Orbit | Object Orbit/ Orbiting Framework by Golem Kin Games
Technical Details:
- Orbit Modes:ValueMode for fixed-speed orbits.
- Orbit Axis Support: Control over any combination of X, Y, Z axes (X, Y, Z, XY, XZ, YZ, XYZ).
- Phase Controls: Adjust initial phase values (in radians) for each axis to control the start angle and create staggered effects.
- Custom Gizmos: Visual tools help to see orbit behavior during development:Green wire sphere for radius.
Yellow lines for orbit direction. - API Reference:PlayOrbit(): Start orbiting behavior.
StopOrbit(): Stop the current orbit.
TriggerOrbit(): Programmatically initiate the orbit when set to programmatic start mode. - Performance Considerations: Lightweight and optimized for real-time applications, suitable for both game simulations and interactive experiences in Unity.
The Orbit System is a powerful Unity tool designed to easily add customizable orbiting behavior to your GameObjects. Whether you need a simple circular orbit or a complex pattern driven by an animation curve, the system provides the flexibility you need. You can adjust speed, radius, and axis to create unique orbits and dynamically control the orbit’s behavior through the provided API.
Key Features:
- Orbit Modes:
- Value-based Orbit: Defines a fixed orbit speed and radius.
- Axis Control: Choose from various orbit axis options, including single-axis (X, Y, Z) or multi-axis (XY, XZ, YZ, XYZ) orbits for complete control of the motion path.
- Customizable Phases: Set custom phase angles for X, Y, and Z axes to create precise, staggered orbits.
- Programmatic or Auto-Start: Control when the orbit starts by selecting from:
- OnStart: Automatically start the orbit when the scene loads.
Programmatic: Trigger orbiting manually using the TriggerOrbit() function for precise control. - Gizmo Support: Visualize the orbit path, direction, and radius directly in the Unity editor with helpful Gizmo visualizations, including a wireframe sphere representing the orbit radius and direction lines.
Price $4.99
Bounce | Squash and Stretch/Object Bounce Framework by Golem Kin Games
Includes:
- BounceController script: Core logic for dynamic squash and stretch bounce animations.
- Editor scripts: Custom inspector for intuitive setup and configuration.
- Bounce modes: Support for both SingleShot and Looping bounce modes.
- Space modes: Control bounce in Local or World space.
- Movement modes: Choose between ScaleOnly or ScaleAndMove modes.
- Physics integration: Works seamlessly with rigidbodies or direct transform manipulation.
- Scene Gizmos: Visualize bounce range and squash/stretch effects in the scene view.
The Bounce System brings to life dynamic squash and stretch animation principles, allowing any object in your game to bounce with fluid, natural movements. Whether you're working with rigidbodies or directly manipulating transforms, this system integrates seamlessly into existing movement setups, respecting physics when applicable. You can customize everything from the bounce height to the duration, choose between local and world space, and even toggle between single-shot or looping bounce modes.
Key Features:
- Squash and stretch animation for any object.
- Works with rigidbodies or direct transform manipulation.
- Supports both local and world space.
- Single-shot or looping bounce modes.
- Visualize the bounce effect directly in the scene view with built-in gizmos.
- Easy to integrate into existing systems without interrupting ongoing movement.
Bring a lively, animated feel to your game objects with this versatile system designed for smooth, dynamic bouncing behavior.
Price $4.99
Medieval Torches Vol 02 by Red Blue Pixel
Number of meshes/prefabs: 30
Poly Count: 632 - 22488
LOD information (4, LOD0,LOD1,LOD2,LOD3)
UV mapping: Yes
Number of Materials: 33
Number of Textures: 150
Texture Resolutions: (4K)
Types of materials and texture maps: (PBR)
This pack offers a variety of torch styles to enhance the atmosphere of castles, dungeons, and outdoor scenes. Inside you'll find:
- Torch Variants: Wall-mounted, handheld, and standing torches in various designs.
- Detailed Metalwork: Iron brackets, ornate holders, and chains.
- Lighting Effects: Flickering flames with customizable intensity and color variations.
- Decorative Elements: Wooden and metal torch handles, as well as aged and weathered materials.
- Textures & Materials: High-quality PBR textures for realistic flames, metal, and wood.
Ideal for medieval RPGs, dungeon crawlers, and historical simulations, Medieval Torches Vol. 2 adds depth and dynamic lighting options to your game environments. Illuminate your world with this essential pack!
Price $19.99
Heal | Health system Framework/ Healing Framework by Golem Kin Games
- Health System:HitPoints or Percentage-based health tracking
Lives-based, infinite health, or respawn mechanics
Regeneration system with customizable delay and rate
Fully event-driven system (damage, heal, death events)
Delegates and Unity Events for easy integration - Zones:Healing and damage zones with customizable sizes and interaction modes (layer-based or ID-based)
Visual gizmos for zone size and interaction type - Pickups:Heal or damage pickup items
One-time use or respawnable after delay
Interaction via layers or ID-based system - Global Health Manager:Tracks and manages health for all registered objects in the scene
Provides health data and events for each object
Custom Editors: Fully featured custom inspectors for all scripts
Gizmos: Visual representation for zones and pickups - Documentation: Readme and usage examples included
- API: Easy-to-use public API for health interaction and querying
Heal System is a powerful, flexible health management solution designed for Unity. Whether you’re working on an RPG, action game, or platformer, this system easily handles health, lives, regeneration, and environmental interactions like healing springs or damaging traps. With multiple modes, customizable settings, and visual feedback, integrating health into your game has never been easier.
Features:
- Health Modes: Supports both hitpoint-based "heart" health or percentage-based health tracking.
- Game Modes:Lives: Objects have a set number of lives before they are destroyed or need to respawn.
Infinite: Health resets to max upon depletion.
MustRespawn: Objects require a respawn upon death. - Regeneration: Timed health regeneration with customizable delay and amount.
- Heal and Damage Zones: Create areas that heal or damage objects on interaction. Zones are customizable by size, interaction mode (Layer or Layer+ID), and can visualize zones in the editor with gizmos.
- Pickup Items: Create healing or damaging items. Choose between one-time use or respawnable pickups with delay settings.
- Full Event System: Includes UnityEvents and delegates for object death, healing, and damage, making it easy to integrate with your existing UI or game systems.
- Editor Gizmos: Visualize zones and pickup areas in the editor, with color-coded gizmos for healing (green) and damage (red).
- Customizable Zones and Pickups: Supports layer-based or ID-based interaction for precise control over what objects can trigger healing or damage.
Use Cases:
- Manage player health in any game type, from hitpoints to percentage-based systems.
- Add healing springs or damage traps to RPGs or action games.
- Create dynamic pickup items that heal or damage, with optional respawn times for replayable content.
- Monitor lives and track regeneration progress with customizable settings.
Designed to work smoothly out of the box, the Heal System can be tailored to meet the needs of any project. With easy-to-use custom editors, you can set up and configure your health system quickly, allowing you to focus on gameplay development rather than building a health management system from scratch.
Price $15.00
Low Poly Style Elemental Part 1 by Dimasjk Studio
- All models use only the main texture and the emission texture. A total of 2 textures with 1024x1024 dimensions.
- The polycount for the Elemental models in package is ranging from 934 to 1126 tris.
- The polycount for the Elemental Armor models in package is ranging from 198 to 1376 tris.
The package contains:
- 2 types of Elementals with 4 different colors
- 1 type of Elemental Armor with 4 different colors (saddle, helmet, shoulders, bracelets and obelisk)
- 22 animations (x5 Attack, x3 Death, Dodge, Hurt, x3 Idle, Jump, x2 Run, Sleep, x4 Walk, WalkBack)
Armor parts are not tied to the model and you can turn off/on any armor parts at your discretion.
Price $15.00
Pulse | Scale Change/Object Highlight Framework by Golem Kin Games
Technical Details:
- Pulse Modes: Looping, One-time
- Play Modes: Play on Enable, Programmatically triggered
- Editor Gizmos: Visual representation of Base, Min, and Max scale ranges in the Scene view.
- Custom Animation Curves: Control the scaling behavior over time.
- Custom Inspector: Includes fancy header, organized sections, and smooth layout.
- Supported Unity Versions: Compatible with Unity 2019.4 and later.
- Supported Render Pipelines: Works with both Built-in, URP, and HDRP.
Performance Considerations: Lightweight design, ideal for both mobile and desktop platforms.
The Pulse System is a versatile tool designed to bring dynamic scaling effects to any GameObject in Unity. Controlled by customizable animation curves, this system lets you create a range of pulsing effects, from subtle breathing motions to fast, dramatic changes in object scale.
The Pulse System provides easy-to-use controls, supporting both looped and one-time pulses, as well as the ability to trigger pulses programmatically or automatically on enable. Use the built-in editor to adjust key parameters such as pulse speed, base scale, max/min scale, start delay, and more, all visualized with helpful Scene Gizmos to see the range of effect in real-time.
Whether you're working on gameplay effects, UI animations, or environmental details, the Pulse System offers complete flexibility for all your pulsing needs.
Key Features:
- Pulse scaling based on custom animation curves.
- Adjustable Base Scale, Max Scale, and Min Scale values.
- Choose between Looping or One-time pulse modes.
- Support for Play on Enable or Programmatic control.
- Scene Gizmos to visualize the pulsing range in real-time.
- Adjustable Pulse Speed and Start Delay.
- Clean and intuitive Custom Inspector with a fancy header for easy parameter management.
Price $4.99
FastCast | Job System Raycast Framework/ Fast Raycast by Golem Kin Games
Key Features:
- High-Performance Raycasting: Leveraging Unity’s multithreaded Job System to perform multiple raycasts in parallel, reducing CPU bottlenecks.
- Batch Processing: FastCast groups multiple raycasts into a single job, reducing overhead and improving performance, especially in mobile environments.
- Gizmo Debugging: Built-in Gizmo visualization for debugging raycasts in the Scene view. Shows hit results with color-coded lines and spheres.
- Configurable Max Raycasts: Control how many raycasts are performed per frame using the maxRaycastsPerFrame parameter to balance performance and accuracy.
Performance Optimizations:
- Job System and Burst Compiler Compatible: Supports Unity’s Burst Compiler for additional performance improvements.
- NativeArray for Memory Efficiency: Uses NativeArrays for low-latency raycast jobs and results storage, reducing garbage collection and memory fragmentation.
- Single and Multi Raycasts: Offers APIs for performing both single raycasts and multiple raycasts in one batch.
- Mobile Optimization: Designed to run efficiently on mobile devices with configurable raycast limits and optimized memory usage, ensuring smooth gameplay even on low-end hardware.
API Summary:
- PerformRaycast: Single raycast execution with callback for hit results.
- PerformRaycasts: Batch multiple raycasts with callback for hit results.
- SetMaxRaycastsPerFrame: Adjustable raycast limits to control performance per frame.
- GetRaycastsPerSecond: Real-time performance monitoring to help fine-tune raycasting limits.
Documentation:
- Fully documented public API with examples for both single and multiple raycasts.
- Editor integration for real-time monitoring and Gizmo visualization during development.
FastCast is a cutting-edge raycasting system built for Unity, designed to maximize performance by leveraging Unity's Job System. Whether you need single or multiple raycasts, FastCast provides a powerful and easy-to-use Singleton API for both cases. Perfect for games or simulations requiring real-time raycast calculations, this system is optimized for speed and flexibility.
Key features include:
- High-performance raycasting with the Job System
- Support for both single and multiple raycasts
- Customizable parameters such as hitBackfaces, hitTriggers, and hitMultiFace
- Built-in Gizmo visualization to debug raycasts in the Editor, with color-coded hit and miss results
- Editor integration to set max raycasts per frame and track raycast performance in real-time
FastCast is ideal for developers looking to improve raycast performance while maintaining a user-friendly, flexible API for their project.
. Mobile Optimization via Unity's Job System
FastCast takes full advantage of Unity's Job System, which allows tasks like raycasting to run in parallel across multiple threads. On mobile devices, where CPU resources are more limited, this multi-threaded approach ensures that performance is optimized. By offloading raycasting to separate threads, the main game loop remains responsive, ensuring smooth gameplay even when performing large numbers of raycasts.
2. Batch Processing for Reduced Overhead
On mobile, processing power is a precious resource, and FastCast addresses this by allowing batch processing of multiple raycasts in a single job. Instead of performing multiple raycasts individually, FastCast groups them into a single batch, reducing overhead and enhancing performance. This batch processing is especially useful in scenarios where many raycasts are needed, such as physics-based games, enemy detection systems, or interactive object selection.
3. Configurable Raycast Limits for Mobile Devices
Mobile devices vary greatly in their processing power, from high-end smartphones to budget devices. FastCast’s maxRaycastsPerFrame parameter allows you to configure the number of raycasts performed per frame. You can easily adjust this setting based on the target device's capabilities to ensure the raycasting system remains performant across a wide range of mobile hardware.
For example, on lower-end devices, you can reduce the number of raycasts per frame, while high-end devices can handle more, all while maintaining smooth performance.
4. Efficient Memory Management
FastCast uses NativeArrays for efficient memory allocation and processing during raycasts, which is particularly important for mobile devices with limited memory. By using NativeArray to store raycast commands and results, FastCast minimizes garbage collection (GC) overhead and keeps memory usage low, which is essential to preventing performance spikes or frame drops on mobile.
5. Battery-Friendly
Raycasting can be computationally expensive if not optimized, which can impact battery life on mobile devices. FastCast’s optimization strategies, such as batch processing and multi-threaded execution, help reduce the overall computational load, making your game more energy-efficient. With FastCast, you can ensure your raycasting operations are not a drain on mobile battery life.
6. Gizmo-Free Mobile Builds
While FastCast includes a powerful Gizmo visualization system for debugging raycasts in the Editor, this functionality is automatically disabled in mobile builds, ensuring no unnecessary performance impact in your final mobile game. You can still use the Gizmo system during development to visualize raycasts in the Editor, but when the game is built and deployed to mobile, these features are omitted to ensure optimal runtime performance.
Key Benefits for Mobile Projects:
- Job System integration ensures optimized performance for multi-threaded CPUs on mobile.
- Batch raycasting reduces overhead, making it perfect for real-time physics or complex interactions in mobile games.
- Configurable raycast limits allow you to tailor performance based on device capability.
- Low memory footprint and optimized garbage collection keep the app running smoothly on devices with limited resources.
- Battery-friendly by minimizing CPU usage and keeping resource consumption low.
Best Use Cases on Mobile:
- Physics-heavy mobile games: Ideal for games that require a lot of raycasts for things like collision detection, enemy line-of-sight calculations, or physics simulations.
- AR/VR mobile experiences: Use FastCast to efficiently handle ray-based interaction in AR (Augmented Reality) and VR (Virtual Reality) experiences on mobile.
- Mobile FPS games: Perfect for fast-paced first-person shooters where fast, accurate raycasting is essential for bullet tracing or hit detection.
With FastCast, you can ensure that your mobile game maintains high performance, even when performing a large number of raycasts, without sacrificing battery life or memory efficiency.
Price $4.99
Medieval Teen NPC Portraits - 29 Transparent 2D Character Icons for RPGs by KAssetium
• Available in three sizes: 1024x1024, 512x512, and 256x256 pixels
• PNG format with transparent backgrounds
• Compatible with all major game engines and design software
Bring your medieval role-playing game to life with our collection of teen NPC portraits!
Key Features:
• 29 unique teen character portraits in medieval style
• Transparent backgrounds for easy integration
• High-quality artwork with attention to detail
• Diverse range of characters to populate your game world
Our portraits are perfect for:
• Dialogue boxes in RPGs
• Character selection screens
• Quest givers, shopkeepers, and other NPCs
• Both 2D and 3D games with a medieval or fantasy setting
- More characters in the same style:
* 100 Medieval NPC - Full Body 2D Characters with Transparent Backgrounds
* Medieval NPC Portraits - 150 Transparent 2D Character Icons for RPGs
Easy Integration:
Simply import the PNG files into your project and start using them right away. No special tools or complex setup required!
Who Can Benefit:
• Game developers creating medieval or fantasy RPGs
• Visual novel creators
• Tabletop RPG designers looking for digital character representations
• Anyone needing diverse teen character portraits for their projects
Why Choose Our Asset:
• Save time on character design and focus on game development
• Add personality to your NPCs with expressive portraits
• Ensure consistent art style across your game's characters
• Enhance player immersion with high-quality visuals
We'd love to hear from you! Please leave a review and rating if you find our asset helpful. Your feedback helps us improve and create better content for you.
For any questions, suggestions, or support, please contact us at: kseniapestereva@outlook.com
Enhance your medieval RPG with these expressive teen NPC portraits today!
Price $0.00
OWA Buildings Bundle PRO by Bohn Studios
The most comprehensive asset for buildings and modular building kits available. Awesome optimization with low batches and draw calls. Perfect for Open Worlds. URP, BIRP, HDRP included.
- Over 600 pre-built buildings, both combined and modular, ready to drop right into your scene.
- Dozens of modular kits that are atlased for lighting fast performance for batching or combining.
- Dozens of shop and restaurant themes included
- Hundreds of exterior signs for various types of businesses to give your building some extra pizazz!
- Snap-in-place greebles to attach to your buildings like balconies, awnings, interchangeable pillars, window trims, window grilles....all buildings included also have modular versions where everything is seperated providing virtually limitless combinations.
- 1900's, modern, sci-fi, cyberpunk, victorian, or fantasy. These are very versatile buildings and kits that can be used across a wide range of genres.
❤️❤️❤️Add it to your wishlist today❤️❤️❤️
$982.00 in assets included in this package
Core OWA Buildings Kits
OWA Building Pack 01 $155.00
OWA Building Pack 02 $125.00
SP Ice Cream Shop $30.00
SP Bakery: Brick Buildings Kit $15.00
SP Ristorante Eatery $35.00
SP Pizzeria 01 - Brick Building Kit $19.00
SP Beach Bar & Grill $15.00
SP Castle 01 $79.99
OWA Towers Pack 01 $75.00
BONUS SP City Park 01 $25.00
BONUS OPTIMO Sci-Fi City $4.99
BONUS OWA SciFi City Vol 1 $15.00
BONUS OWA BG Buildings 01 $15.00
OWA Exterior Building Upgrades, Ornate Architectural & Decor
OWA Balconies & Scaffolding Pack 01 $15.00
OWA Window Awnings Pack 01 $85.00
OWA Roof Modules 01 $40.00
Signs for Storefronts $19.00
Signs for Storefronts Pack 02 $20.00
Signs for Storefronts Pack 03 $25.00
Signs for Storefronts Pack 04 $25.00
Signs for Storefronts Pack 05 $19.00
67 buildings with full interiors. 18 unique building kits to build your own layouts. Runs very fast in HDRP, URP, & BUILTIN. Versatile art style for steampunk, cyberpunk, and Victorian kit-bashing.
Modular kit for building sci-fi cities pieces snap together easily for buildings, interiors, exteriors, streets, props and more!
A GIGANTIC collection of performant game ready buildings with versatility across a wide range of genres. Over 450 unique buildings with 100% modular AND optimized versions of each one.
Includes 11 kits for building towers in your environment. 6 of the kits are stackable larger prefabs for faster workflow construction. The 5 smaller kits are for more detailed customization of modular towers.
140+ Prefabs that are atlased and contain low vertices to build a large sprawling city. Note: this is a legacy Bohn Studios kit and is due to get a major update very soon that will also be included in this bundle.
Aesthetically neutral buildings with good vertices and low draw calls. Fill up a huge city and make vistas of 1,000's of buildings. Awesome for open world games and environments.
SP Ice Cream Shop $30.00
Build a wonderful little towns or cities. Includes modular building kits with multiple types of modular brick buildings in a comprehensive urban environment where you can actually go inside the buildings.
SP City Park 01 $25.00
Includes a kit for building city parks and urban exteriors within your level. Contains walkways, trees, benches, shrubs, grass, walls, background buildings and more for a urban park environments.
SP Bakery: Brick Buildings Kit $15.00
Modular building kit with 4 exterior styles and a kit for creating interiors. Easy-to-use, beautiful visuals, and rock-solid optimization. Bakery theme and props included. BIRP, URP, & HDRP
SP Ristorante Eatery $35.00
Modular building kit with full interior and exterior. Includes includes props and more for creating urban scenes large and small.
SP Pizzeria 01 - Brick Building Kit $19.00
A kit for building pizzerias including full building kits, plates, tables, silverware, customer restroom props, and the good stuff and more to add a pizza shop to your environment.
SP Beach Bar & Grill $15.00
A modular building kit for creating buildings on a beach.
SP Castle 01 $79.99
A kit for building castles and towns within your level. Contains small and large modular castle pieces, trees, shrubs, grass, walls, enterable buildings with interiors and more.
IMPORTANT: This is a bundle asset that grants access to the assets in the links above. After purchasing this asset, you must add the above assets to your shopping cart here on the Asset Store. When you checkout, you will be charged $0 for the assets, per this bundle license.
If you're looking for an even better deal, check out OWA City Core Kit, a constantly growing library of comphrensive city enviornment & Building prefabs. There is currently a paid upgrade path available from this asset to OWA City Core for only $100.00.
Price $300.00
Magic and Wizardry - RPG Music 2 by ElvGames
Audio file types: wav
Sample rate: 44.1 kHz
Bit depth: 16
Loopable: Yes
Additional: Stereo
Magic and Wizardry - RPG Music 2
Seven loops for all the magical journeys in your game. We hope you enjoy!
Tracklist:
- The Secret Room (1:16)
- Dark Tower (1:21)
- Emerald Valley (1:40)
- Spellbound Symphony (1:06)
- Dragon's Rest (1:22)
- Firewind College (1:10)
- Enchanted Library (0:57)
More Music Series:
- Atmospheric Harp Music
- Cute RPG Music
- Dark Fantasy Music
- Epic Medieval Music
- Farming RPG Music
- RPG Medieval Fantasy Music
Price $15.00
Deterministic Dice System by Gabe's software
- Setup and throw any number and any type of dice.
- Configure simulation and playback speed for the throw.
- Have any number of DiceManagers and have multiple independent throws.
- Hook into the events and get your results immediately or after the animation is complete.
- Setup new dice or use the given presets.
Whether you need to refine your board game, create the newest roguelike hit, remove cheating from your game, this deterministic dice system has you covered.
Setup and throw any number of dice. The system comes with the following presets:
- D4
- D6
- D8
- D10
- D12
- D20
But you can add any dice or any shape, the system is built with flexibility in mind!
The system is plug and play, just add the DiceManager prefab into the scene and you are ready to go.
You can setup dice configurations in the editor or via code, and your throws can be completely random or pre-determined per dice, it's all up to you!
Have a look at the Documentation and check the features for yourself!
Price $39.99
Performant Localization System by Forja Games Assets Repository
Features
* Supports single or multiple translation files (CSV format).
* Compatible with Excel (using CSV format).
* Lets you choose between CPU optimization or memory optimization.
* Designed to keep your code clean and readable.
* Integrated with TextMesh Pro.
* Built-in Missing Translations Checker that Instantly alerts you of any missing translations.
* Automatically generates a CSV file with missing translation keys for quick and easy fixes.
* Optimized to reduce memory garbage generation.
* Organize translations by game zones for faster loading and management.
* Say goodbye to messy key-based translations. Translate directly using text in your native language!
The Performant Localization System (PLS) gives you complete control over your game's translations while optimizing for either CPU or memory usage — it's your choice! Whether you're working on a small project or a large-scale game, PLS adapts to your needs and ensures smooth performance across the board.
With a focus on minimizing memory garbage generation, PLS delivers optimal performance while you manage your translations.
With PLS, translations are dynamically loaded from one or multiple .csv files, depending on your setup. You can even divide these files by Zones to only load the translations you need, when you need them — boosting efficiency and keeping your game fast.
You can (if you want) say goodbye to old key-based translation systems. PLS allows you to manage your translations cleanly, using easy-to-read, native language text directly in your game.
Fully integrated with TextMesh Pro, you can present your text beautifully in the UI.
Price $49.99
2D_ChestBox_SilverGold by kazuto777
・Vertical size: about 495px
*This asset is made to the same standards as these assets, making it easy to use them together.
"2D_ChestBox_Mimic "
"2D_Character_Playcard_King","2D_Background_Plains_Forest" and
"2D_MonsterCharactor_Slime".
■Content
▼CheastBox Parts and Assembled
・10Png x 2 Frame x 4 Color = 80 png
└ 2 Frame = Gold , Silver
└ 4 Color = Black , Blue , Red , Green
・Effects( GlowEffect) 12 Png
・1 Particle effect
▼ MimicParts
・ 7png x 6 Type = 42 png ← Update! new Item!!
■Recommended assets that are convenient to combine
▼ 2D_ChestBox_Mimic
https://marketplace.unity.com/packages/2d/characters/2d-chestbox-mimic-292764
▼ MultiplayerUISet
https://assetstore.unity.com/packages/2d/gui/multiplayeruiset-258957
▼Coin
https://assetstore.unity.com/packages/2d/gui/icons/coin-259162
▼2D_Item_Berrys
https://assetstore.unity.com/packages/2d/gui/icons/2d-item-berrys-290015
▼2D_Background_Plains_Forest
https://assetstore.unity.com/packages/2d/environments/2d-background-plains-forest-241452
▼2D_MonsterCharacter_SlugAndSnail
https://assetstore.unity.com/packages/2d/characters/2d-monstercharacter-slugandsnail-242625
▼2D_MonsterCharactor_Slime
https://assetstore.unity.com/packages/2d/characters/2d-monstercharactor-slime-241446
▼2D_Charactor_Warrior
https://assetstore.unity.com/packages/2d/characters/2d-charactor-warrior-242305
▼2D_Character_Playcard_King
https://assetstore.unity.com/packages/2d/characters/2d-character-playcard-king-242704
▼2D_Character_Playcard_Queen
https://assetstore.unity.com/packages/2d/characters/2d-character-playcard-queen-243248
Price $7.00
Timer | Countdown/Time Framework by Golem Kin Games
Key Features:
- Countdowns and Count-ups: Start timers from any duration and count up or down as needed.
- Looping Support: Automatically repeat timers when they finish, perfect for continuous cycles like in-game effects or cooldowns.
- Time Progression Modes: Choose between linear progression or use weighted curves for more dynamic time effects, giving you complete control over how time behaves.
- Multiple Output Modes:Text: Display the timer with TextMesh Pro or Unity’s native text system. Fill: Update a UI image’s fill amount based on the timer’s progress, useful for progress bars. Fade: Adjust the alpha value of a CanvasGroup for smooth fade-in/fade-out effects. Transform, Rotation, and Scale: Control the position, rotation, or scale of an object over time. Texture Swap: Dynamically swap textures based on the timer’s progress. TimeScale: Adjust Unity’s time scale (slow down or speed up time).
- Scaled and Unscaled Time: Use Unity’s time scale or bypass it with unscaled time for timers unaffected by pausing.
- Event Support: Trigger actions at any point in time with Unity Events. Supports events for start, pause, resume, reset, and completion of the timer.
- Chainable Timers: Link multiple timers together, so one starts after another completes, ideal for sequential actions or animations.
- Integration Ready: Fully integrates with TextMesh Pro and Unity UI components, with example scenes to help you get started.
The Timer System is a comprehensive and highly customizable timer solution for Unity. Designed to handle all time-based needs, it offers flexible options for countdowns, count-ups, and looping timers, making it ideal for games, simulations, or any time-sensitive applications.
Key Features:
- Countdowns and Count-ups: Start timers from any duration and count up or down as needed.
- Looping Support: Automatically repeat timers when they finish, perfect for continuous cycles like in-game effects or cooldowns.
- Time Progression Modes: Choose between linear progression or use weighted curves for more dynamic time effects, giving you complete control over how time behaves.
- Multiple Output Modes:Text: Display the timer with TextMesh Pro or Unity’s native text system.
Fill: Update a UI image’s fill amount based on the timer’s progress, useful for progress bars.
Fade: Adjust the alpha value of a CanvasGroup for smooth fade-in/fade-out effects.
Transform, Rotation, and Scale: Control the position, rotation, or scale of an object over time.
Texture Swap: Dynamically swap textures based on the timer’s progress.
TimeScale: Adjust Unity’s time scale (slow down or speed up time). - Scaled and Unscaled Time: Use Unity’s time scale or bypass it with unscaled time for timers unaffected by pausing.
- Event Support: Trigger actions at any point in time with Unity Events. Supports events for start, pause, resume, reset, and completion of the timer.
- Chainable Timers: Link multiple timers together, so one starts after another completes, ideal for sequential actions or animations.
- Integration Ready: Fully integrates with TextMesh Pro and Unity UI components, with example scenes to help you get started.
Whether you need countdown timers, progress bars, or complex time-based animations, the Timer System provides a powerful yet easy-to-use toolset to enhance your Unity projects.
Price $4.99
Dynamic Event System by DisplayYourVision
The Dynamic Event System functions similarly to traditional event systems but introduces a significant improvement in how parameters are handled. In this system, you can create events and assign listeners as usual, but with a unique twist: each listener can have its own individual set of parameters. Unlike typical event systems, where listeners must match the event’s parameter signature, this system allows you to specify parameters when creating the listener, meaning you can attach any number of listeners with varying arguments. When the event is triggered, each listener is executed with its predefined parameters, giving you flexibility in how your events are handled.
Additionally, when triggering an event, you can pass parameters that listeners may choose to use or ignore, based on the needs of the situation. The system also supports dynamic parameters that get resolved when the event is triggered—such as always passing the player’s current health to a listener, even if it changes over time. This allows for highly adaptable behavior within your game or application.
The Dynamic Event System Supports all Operating systems.
A Documentation file is included in the package itself.
Transform the way you handle events in your Unity projects with our versatile and user-friendly Dynamic Event System. Designed to give you greater flexibility and control, this system simplifies event management, making your development process more efficient and enjoyable.
- Flexible Event Handling: Dynamic Listeners: Easily add, remove, and manage event listeners at runtime, providing you with the adaptability to handle complex event scenarios.
Customizable Parameters: Pass a variety of parameter types to your events, including int, float, string, bool, Vector2, Vector3, Color, and UnityEngine.Object. - Seamless Editor Integration:Inspector Support: Set up and configure your event listeners directly from the Unity Editor, without the need for additional code. This streamlines your workflow and reduces development time.
Intuitive Interface: Enjoy an easy-to-navigate interface that simplifies the process of event management, making it accessible even for those new to Unity development. - Dynamic Parameters: Event-Driven Data: Utilize dynamic parameters to pass event data flexibly, allowing your methods to react differently based on the event context.
Parameter Mapping: Map event parameters to listener methods effortlessly, ensuring that your event data is accurately and efficiently utilized. - Supports Static and Instance Methods: Versatility in Method Calls: Whether you're working with static utility functions or instance methods on your MonoBehaviours, the Dynamic Event System accommodates your needs.
Simplified Method Selection: Easily select and assign methods from your scripts or static classes within the editor. - Extensible and Customizable: Full Source Code Access: Modify and extend the system to suit your project's specific requirements.
Plugin-Friendly: Integrate with other assets and plugins seamlessly, enhancing your project's capabilities.
Price $15.00
stone of cave by Lentera
- Number of Rock Models: 9
- Polygon Count: 100 - 1,000 triangles per model
- Texture Resolution: 1024x1024
- Supported Platforms: PC, Mac, Mobile, Consoles,
- Render Pipelines:Built-in Render Pipeline: Fully supported
- 9 unique cave rock models, include stone mask of Bhuta
- Demo scene showcasing the assets in sample
Price $4.99
Low Poly Trees And Flowers by DHILRUBA
Number of textures: 1
Texture dimensions: 1024x1024
Polygon count of [Tree1]: 41
Polygon count of [Tree2]: 21
Polygon count of [Tree3]: 56
Polygon count of [Tree4]: 176
Polygon count of [Tree5]: 244
Polygon count of [Tree6]: 342
Polygon count of [Tree7]: 119
Polygon count of [Tree8]: 916
Polygon count of [Tree9]: 598
Polygon count of [Tree10]: 501
Polygon count of [Tree11]: 394
Polygon count of [Tree12]: 63
Polygon count of [Tree13]: 67
Polygon count of [Tree14]: 318
Polygon count of [Tree15]: 34
Polygon count of [Tree16]: 379
Polygon count of [Tree17]: 248
Polygon count of [Tree18]: 248
Polygon count of [Tree19]: 603
Polygon count of [Tree20]: 6612
Polygon count of [Tree21]: 1856
Polygon count of [Tree22]: 590
Polygon count of [Tree23]: 110
Polygon count of [Tree24]: 206
Polygon count of [Tree25]: 462
Polygon count of [Tree26]: 852
Polygon count of [Tree27]: 262
Polygon count of [Tree28]: 333
Polygon count of [Tree29]: 139
Polygon count of [Tree30]: 127
Polygon count of [Tree31]: 268
Polygon count of [Tree32]: 98
Polygon count of [Tree33]: 468
Polygon count of [Tree34]: 125
Polygon count of [Flower1]: 650
Polygon count of [Flower2]: 2181
Polygon count of [Flower3]: 509
Polygon count of [Flower4]: 1618
Polygon count of [Flower5]: 1436
Polygon count of [Flower6]: 993
Polygon count of [Flower7]: 2058
Polygon count of [Flower8]: 785
Polygon count of [Flower9]: 1034
Polygon count of [Flower10]: 1901
Polygon count of [Flower11]: 1838
Number of meshes/prefabs:
Rigging: No
This low-poly nature pack offers a range of stylized trees and flowers that you can customize to fit your project. It’s great for different types of games, like adventure, simulation, or casual games. These models are easy to use and work well in creating beautiful outdoor scenes for your Unity projects.
Price $4.99
Human Vocalization Sounds Pack - Vol 1 by PlaceHolder Inc
Audio file types: .wav
Sample rate: 44.100 Hz
Bit depth: 16
Loopable: No
Additional: Stereo
Documentation & File List
Preview
Unlock creativity with 855 Human Vocalization Sound Effects package!
Featuring impeccable quality and a versatile range of original male and female sounds -sighs, contemplative thoughts, anger, chills, screams, grunts and much more.
With numerous variations, it’s perfect for any game genre, offering exceptional value for your projects!
Includes Male and Female variations for:
- Angry
- Breathing
- Coughing
- Crying
- Efforts
- Grunts
- Hm-Hm and U-hum (Yes and No)
- Laughing
- Screaming
- Celebrating
- Shivering
- Sighing
- Thinking
Price $19.99