visual results
- Fully customizable with minimal coding required
Beautiful Skies. Zero Bloat.
Stop fighting with massive, over-engineered weather systems that hijack your project. Advanced, Lightweight Day–Night & Seasonal Sky System is a focused, high-performance lighting engine designed for developers who need professional day/night cycles without the overhead of a full weather simulation.
Whether you are building a low-poly RPG or a stylized adventure, this tool gives you deep control over your world’s atmosphere while remaining lightweight enough for mobile and VR.
✨ Why Choose This Over the Giants?
- No "Black Box" Code: Clean, modular C# that doesn't break your render pipeline.
- Workflow First: Includes a 360° Sky Visualizer so you can tweak sunsets without ever hitting "Play."
- Content Ready: Comes with 21 Professional Seasonal Profiles (Alien, Arctic, Fantasy, Realistic, etc.) so your game looks good instantly.
🎨 Key Features
🌎 Complete Seasonal EngineDon't just loop day and night—make your world evolve.
- 4-Season Support: Seamlessly blend lighting, fog, and exposure from Spring to Winter.
- Smart Blending: The system interpolates everything—from ambient equator colors to moon tint—ensuring no hard transitions.
- Lighting Windows: Define exact "Dawn," "Midday," and "Dusk" hours to perfectly time your golden hour.
☀️ Professional Skybox Management
- Hybrid Modes: Use Unity's procedural sky, static cubemaps, or our Dual-Cubemap Blending for high-fidelity transitions.
- Visualizer Tool: Preview your sky timeline, sun path, and moon phases directly in the Scene View with our custom Editor Window.
🌙 Advanced Celestial System
- Realistic Moon Phases: Fully configurable lunar cycles with a custom moon shader (glow, shadows, fog influence).
- Orbital Objects: Easily animate planets, satellites, or space stations with elliptical orbits and parallax correction.
- Starfield System: Performant particle or mesh-based stars that fade in based on seasonal visibility.
🛠️ Developer-Centric Workflow
- Clipboard Power: Copy/Paste seasonal settings instantly in the Inspector (huge time saver!).
- Scene Lighting Controller: Includes example scripts for time-based streetlights, window emissives, and flicker effects.
- Clean API: DayNightCycle.TimeOfDay and simple events like OnDusk or OnHourChanged make coding gameplay logic a breeze.
📦 Compatibility
- Pipelines: Built-in & URP.
- Unity Versions: 2021.3+, 6.000+.
- Platforms: PC, Console, Mobile, VR/AR.
- Reequires: TextMeshPro
Note: The city shown in the demo video uses "SimplePoly City - Low Poly Assets" and is for demonstration purposes only.
Price $39.99
Poly Skeleton Mesh by YuanquCool
This tool comes with an editor that allows you to create skeletons by dragging nodes in the editor scene.
This tool provides runtime support and can dynamically create skeleton meshes through code.
Using this tool, creators only need to adjust a few simple parameters, such as the position and cross-sectional radius of each node in the skeleton, and the tool can automatically create a low-polygon mesh based on the relationships between the nodes.
Then, by stitching together multiple skeleton meshes, more complex mesh models can be created.
The generated mesh model can be exported as a prefab and automatically bound to bones.
This tool includes the following examples:
- A simple tree generator that automatically generates low-polygon tree models by adjusting the corresponding parameters.
- A simple wireframe mesh generator that can generate a skeleton mesh model of the connection of mesh vertices and edges based on the existing mesh.
- A simple monster simulator(runtime) that creates different monster models by piecing together different body parts. At the same time, it automatically generates bone binding and adds simple procedural animations.
Price $19.99
VoxelCharacterAnimator - Procedural Animation System by Guardabarranco
• Unity Version: 2020.3 LTS to 2022.3+ (6000.2.9f1 LTS recommended)
• Render Pipelines: Built-in, URP, HDRP (shader adjustments)
• Platforms: Windows, macOS, Linux, iOS, Android, Consoles
• Animation System: 8 states (Idle, Walk, Run, Sprint, Jump, Die, SwimIdle, Swim)
• Dual Animation Styles: Minecraft (rigid) ↔ Roblox (flexible)
• Unified Jump System: Takeoff, airborne, landing with physics sync
• Death & Swimming System: Multi-phase animations, stroke cycles
• Performance: Optimized for 50+ characters, low memory usage
• Audio: Integrated 3D audio with PlayerAudioController (Land, Water, Melee, Damage, Health)
• Character Controller Integration: FixedThirdPersonController included, input support (Legacy/New/Both), water detection, slope handling, physics-animation sync
• Event System: OnAnimationStateChanged, OnJumpStarted/Landed, OnDeathProgressChanged, OnSwimStrokeComplete, OnAttackStarted/Landed
• Dependencies: Only Unity Audio & Physics (no external DLLs)
• Tools: VoxelCharacterConfigurator, AnimationDebugVisualizer, VoxelCharacterTester, AnimationValidator
Tired of wrestling with complex Animator Controllers and animation graphs? VoxelCharacterAnimator is a complete procedural animation solution that gives you professional-quality character movement in minutes, not days.
This system eliminates the need for traditional animation workflows. Add the component, assign your character's bones, and watch your character come to life with smooth, natural movement. No animation expertise required.
Switch between rigid Minecraft-style movements and flexible Roblox-style animations at runtime. Fine-tune every parameter in Play Mode until it feels perfect for your game. Engineered for scalability, you can run 50+ animated characters simultaneously without performance loss.
VoxelCharacterAnimator also includes a fully integrated 3D audio system, syncing footsteps, attacks, and swimming sounds with animations. It comes with a production-ready third-person controller, input system support (Legacy, New, or Both), physics-animation synchronization, and a modular swimming and slope handling system.
This asset is perfect for solo developers, rapid prototyping, multi-platform projects, and games with voxel, blocky, or stylized aesthetics.
Price $49.99
Floaty - Hide Floating Windows by Tejas
- Hide, Show & Close Floating Windows
- Auto Detect Any Floating Window
- Multi Tab, Tab Drag-Outs Detection
- More Usable Space On Laptops
- Free-Up Second Monitor For Other Tasks
⚠️Supports Only Windows 11, Not MacOS.⚠️
To open Floaty, just access it from menu bar Window/Floaty
then dock it as you like.
✨Enhance Productivity by not having to manage Editor WIndows!
✨Greatly improves the experience of working on Laptop, as you get a lot more screen space to work with & ability to use 125% Scaling for better visibility.
✨Keep many Windows at hand to open when needed instantly rather than going through menus.
✨Doesn't impact performance as Hidden Windows are not rendered.
✨Built with UI Builder has nice UI/UX.
🟢Supports Unity 6+, 2022.3 LTS & 2021.3 LTS (tested latest LTS).
Why I built this tool?
I always used to find it super annoying that certain windows like Project has to be mostly docked, since how frequent it is used & few floating windows, but it just takes up so much space that the docked windows squeeze up other window space while floating windows ends up blocking few windows they're over & it's just such a productivity killer! constant moving around, scaling, repeat...😭, also 100% dpi is tiny, 125% easy on eyes, but eats up space 😞
😄I hope you'll enjoy your time using Floaty.
📝Please Note that Floaty has nothing to do with any of your Project Files, so don't worry about breaking or losing stuff!
Price $24.99
Lens FX – Bloom & Flares by RayForge
Render Pipeline
- Universal Render Pipeline (URP)
Platforms
- Windows, macOS, Linux
- Consoles
- VR / XR (Quest, Index, Pico, WMR — depending on URP)
- Mobile (with reduced settings)
Mobile Performance Recommendations
- Use Half or Quarter downsampling
- Reduce bloom mip count
- Prefer Gaussian/Tent blur with smaller radii
- Enable Bloom Mip Chain reuse
- Use simpler streak setups
Requirements
- No external dependencies
- Works as a URP Renderer Feature + Volume Component
- All shaders included (no SRP Core hacks required)
Performance Notes
- Efficient downsampling cascade
- High-performance blur kernels
- Optional HDR
- Temporal stabilization and prefiltering reduces flicker
- Bloom Mip reuse eliminates redundant bright filters
Documentation
- Complete PDF documentation included
- Clear explanations of every parameter
- Technical overview of resolution cascade and performance behavior
- Artist-friendly best practices
Lens FX is a complete, high-quality post-processing suite for Unity URP, designed to bring authentic camera optics and expressive visual effects to any project. From subtle, physically inspired lighting to bold, stylized flares and streaks — Lens FX gives you full control over Bloom, Lens Flares, Glare, Streaks, Lens Dirt, Refraction, and many other optical behaviors.
With a modular architecture, extensive artistic controls, and several advanced performance options, this package is ideal for real-time games, VR experiences, cinematics, simulations, and stylized worlds.
Note: normal maps and dirt textures for the dirt and refraction effects seen in the promo material are not included, you can find those on the internet.
Price $29.99
JobProcessor by AxionGameEngine
- Works across build targets. Designed for both Mono and IL2CPP builds and tested in real commercial titles since 2015.
- Schedule jobs with precise timing. Use QueueJob to run a job after a delay (ms) or as a repeating job (fixed count or endless) - perfect for polling, periodic autosave, telemetry pings, timed gameplay events, etc.
- Cancel anything, anytime. Store the returned jobId and stop jobs on demand (CancelJob, CancelAllJobs) - ideal for scene unloads, menu transitions, or aborting outdated async requests.
- Batch per-frame work. Register FrameListeners to coalesce many small tasks into a single per-frame execution, reducing overhead and avoiding GC churn from scattered callbacks.
- Control performance spikes. Set a per-frame execution quota (µs) so main-thread jobs never blow your frame budget. Tune it per platform or scene to keep frame times stable.
- Centralized error handling. Plug in a global exception handler to capture, log, and recover from job exceptions without crashing gameplay.
- Run work off the main thread. Offload heavy tasks (pathfinding, procedural generation, compression/decompression, JSON/XML parsing, save/load, network message processing) to background threads via AsyncProcessor to keep your frame rate smooth.
- Marshal results back to Unity`s main thread. Post callbacks to the main thread via JobProcessor for safe interaction with Unity APIs (instantiate objects, update UI, modify Scene/Components) without UnityException: get_isPlaying can only be called from the main thread.
JobProcessor & AsyncProcessor are battle-tested Unity scripts for simple, reliable multithreading. Offload expensive tasks to background threads, then deliver results to Unity’s main thread safely and predictably - without scene clutter or custom components.
Price $19.99