Mermaid Medieval Fantasy Ship by Labebe Studios
Number of Textures: The ship consists of 4 Textures. Hull 4096x4096 Poles 4096x4096 Sails 4096x4096 Ropes 2048x2048. (Optional) Furniture have 4096x4096 atlas Clothes have 4096x4096 Atlas. (The textures can be downgraded to half with minimal quality loss.)
Texture Dimensions: All texture dimensions are powers of 2
Polygon Count: (Ship) LOD0 78000 LOD1 41000 LOD2 23500
Rigging: No
Animations: No
Blendshapes: Sails have blend shapes, low wind, high wind, roll, low and high wind can be used to exaggerate the effect.
UV mapping: Yes
LOD information: All ship parts, cannons, ornaments, and furniture have LOD0 LOD1 LOD2 levels.
Types of Materials: Unity materials, HDRP, URP and Standard
This high-quality and highly optimized 3D model of a medieval fantasy ship comes with fully detailed interiors and a variety of interior assets, including furniture, cannons, curtains, and other decorative elements. The ship’s design is customizable, allowing you to swap out 3D ornaments easily. Performance is optimized by using minimum naterials and texture atlases for similar assets.
Smaller components like railing assets and furniture are separate from the main ship model and include Level of Detail (LOD) for better performance while navigating around the ship. All necessary colliders are already included. Texture sets are reused seamlesly to keep the asset performant.
The ship’s sails feature BlendShapes, offering multiple wind states: low wind, high wind, and a rolled-up version for added realism.
Download the playable build linked below to explore the ship in detail!
https://drive.google.com/file/d/1f8hJBoy1WqOzTZon5n7YiMXUSAVf_p22/view?usp=sharing
You can watch the video here.
https://www.youtube.com/watch?v=k_nPvvMDCXw
We have created a simple demo for clarity and to clearly show the aspects of the asset. Feel free to send us your requests and the list of objects you would like to see in the asset. We will continue to expand the accessories and capabilities of our ships in the next patches.
Price $49.00
Stylized NPC - Queen by Winged Boots Studio
Rigged: Yes
Animated: Yes
Polygon Count: 1742
Triangle Count: 3252
Texture Resolutions: 2048x2048
Suitable for Mobile/VR/AR : Yes (Low Poly)
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▼Check out our other Assets with this style▼
Stylized NPC Series or All our other products
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Highly optimized, rigged, and animated.
Polygon Count: 1806
Triangle Count: 3380
Color Variants:
• Queen Black
• Queen Purple
• Queen Red
Animations:
• Chant
• Idle
• Idle2
• Run
• Run2
• Talk
• Talk2
• Walk
• Walk2
Removable Parts:
• Cape
• Collar
• Hair Accessory
• Pendant Necklace
• Scepter
• Tiara Crown
(Object can be disabled in the hierarchy if needed for story/character upgrade)
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Support
Your satisfaction is my top priority!
If you need any support or have any suggestions, kindly send us an email, and we will get back to you immediately (usually within 24hr).
Please leave a review if you are satisfied with the product. It will help us create more for you :)
_____________________________________________________________________________
Price $19.99
Sub Asset Essentials by Tobias Froihofer
Unity allows GameObjects to have child elements—but did you know that assets can have sub-assets too? Sub-assets have existed in Unity since its early days, yet many developers overlook their potential. They can make large projects more manageable by breaking down massive ScriptableObjects into smaller, more modular pieces. However, working with sub-assets directly in Unity can be cumbersome, requiring custom tools and workflows.
But now, Sub Asset Essentials is here to streamline this process. With intuitive drag-and-drop functionality, powerful reference tracking, and the innovative Reference Transfer Window, your team can easily manage, organize, and link sub-assets across your project, unleashing the power of this underutilized Unity feature.
With Sub Asset Essentials, you can:
▶ Organize large assets into manageable sub-assets
- Break down complex ScriptableObjects into smaller, modular ones.
▶ Track asset references project-wide by pressing F3
- Quickly locate all references to specific objects or assets
- Find references in both scene hierarchies and project folders
- Ensure complete awareness of asset usage across your project
▶ Link assets to Prefabs seamlessly
- Keep related assets together, making dependencies and relationships easy to track.
▶ Effortlessly transfer references with the Reference Transfer Window
- Move an existing asset into another, creating a sub-asset while seamlessly transferring all references
- This way, your project remains intact with no broken links
▶ Simplify asset management in Unity
- Drag assets onto others to create sub-assets, and drag them away to make them standalone again
- Transfer references smoothly, reducing the hassle of manual link updates
Supported sub asset types
- Scriptable Objects
- Animation Clips
- Materials
- Physics Materials (2D and 3D)
- Render Textures
Features
- Drag-and-Drop Sub-Asset Creation: Easily nest assets by dragging them onto parent assets
- Multi-Selection Support: Drag and drop multiple assets or sub-assets in one go
- Reference Tracking: Comprehensive scanning to find all references to any asset
- Reference Transfer Window: Transfer references from one asset to another seamlessly, ensuring no broken links
- Shortcut Options: Delete or manage sub-assets quickly with intuitive shortcuts
Sub Asset Essentials unlocks the full potential of sub-assets in Unity, providing an easy-to-use interface that brings efficiency to your entire team.
Price $19.99
Urban and Rural Trees by Tugisoft
Number of meshes/prefabs : 10
Vertex Count: 7.397.879
LODs: No
Number of textures: 60
Number of Materials: 20
Texture dimensions : 2048x2048, 2048x1024
Rigging: No
Polygon count of
Total
Polygon: 10.834.002
Triangle: 10.834.002
Edge: 32.502.006
Vertex: 7.397.879
Tree_1
Height: 10.55 meter
Polygon: 786.938
Triangle: 786.938
Edge: 2.360.814
Vertex: 498.303
Branches _1
Polygon: 559.907
Triangle: 559.907
Edge: 1.679.721
Vertex: 309.059
Leaves _1
Polygon: 227.031
Triangle: 227.031
Edge: 681.093
Vertex: 189.244
Tree_2
Height: 8.35 meter
Polygon: 373.456
Triangle: 373.456
Edge: 1.120.368
Vertex: 264.009
Branches _2
Polygon: 139.201
Triangle: 139.201
Edge: 417.603
Vertex: 78.650
Leaves _2
Polygon: 234.255
Triangle: 234.255
Edge: 702.765
Vertex: 185.449
Tree_3
Height: 5.53 meter
Polygon: 896.100
Triangle: 896.100
Edge: 2.688.300
Vertex: 604.194
Branches _3
Polygon: 446.658
Triangle: 446.658
Edge: 1.339.974
Vertex: 241.853
Leaves _3
Polygon: 449.442
Triangle: 449.442
Edge: 1.348.326
Vertex: 362.341
Tree_4
Height: 11.23 meter
Polygon: 739.946
Triangle: 739.946
Edge: 2.219.838
Vertex: 500.121
Branches _4
Polygon: 443.692
Triangle: 443.692
Edge: 1.331.076
Vertex: 257.192
Leaves _4
Polygon: 296.254
Triangle: 296.254
Edge: 888.762
Vertex: 242.929
Tree_5
Height: 14.06 meter
Polygon: 380.766
Triangle: 380.766
Edge: 1.42.298
Vertex: 309.953
Branches _5
Polygon: 106.446
Triangle: 106.446
Edge: 319.338
Vertex: 87.068
Leaves _5
Polygon: 274.320
Triangle: 274.320
Edge: 822.960
Vertex: 222.885
Tree_6
Height: 11.41 meter
Polygon: 2.429.985
Triangle: 2.429.985
Edge: 7.289.955
Vertex: 1.693.629
Branches _6
Polygon: 1.248.169
Triangle: 1.248.169
Edge: 3.744.507
Vertex: 764.906
Leaves _6
Polygon: 1.181.816
Triangle: 1.181.816
Edge: 3.545.448
Vertex: 928.723
Tree_7
Height: 7.48 meter
Polygon: 1.338.028
Triangle: 1.338.028
Edge: 4.014.084
Vertex: 901.884
Branches _7
Polygon: 681.941
Triangle: 681.941
Edge: 2,045.823
Vertex: 381.397
Leaves _7
Polygon: 656.087
Triangle: 656.087
Edge: 1.968.261
Vertex: 520.487
Tree_8
Height: 7.91 meter
Polygon: 3.161.958
Triangle: 3.161.958
Edge: 9.485.874
Vertex: 2.113.980
Branches _8
Polygon: 1.394.827
Triangle: 1.394.827
Edge: 4.184.481
Vertex: 745.195
Leaves _8
Polygon: 1.767.131
Triangle: 1.767.131
Edge: 5.301.393
Vertex: 1.368.785
Tree_9
Height: 8.49 meter
Polygon: 529.676
Triangle: 529.676
Edge: 1.589.028
Vertex: 379.785
Branches _9
Polygon: 183.564
Triangle: 183.564
Edge: 550.692
Vertex: 97.852
Leaves _9
Polygon: 346.112
Triangle: 346.112
Edge: 1.038.336
Vertex: 281.933
Tree_10
Height: 8.37 meter
Polygon: 197.149
Triangle: 197.149
Edge: 591.447
Vertex: 132.021
Branches _10
Polygon: 104.791
Triangle: 104.791
Edge: 312.373
Vertex: 58.188
Leaves _10
Polygon: 92.358
Triangle: 92.358
Edge: 277.074
Vertex: 73.833
Types of materials and texture maps :PBR [Albedo, Normal Map and Extra Map
(Smoothness/Metallic/Ambient Occlusion)]
- 10 quality unique tree assets
- Tree models are 3D detailed
- All materials are available
Price $9.99
Swarm | Object Swarm/ BOID/Fish/Bird Framework by Golem Kin Games
Key Features:
- Optimized for Performance and Scalability: Swarm takes full advantage of Unity’s Job System, allowing the flocking behaviors (separation, alignment, cohesion) to be processed in parallel across multiple CPU cores. This parallelization provides significant performance gains, handling thousands of boids with ease while maintaining smooth gameplay and interactions.
- Flocking Behavior: Implementing the core flocking principles of separation, alignment, and cohesion, the Swarm Flocking System creates highly realistic flocking dynamics. Boids interact with each other in real-time, adjusting their positions to maintain the cohesion of the flock while avoiding crowding, and aligning their movements with nearby boids.
- Customizable Movement Modes: Swarm offers two distinct movement modes—Waypoint and Directional:Waypoint Mode: Boids navigate toward a series of waypoints, perfect for creating guided paths or patrol patterns. Directional Mode: Boids follow a specified direction, allowing for linear or global movement patterns. Each movement mode can be combined with flocking behavior, offering flexibility and control over how your boids move in the environment.
- Custom Editor with Visual Tweaks: The system includes a user-friendly, custom Unity editor with dynamic field visibility based on selected movement modes. Sliders are provided to easily adjust key parameters such as separation, alignment, and cohesion weights, as well as maximum speed, boundary force, and more. This makes it easy to tune the system without delving into code.
- Waypoint-Based Navigation: Using Waypoint Mode, boids can follow a series of predefined waypoints, making it ideal for creating patrol paths, group movements, or even guided AI behavior. A waypoint attraction weight allows you to control how strongly boids are drawn toward each waypoint.
- Boundary and Homing Mechanics: Swarm also includes boundary support, allowing you to define a 3D space within which the boids will move. If boids stray too far, a boundary force can steer them back into the defined area. Additionally, homing mechanics ensure that if a boid strays too far from the flock’s center of mass, it will be gently pulled back to maintain group cohesion.
- Scalable for Large Numbers of Boids: Whether your project involves small groups or thousands of boids, Swarm Flocking System handles them with ease. The parallelized nature of the Job System ensures that even with large boid counts, the flocking simulation remains smooth and responsive.
- Customizable Boundary and Flocking Settings: The flocking behaviors, boundary forces, and homing mechanisms are all highly customizable through the inspector, giving you full control over how boids interact with each other and the environment.
- Cross-Platform Optimization: Swarm’s performance-centric design ensures that it works smoothly on multiple platforms, including desktop, mobile, and even WebGL builds, making it ideal for a wide range of Unity projects.
Swarm is an advanced, high-performance flocking simulation tool built specifically to leverage Unity’s Job System. It is designed to handle the heavy computational load of simulating hundreds or thousands of boids with minimal performance overhead, making it perfect for games or simulations featuring large-scale groups of autonomous agents such as birds, fish, or any other flocking entities.
The system features highly optimized, parallelized processing to ensure smooth and efficient real-time simulations, even on lower-end hardware. By distributing the boid calculations across multiple threads using Unity's Job System, Swarm achieves fast and scalable flocking behavior that remains performant under heavy loads.
Key Features:
- Optimized for Performance and Scalability: Swarm takes full advantage of Unity’s Job System, allowing the flocking behaviors (separation, alignment, cohesion) to be processed in parallel across multiple CPU cores. This parallelization provides significant performance gains, handling thousands of boids with ease while maintaining smooth gameplay and interactions.
- Flocking Behavior: Implementing the core flocking principles of separation, alignment, and cohesion, the Swarm Flocking System creates highly realistic flocking dynamics. Boids interact with each other in real-time, adjusting their positions to maintain the cohesion of the flock while avoiding crowding, and aligning their movements with nearby boids.
- Customizable Movement Modes: Swarm offers two distinct movement modes—Waypoint and Directional:Waypoint Mode: Boids navigate toward a series of waypoints, perfect for creating guided paths or patrol patterns.
Directional Mode: Boids follow a specified direction, allowing for linear or global movement patterns. Each movement mode can be combined with flocking behavior, offering flexibility and control over how your boids move in the environment. - Custom Editor with Visual Tweaks: The system includes a user-friendly, custom Unity editor with dynamic field visibility based on selected movement modes. Sliders are provided to easily adjust key parameters such as separation, alignment, and cohesion weights, as well as maximum speed, boundary force, and more. This makes it easy to tune the system without delving into code.
- Waypoint-Based Navigation: Using Waypoint Mode, boids can follow a series of predefined waypoints, making it ideal for creating patrol paths, group movements, or even guided AI behavior. A waypoint attraction weight allows you to control how strongly boids are drawn toward each waypoint.
- Boundary and Homing Mechanics: Swarm also includes boundary support, allowing you to define a 3D space within which the boids will move. If boids stray too far, a boundary force can steer them back into the defined area. Additionally, homing mechanics ensure that if a boid strays too far from the flock’s center of mass, it will be gently pulled back to maintain group cohesion.
- Scalable for Large Numbers of Boids: Whether your project involves small groups or thousands of boids, Swarm Flocking System handles them with ease. The parallelized nature of the Job System ensures that even with large boid counts, the flocking simulation remains smooth and responsive.
- Customizable Boundary and Flocking Settings: The flocking behaviors, boundary forces, and homing mechanisms are all highly customizable through the inspector, giving you full control over how boids interact with each other and the environment.
- Cross-Platform Optimization: Swarm’s performance-centric design ensures that it works smoothly on multiple platforms, including desktop, mobile, and even WebGL builds, making it ideal for a wide range of Unity projects.
Use Cases:
- Massive Flocks: Create realistic simulations with thousands of birds, fish, or insects that flock together in large numbers with no significant impact on performance.
- AI Agents: Swarm can be adapted to control groups of NPCs or AI characters that need to follow realistic movement patterns and respond dynamically to their surroundings.
- Path Following: Use Waypoint Mode to set up paths or patrols for AI-driven characters or units, while ensuring that they maintain realistic flocking behaviors.
Why Choose Swarm Flocking System?
Whether you’re developing a game, an interactive simulation, or an application that requires massive flocking behaviors, Swarm offers the perfect balance between performance, scalability, and ease of use. By taking full advantage of Unity’s Job System, Swarm ensures that even large-scale flocking behaviors can be implemented smoothly, with minimal performance cost.
With its customizable behaviors, simple editor interface, and ability to handle thousands of boids in real time, Swarm is the ultimate solution for any project requiring flocking simulations.
Price $15.00
Simple Kitchen Car Pack by Polyeler
Number of textures 3
Number of materials 92
Texture size Maximum 1024 Minimum 1024
Number of polygons
Max. 11688
Minimum 200
Number of meshes/prefabs
Cars 1
Furniture 13
Food 26
Cooking utensils 21
Other 6
This asset is a 3D model of a kitchen car, themed around serving hamburgers and French fries. It includes a total of 67 items, from fresh ingredients to essential cooking equipment, all designed in a colorful and simple low-poly style.
Key Features
High-Quality Low-Poly Style: Create charming and realistic scenes
Wide Variety of Ingredients and Cooking Equipment: Accessories that enhance your kitchen scenes
Lightweight Design Optimized for performance, ideal for mobile and VR projects
Interactive Doors Doors can open and close, allowing use as a van Easily add this asset to your Unity project to create a warm, inviting atmosphere for your food truck scenes. Enjoy using it in your project!
Thank you for downloading this asset! Bring your project to life with our colorful kitchen car!
Note To drive this car, you will need to set up additional components such as wheel colliders and scripts.
Price $15.00
Crowd | Stadium Crowd/ Mass Crowd Framework by Golem Kin Games
Key Features:
- Ultra-Fast Performance: Optimized with Unity’s Job System for multithreading, enabling smooth performance even with thousands of NPCs.
- Flat and Tiered Modes: Supports both flat and tiered seating arrangements with fully customizable NPC placement.
- Dynamic Movements: NPCs can randomly jump and move based on excitement settings, with smooth interpolation and varied jump durations.
- Camera-Facing Billboards: NPCs dynamically rotate to face the camera, ensuring a consistent and immersive visual experience.
- Advanced Customization: Easily adjust crowd behavior, jump intervals, and excitement using the inspector or through code.
- Efficient Memory Usage: Uses NativeArrays and TransformAccessArray to efficiently manage large numbers of NPCs without impacting performance.
- Gizmos Visualization: Visualize NPC placements with customizable gizmos in both flat and tiered modes.
- Detailed API: Comprehensive API for easy integration and advanced customization for developers.
The Crowd Generator is a cutting-edge tool designed to quickly generate dynamic, interactive crowds for any Unity project. Whether you're working on flat or tiered environments, this tool allows you to populate scenes with NPCs that exhibit realistic movements, behaviors, and interactions while maintaining top-notch performance. Utilizing Unity’s Job System , the Crowd Generator ensures efficient performance even with a high number of NPCs in complex scenes.
This tool is ideal for games, simulations, or any interactive experience requiring a large number of NPCs. You can dynamically control excitement levels, making the crowd respond realistically by triggering jumps and movements, all while ensuring fast performance. The billboard system ensures each NPC always faces the camera, providing a more immersive experience in both 2D and 3D environments.
Key Features:
- Ultra-Fast Performance: Optimized with Unity’s Job System for multithreading, enabling smooth performance even with thousands of NPCs.
- Flat and Tiered Modes: Supports both flat and tiered seating arrangements with fully customizable NPC placement.
- Dynamic Movements: NPCs can randomly jump and move based on excitement settings, with smooth interpolation and varied jump durations.
- Camera-Facing Billboards: NPCs dynamically rotate to face the camera, ensuring a consistent and immersive visual experience.
- Advanced Customization: Easily adjust crowd behavior, jump intervals, and excitement using the inspector or through code.
- Efficient Memory Usage: Uses NativeArrays and TransformAccessArray to efficiently manage large numbers of NPCs without impacting performance.
- Gizmos Visualization: Visualize NPC placements with customizable gizmos in both flat and tiered modes.
- Detailed API: Comprehensive API for easy integration and advanced customization for developers.
Ideal Use Cases:
- Stadium simulations
- Audience generation for concerts or sports games
- Large crowd systems in urban environments
- Events or theme park simulations
Why Choose Crowd Generator?This tool is designed for speed and scalability. It uses Unity's most advanced optimization techniques to ensure smooth performance, even in CPU-heavy projects. Whether you need a few dozen NPCs or thousands, the Crowd Generator can handle it with ease.
Support: Includes full documentation, and support is available to help integrate and scale the tool within your project.
Price $9.99
Mesh Explosion | Mesh explode System/ Mesh Slicing Framework by Golem Kin Games
Key Features:
- Dynamic Mesh Slicing: Break any 3D model into smaller fragments using randomized or grid-based slicing techniques.
- Realistic Physics: Apply explosion forces, shockwave effects, and torque to the fragments, all powered by Unity’s physics system.
- Job System Integration: Mesh Explosion uses Unity’s Job System to process physics calculations in parallel, improving performance in complex scenes.
- Customizable Debris: Define the size, amount, and behavior of debris pieces with full control over their appearance, lifetime, and physics properties.
- Easy-to-Use Editor: A polished custom editor allows you to control all settings from the Inspector, with foldable sections for explosion, debris, and slicing configurations.
- Shockwave Effects: Add realistic shockwave forces that extend beyond the explosion radius to push nearby objects.
** Uses the EzySlice Library for mesh cutting under the MIT license(file is included)
Mesh Explosion is a powerful tool for creating dynamic, physics-driven destruction in Unity. With this asset, you can slice 3D models into fragments and apply realistic explosion forces to simulate destruction. The system leverages the EzySlice library for efficient mesh cutting and Unity's Job System for handling complex physics calculations in parallel, ensuring performance stays high even in detailed scenes.
Key Features:
- Dynamic Mesh Slicing: Break any 3D mesh into smaller fragments based on random or grid-based slicing algorithms.
- Physics-Based Explosions: Apply customizable explosion forces, shockwaves, and torque to each fragment for realistic destruction effects.
- Optimized with Job System: Mesh Explosion integrates with Unity’s Job System, ensuring parallelized, high-performance physics calculations, especially in complex scenes.
- Customizable Debris: Control the number, size, and behavior of debris, including lifetime and physics properties, for added realism.
- Flexible Editor: A custom inspector offers foldable sections to easily adjust explosion, debris, and slicing settings.
Problem It Solves:
Creating realistic destruction effects in Unity can be resource-intensive and time-consuming. Pre-cut models and animations often lack flexibility and customization, while real-time physics-based destruction can be inefficient and slow. Mesh Explosion solves these problems by dynamically slicing meshes and applying physics-driven explosions in real time. The integration with Unity’s Job System ensures that even complex scenes with many fragments run smoothly, making it the ideal solution for destructible environments, action sequences, or cinematic effects.
Use Mesh Explosion to elevate the visual quality of your game and create unforgettable moments with realistic, physics-driven destruction.
Price $9.99
Gravity | Gravity System/ Outer Space Framework by Golem Kin Games
Features:
- Directional and Planetary Gravity Modes: Easily switch between traditional directional gravity or simulate planetary gravity with adjustable radius.
- Customizable Gravity Strength: Adjust gravity pull dynamically with control over the intensity and fall-off radius for planetary systems.
- Velocity Damping: Prevent objects from overshooting or destabilizing by applying damping for smoother orbital transitions.
- Pull Strength Curves: Define how gravity weakens or strengthens with distance using an intuitive curve editor.
- Contextual Editor: A clean, user-friendly editor that hides irrelevant settings based on the gravity type you choose, streamlining the workflow.
- Layer and Tag Filtering: Decide exactly which objects are affected by gravity, using Unity's layer and tag systems.
"Gravity is a flexible Unity plugin designed to solve common challenges related to gravitational systems in game development. Whether you need traditional downward gravity or complex planetary gravity, Gravity provides an easy-to-use solution for developers. Inspired by games like Super Mario Galaxy and Kerbal Space Program, Gravity enables you to implement smooth, dynamic gravity interactions with minimal setup.
Traditional Unity gravity is limited to a global setting, making it difficult to create local gravity effects or planetary-style environments. Gravity solves this by offering:
- Directional Gravity: Apply force in any direction (e.g., downward for Earth-like gravity).
- Planetary Gravity: Objects are pulled toward a central point, perfect for planet-based or spherical environments.
Problems It Solves:
- Lack of Localized Gravity: Unity’s global gravity can’t simulate unique gravity environments or planets without extensive work. Gravity solves this by letting you apply directional and planetary gravity selectively.
- Unstable Orbits: Objects often fall out of orbit or overshoot curves due to imprecise gravity control. Gravity offers velocity damping to ensure smooth transitions and stable orbits.
- Complex Object Filtering: Managing which objects should be affected by gravity is tedious. Gravity supports layer and tag-based filtering for granular control.
Features:
- Directional and Planetary Gravity Modes: Easily switch between traditional directional gravity or simulate planetary gravity with adjustable radius.
- Customizable Gravity Strength: Adjust gravity pull dynamically with control over the intensity and fall-off radius for planetary systems.
- Velocity Damping: Prevent objects from overshooting or destabilizing by applying damping for smoother orbital transitions.
- Pull Strength Curves: Define how gravity weakens or strengthens with distance using an intuitive curve editor.
- Contextual Editor: A clean, user-friendly editor that hides irrelevant settings based on the gravity type you choose, streamlining the workflow.
- Layer and Tag Filtering: Decide exactly which objects are affected by gravity, using Unity's layer and tag systems.
Inspiration:
Gravity is inspired by games like:
- Super Mario Galaxy: Dynamic planetary gravity where characters can move and jump around spherical planets.
- Kerbal Space Program: Realistic planetary gravity where objects orbit planets and moons.
- Outer Wilds: Planets and gravity physics that affect player exploration in unique ways.
Whether you're building a space exploration game, a planetary platformer, or any game that requires custom gravity, Gravity is your go-to solution for local gravitational forces in Unity."
Price $8.99
Animations_Textures by TPN GAMES
1024x1024 textures
two animations
This is scolling texture pack. Upcoming updates add in to more features
Texture size 1024x1024.
All textures in this package were created by the Me, (TPN GAMES). No third-party textures were used."
Price $0.00
Quick MiniMap, Capture & UI by Tino Pham
- Capture mode: can capture real map background at runtime.
- UI Mode: support to render map as UI
- Multi size for viewing: Fullscreen map, middle map and tiny map
- Follow with Compass Navigation
- Transparent color for clearly view
- Easily custom UI and reskin
- Support rotation map
- Zoom In and Zoom Out function
- Optimized, clean C# code and good performance.
Quick MiniMap (Capture & UI): is a plugin for Unity to quickly and easily apply MiniMap function into your projects with optimizing and good performance
Price $9.00
Stylized Stone Package by Symphonie Studio
All Materials and prefabs already converted to URP and HDRP
Easy to use for any production :
Built-in
URP
HDRP
- 15 Rock Prefabs
- Every rocks have its own LODS for optimisation.
- Pbr Metallic Roughness. Game ready.
- Collision Box ready
- 3 different types of rock :
- Stacked Boulder
- Solitary Stone
- Pebble Cluster
Average Polygon Count: 680
Texture Dimensions: 2048 x 2048 pixels
Texture Types:
- BaseMap
- Normal Map
- Mask Map
- Ambient Occlusion (AO) Map
- Emission Map
Price $4.99
Stylized Boombox by CG_ghosts
Number of textures: 3
Textures dimensions: 2048x2048px
Polygon count: 1444 tris
Number of meshes/prefabs: 1 Mesh, 1 Prefab
Rigging: no
UV mapping: Yes
Types of materials and textures map: PBR Metallic-Roughness Workflow with Standard Metallic Shader
Game ready low poly 3D model.
2K PBR Textures Included PBR Metallic-Roughness Workflow.
All textures are included to be used with the Standard Metallic Shader (Base Color, Metallic-Smoothness, Normal).
Price $5.10
Isolate by SiChen
Key Features:
- Instant Isolation: Quickly isolate selected game objects and all their children with just Ctrl + E. This tool allows you to focus on your selected objects without the clutter of the rest of the scene.
- Full Scene Integration: Works seamlessly with the Unity Editor, providing a non-intrusive, efficient method to manage scene visibility.
- Layer-Based Management: Utilizes a special "Isolated" layer to handle visibility, ensuring that your original scene setup remains untouched until you decide to revert.
- Automatic Restoration: Exiting isolation mode is just as easy, restoring all objects back to their original layers without any additional steps required from the user.
- User-Friendly: No need to dig through menus or remember complex procedures; one shortcut does it all.
Isolate Selection in Scene - Unity Editor Extension
We all know how indispensable the "Isolate Selection" feature is in 3D software like 3ds Max, enabling users to focus on specific elements by hiding everything else. Inspired by this essential functionality, I've developed the "Isolate Selection in Scene" script for Unity. Activate it with a simple press of the shortcut key Ctrl + E, and streamline your workflow just as you would in leading 3D modeling tools.
Why Choose This Script?
This script is not only about isolating objects; it's about enhancing your productivity and focus in Unity. Whether you're tweaking the smallest components or overhauling entire sections of your game environment, "Isolate Selection in Scene" ensures that you're working as efficiently as possible.
Perfect for game developers, level designers, and 3D animators who want to bring the professional standards of traditional 3D tools into their Unity workflow.
Transform your Unity Editor today with "Isolate Selection in Scene" and experience a cleaner, more focused environment for developing your projects.
Price $5.00
2D-Parallax Backgrounds by Mero Store Studios
- 11 High-Quality Backgrounds
- 59 images layers 324 px to 576 px
- images type PNG
- normal layer size: 20 kb
- Sprite Layers transparency 255
- Demo Scene
- 11 Prefabs of fully working looping system
- Documentated script
- README file
The 2D Parallax Background Template includes 11 high-quality, multi-layered backgrounds designed to add depth and dynamic movement to 2D games. Each background is fully customizable, allowing developers to adjust the speed of each layer using the included LoopingSpeedManager script, perfect for creating immersive parallax effects. The backgrounds are suitable for a variety of game genres, including side-scrollers, endless runners, platformers, and adventure games. With easy-to-use prefabs and a demo scene included, this asset is ideal for developers looking to quickly enhance the visual quality of their 2D projects. For more details please visit our website.
Price $6.00
Rectangular Reverb Zones by Futurist Acoustics
Audio reverb zones are typically spherical. How do I implement reverb zones in a corridor or a simple room when they are rectangular in shape? Using rectangular reverb zones let's you create reverb zones that are the right size for the space and do not spill over to outside of the space where reverb is unwanted.
Rectangular Reverb Zones work just like a standard Audio Reverb Zone; just go to Audio > Rectangular Reverb Zones to add it to your scene. It includes all the standard Audio Reverb Zone presets so you can get the sound you want for the space you want.
If you have any questions, please feel free to contact us via your preffered method shown on our publisher page.
Price $15.00
Stylized Vibrant Desert by Purple Sky
This package works only in Unity version 2022.3.30f1 and higher.
URP and HDRP are supported.
To install URP or HDRP packages you'll have to import "Stylized Vibrant Desert (HDRP)" or "Stylized Vibrant Desert (URP)"
"(Don't forget to assign URP or HDRP pipeline asset in the project settings)"
Project includes (15) 3D assets.
2 Example Scenes
High quality textures - 2048x2048 pixels (Albedo, Mask and Normal map)
(Lower resolution for particles)
Models are Low-Mid Poly. Highest poly count is 5981 triangles.
All models have up to 3 LODs.
Standard Render Pipeline does not have Post-Processing effects.
Key features include:
- Bright, rich color palette: From warm yellows and deep oranges to crisp blues and purples, the environment is designed to evoke a sense of warmth and wonder.
- Ambient elements: Gentle dust clouds, and softly flowing sands that breathe life into the environment.
- Modular assets: Easily customizable rocks, cliffs, and flora to expand and adapt the scene to fit any project.
Perfect for games, animations, and interactive experiences that demand a visually stunning and immersive desert setting with a stylized, vibrant aesthetic.
Price $19.99
Evil Clown Mask (5skins) by Valeria Miller
Number of textures 27
Texture dimensions 4096x4096
Maximum polygon count 1439
Number of meshes/prefabs 5
UV mapping: Yes
LOD information (count, number of levels) no
Types of materials and texture maps (e.g., PBR) yes
3D model Evil Clown Mask Contains has 5 skins, textures and materials. All textures 4096x4096 PBR, Metall/Rough, include AO, Emissive map, Height map, Mask map for HDRP. Game ready.
Contains Low poly and High Poly variations.
All texture can be compressed to 1024x1024 without loss much quality. Mask without backfase. ready for render.
5 Skins
Evil Clown Mask - 1439 polygons
High poly mask
Materials - 5
Textures - 27
Price $6.00
Creepy Light Mask by Valeria Miller
Number of textures 26
Texture dimensions 4096x4096
Maximum polygon count 1262
Number of meshes/prefabs 5
UV mapping: Yes
LOD information (count, number of levels) no
Types of materials and texture maps (e.g., PBR) yes
3D model Creepy Light Mask Contains has 5 skins, textures and materials. All textures 4096x4096 PBR, Metall/Rough, include AO, Emissive map, Height map, Mask map for HDRP. Game ready.
Contains Low poly and High Poly variations.
All texture can be compressed to 1024x1024 without loss much quality. Mask without backfase. ready for render. Mask has separeted lights and strap.
5 Skins
Creepy Light Mask - 1262 polygons ( 3 Submeshes - Mask, Lights, Sraps) polygons
High poly mask
Materials - 5
Textures - 26
Price $6.00