Darkwave City by DenielHast
A package with flexible settings that allows you to create the perfect scene for your game!
Basic Asset Details:
- 6 environment layers;
- 35 sprite objects;
- seamless environment textures;
- image resolution HD - 2K, .PNG format (scenes up to 4K without loss of quality);
- vaporwave sun;
- high quality sprite layers;
- script creating random environment generation and scene movement.
Support (email) | Twitter (news)
Be sure to read first launch and settings!
Price $9.99
Low Poly Wild Animals Pack - Rigged by Aquaset
Number of textures - 10 (1 for each animal)
Texture dimensions - 64
Polygon count of [Model Name]
- Bunny - 132
- Raccoon - 216
- Aligaor - 160
- Bird - 82
- Lion - 205
- Bear - 226
- Ostrich - 121
- Deer - 364
- Hippo - 144
- Giraffe - 184
Minimum polygon count - 82
Maximum polygon count - 364
Number of meshes/prefabs
Rigging: Yes
Animation count - 0
Animation type list
UV mapping: Yes
LOD information (count, number of levels) - 1, No LOD
The animals included are-
- Bunny
- Raccoon
- Aligaor
- Bird
- Lion
- Bear
- Ostrich
- Deer
- Hippo
- Giraffe
They are fully rigged, but they come with no animations. They have a simple, pixel art style and can be used in other low poly games to add to the experience. You can easily change colors or properties by editing the materials. Please leave a review if you like it!
Price $4.99
110 Delicious Dessert Icons 2D Food Art Pack, Transparent Background by OlgaButymova
File Details: Format: PNG Resolution: 44 icons 1024 x 1024 pixels, 50 icons 1023 x 1024 pixels, 16 icons 1023 x 1023 pixels. Transparent Background: Yes Total Icons: 110 Unique Icons
Add a sweet touch to your game with 110 colorful dessert icons!
Looking for some bright, high-quality food icons to enhance your game or project? This pack offers 110 unique and mouth-watering 2D dessert icons, perfect for adding a delicious visual element to any scene. Whether you’re developing a mobile game, a restaurant management simulator, or a fun casual app, these icons will make your project stand out!
Key Features:
110 Unique Icons: A diverse collection of colorful desserts, including cakes, cheesecakes, ice cream, pastries, and more.
High Resolution: Each icon is rendered at 44 icons 1024 x 1024 pixels, 50 icons 1023 x 1024 pixels, 16 icons 1023 x 1023 pixels, ensuring crisp and clear visuals on any device or screen size.
Transparent Background: All icons come in PNG format with a transparent background, allowing you to easily integrate them into any scene or UI.
Versatile Use: Perfect for a variety of projects such as games, apps, websites or promotional materials. Ideal for genres such as casual, puzzle, simulation or educational games.
Easy Integration: The icons are ready to use and the transparent background ensures that you can easily drag and drop them into your project without any additional editing.
File Details:
Format: PNG
Resolution: 44 icons 1024 x 1024 pixels, 50 icons 1023 x 1024 pixels, 16 icons 1023 x 1023 pixels
Transparent Background: Yes
Total Icons: 110 Unique Icons
Why Choose This Pack?
This icon pack is designed for maximum flexibility, offering high-quality culinary art that can enhance gameplay, UI design and visual storytelling. Whether you are creating a dessert shop game, a cooking app or just want to add some fun icons to your project, this pack will make the process easy and enjoyable.
Support and Updates:
This is the first version of the pack and updates will be made based on user feedback. Your satisfaction is our priority and we strive to improve and expand this resource over time. If you have any questions or need assistance, feel free to contact us at olgabutymova27@gmail.com.
We value your feedback! Please consider leaving a rating and review to help us make this pack even better for future updates.
Add some sweet delight to your game with these awesome icons!
Price $7.99
Stylized Pack - Cute Low Poly Office by Karma Labs
- Total 23.000 Polygons
- The polygon count of the models varies between 64 and 2043
This package includes 65 office props. You can easily create and customize your office for your mobile, PC, and console games. DEMO SCENE Included!
Tested for:
- Universal RP - Unity Unity 2022.3+
Textures & Materials:
- 1024x1024px .png Atlas
- Materials for Walls and Floors
Models Interior:
- Arcade Machines (2 Colors)
- Boards (2 Colors)
- Books (2 Colors)
- Book Groups (3 Colors)
- Box
- Broken Table
- Broken TV
- Cabinets (2 Colors)
- Chairs (3 Different Chairs)
- Clipboard, Paper, Frames
- Clocks (2 Different Types)
- Coffee Machine (2 Colors)
- Coffee Mug
- Desks (3 Different Types)
- Desk Frame
- Door & Wall
- File Cabinets (2 Colors)
- Lamps (2 Different Types)
- Laptop
- Pencil Case
- Plants (6 Different Types and Colors)
- Video Game Consoles (Old & New)
- Sofas (2 Different Types)
- Stairs (3 Different Types)
- Tables (4 Different Types)
- TVs (2 Different Types)
- TV Units (2 Different Types)
- Vending Machines (2 Colors)
- Water Dispancers (2 Colors)
Price $15.99
3D Game Kit- Flag Pack by Özgün_
Number of textures: 0
Number of materials: 5
Number of meshes/prefabs: 28
Maximum polygon count: 844
Minimum polygon count: 280
All FBX are inside the folder.
The center points of all models are in the correct place.
Demo Scene,
Triangles: 13,696
Faces: 6,667
Edges: 13,711
Vertices: 7,188
This is a low poly flag pack designed for use in the Medieval Era. The pack material used in Unity is 5 and no color palette is used. The 28 prefabs to be used are based on 5 different materials and you can use them in any color you want.
Price $5.00
3D Game Character by pranavsan
Number of materials: 6
Texture dimensions: 2048*2048 (2K PNG)
polygon count: 11,571 vertices
Number of meshes: 23
Rigging: Yes
Animation count: 0
UV mapping: Yes
Introducing a versatile 3D humanoid character designed for winter and cold environments. This package features a detailed character equipped with:
- Goggles
- Beanie
- Puffed Jacket
- Snow Boots
Suitable For: Ideal for games and applications set in snowy landscapes, survival scenarios, or winter sports. Its design complements both realistic and stylized environments.
Price $5.00
Environment Forest - Low Poly 3D by LineAcroos
Best and friendly for beginners, very good for games like survival and fun games like taycon or maybe and why not hunting or just a simple game as shoters, you can make a scene easy fast
131 Items
"3D Forest Environment - Low Poly is a beautifully crafted, professional-quality environment designed for Unity. This asset pack features a variety of unique low-poly trees, wooden houses, and nature elements, perfect for creating immersive forest scenes. Each model is optimized for performance, ensuring smooth integration and seamless performance across different projects. Whether you're building a game or a 3D scene, this forest environment provides stunning visuals with its distinct, handcrafted style. Ideal for developers looking for an easy-to-use yet visually striking environment."
- Texture: 1
- Texture Dimensions: 1024x1024
- Polygon Count: Optimized for low-poly
Tree - 180 Triangles
Plants - 134 Triangles
Home - 7,970 Triangles
Wood - 134 Triangles
Rocks - 300 Triangles
64 Unique Assets
131 Items prefabs
- LODs: None
- UV mapping: No
- Rigging: No
- 64 Unique Assets
- FBX Files
131 Items
Price $9.88
210 Medieval Item Icons Pirates 2D Game Assets by OlgaButymova
Format: PNG (transparent background)
Resolution: 1024x1024 pixels
Total icons: 210 unique designs
Enhance your game with 210 pirate-themed icons featuring a unique medieval style, perfect for strategy games and adventure projects. These high-quality 1024x1024 pixel icons come with a transparent PNG background, making them easy to integrate into any game or UI design. Whether you need inventory items, character abilities, or map markers, this pack provides a wide range of options to bring your game world to life. Key Features: 210 Unique Icons: A complete collection of medieval-themed items: weapons, treasures, jewelry, ship’s wheel, pirate hat, gold chest, and more Medieval Art Style: Perfect for games with classic medieval aesthetics or pirate themes. High Resolution (1024x1024): Crisp, detailed icons that fit a variety of screen sizes and projects. Transparent PNG format: Easily drag and drop into your project without having to customize the background. Versatile use: Ideal for inventory systems, ability icons, quest markers, and more in RPGs, strategy, or adventure games. Easy integration: This asset is designed with ease of use in mind. Transparent backgrounds and consistent resolution allow for seamless integration into your game. Whether you're a beginner or an experienced developer, these icons will fit seamlessly into your project. Use cases: Role-playing games: Enhance your adventure RPG with detailed inventory icons, quest markers, and special abilities. Strategy games: Create exciting maps, fleets, and resource management systems with themed icons. Adventure games: Use a wide range of icons to represent weapons, treasures, and character skills in your game. Technical data: Format: PNG (transparent background) Resolution: 1024x1024 pixels Total icons: 210 unique designs Initial release: This is the first version of this resource pack. We aim to provide updates based on user feedback and requests. Feel free to reach out if you have any suggestions or need additional support. Feedback and support: We value your feedback! Please leave a review and rating to help us improve future versions of this pack. For support or questions, please contact us at olgabutymova27@gmail.com
Price $9.99
Modular Cute Fantasy Character Pack #1 by SEMA Game Studio
- 9 (1024 x 1024) Textures, mainly for outfit
- 25 (512 x 512) Textures, mainly for skin colour
- 10 ( 256 x 256 or less) Textures
- Most models have a low polygon count with less than 1000 tris
- More complex models (such as main body mesh and character clothing) have 1000 - 2000 tris
• Featuring •
- Specifically for use in Unity. Cute style, fully rigged, textured and animated.
- Over 80 unique animations.
- 5 Premade Character
- Clothes and accessories can be freely matched. URP material are included. All assets are provided as prefabs and .fbx model files with texture.
• Characters •
(x5) Premade Character
(x3) Skin colors
(x4) Hat
(x5) Clothing
(x5) Boot
(x3) Cloak
(x6) Weapon
(x2) Accessories
This pack includes 5 stylized low poly animated character assets: Archer, Fighter, Mage, Monk, Necromancer.
• Animations •
(x5) Attack
(x5) Blocking
(x5) Blocking Loop
(x5) Combat Idle
(x5) Death
(x5) Fall
(x5) Gathering
(x5) Get
(x5) Hit
(x5) Idle
(x5) Jump
(x5) Run
(x5) Run Attack
(x5) Run Back
(x5) Run Left
(x5) Run Right
(x5) Skill Attack
(x5) Walk
(x5) Walk Fast
If you have any suggestion or ideas for improvement, feel free to contact us through email. If possible, we will consider adding your request in future updates. Typical response time 1 - 7 days.
Price $49.99
Realistic Essentials VFX Pack by Saitama Studio
⚡VFX
21 unique assets + 13 utility graphs
3 complementary shaders
⚡Scale
Real-world-size; 1:1
⚡Collision
Planes are used as "fake" colliders in the world, boosting performance and particle counts by simulating collisions. The planes are easily adjustable, with gizmos shown in each VFX to represent them.
⚡Obstacle Avoidance
Some VFX in this pack include advanced movement system for avoiding obstacles. These obstacles are pre-baked with SDF (3D textures) and can be easily created yourself using Unity's built-in tools. See the documentation for more details on baking your own obstacles.
⚡Textures
1024x1024 or 512x512 PNG. Can be compressed in editor. PSD formats are available at request. Contact at: saitamastudiobusiness@gmail.com
⚡Files
Well organized. Prefabs all ready to use.
🔥 Bring life to your worlds — craft with a touch of brilliance🔥
➕User-friendly: designed for speed, our VFX pack simplifies complexity. Every feature and property is intuitive, making it easy to create stunning visuals effortlessly.
Documentation is available in this PDF.
✨Features
- 22+ VFX
- Custom curve editor to allow advanced VFX shapes easily.
- Advanced Obstacle avoidance
- All VFX Easy Customization
- 12 textures
- World space; meaning you can attach the VFX to your player, and it moves smoothly with the player!
- Simple to use, well organized
- Tooltips
⚡Drag-and-drop any VFX and it works out-of-the-gate!
⚡Scripts made by a professional programmer.
📦 Contents:
-----------------------
🍃 Environment (x12)
- Falling Leaves (x2)
- Butterfly (x2)
- Dandelions (x2)
- Flame Dust (x2)
- Dust (x2)
- Fog (x2)
💥 Sparks (x7)
💨 Smoke (x2)
- Fog
- Steam (x2)
🌀 Misc. (x1)
- Rainbow
➕And also
- Detailed README
- Well organized.
- Texture PSD formats available at request.
Price $34.50
UiToolkit Animated Custom Elements by Matush
These are public properties you will find. DOCUMENTATION
1. Animated Label
- AnimationText
- Colors (List)
- AnimationCurve (UnityEngine.AnimationCurve)
2. Animated Scrolling Background
- TiledTexture (Texture2D)
- Direction (Vector2)
- Scale (float)
3. Animated Star
- AnimationCurve (UnityEngine.AnimationCurve)
- TimeOffset (float)
- Sprite (Sprite)
4. Animated Warp
- ParticleSprite (Sprite)
- NumOfParticles (int)
- ParticleScale (float)
Enhance your Unity projects with this collection of animated UI elements, perfect for adding dynamic visual effects to your events, products, and more. Each element is optimized for performance, ensuring smooth animations even on mobile devices. The project includes a sample scene with implementation examples for all elements, along with all the necessary assets for their usage.
1. Animated Label
Bring your text to life with smooth color transitions. This label supports all standard properties such as drop shadow and outline, adding an extra layer of sophistication to your UI.
2. Animated Scrolling Backgorund
This element behaves as an infinitely scrolling background. Therefore, it requires a tiled texture that seamlessly loops.
3. Animated Star
This element is essentially a pulsating image, named "Star" due to its use of enlarging stars on items in a store to draw attention and encourage purchases. The asset pack includes a star image suitable for this purpose, but users are free to use their own image through .uss or the API (Sprite).
4. Animated Warp
Custom animated component that emits particles from its center outward, creating a dynamic "warp" effect. As the particles move outward, they also scale, enhancing the warp illusion. A pre-configured sprite suitable for this effect is included in the project, but users can customize the particle scale, quantity, and animation speed to fit their needs..
Price $4.99
Animals Special Pack by AMB-World
Number of textures : 11
Texture dimensions : 1024 * 1024
Number of meshes/prefabs : 11
Rigging: Yes
Animation count : 14
- Package contains : Tiger, 2 kinds of horses, cat, fox, elephant, giraffe, dog, cat, and rabbit.
- Animations :
*Idle.
*Walk ( for 2 models only).
- This package could be useful for filling environment background in your game or app, also when creating educational and learning games.
- Keep in mind, if you need more animals, you can ask for up to 5 more for FREE!.
Price $5.99
Save Scene Position by 34IB Studio
- Editor Integration: The tool integrates seamlessly into the Unity Editor, accessible via the "34IBStudio/Save Scene Position" menu.
- Location Management: Utilizes a dictionary to store multiple locations, each with a unique name.
- Persistent Storage: Saves location data using Unity's EditorPrefs for persistent storage across sessions.
- User Interface: Customizable GUI with scrollable lists for easy access to saved locations.
Usage Instructions:
- Open the tool from the Unity Editor menu: 34IBStudio > Save Scene Position.
- Enter a name for the current camera position in the "Location Name" field.
- Click "Save Current Position" to store the position and rotation.
- Use the "Go" button next to each saved location to instantly move the camera to that position.
- Use the "Clear" button to remove a saved location.
Save Scene Location is a powerful tool designed for Unity developers to streamline their scene navigation. With this tool, you can save the current camera position and rotation with a custom name and easily return to any saved location with a single click. This feature is particularly useful for complex scenes, enabling you to quickly jump to important areas during development.
Key Features:
- Save current camera position and rotation with a custom name.
- Quickly navigate to any saved location.
- Clear saved locations individually.
- User-friendly interface with an intuitive design.
- Save and load locations automatically when the Editor window is opened or closed.
Price $15.00
Selection Commands by Octamodius
📧 octamodius@yahoo.com | Docs
Welcome to Selection Commands !
Selection Commands is a Unity Editor Extension which implements a collection of handy commands for manipulating the object selection inside the Unity Editor for increased productivity.
Works great with Prefab Manager Pro !
Some commands have hotkeys (configurable), others can be activated via the UI.
Hotkey commands:
- Rotate X [X] - rotate selection around the world X axis.
- Rotate Y [Y] - rotate selection around the world Y axis.
- Rotate Z [Z] - rotate selection around the world Z axis.
- Snap-All-Axes [SHIFT + V] - snaps the object positions to the grid on all axes.
- Reset Rotation [I] - reset rotation to prefab rotation for prefab instances or identity rotation for objects which are not prefab instances.
- Reset Scale [O] - reset scale to prefab scale for prefab instances or <1, 1, 1> for objects which are not prefab instances.
- Step-Move Left [SHIFT + A] - moves the selection left using a step value which can be changed from the UI.
- Step-Move Right [SHIFT + D] - moves the selection right using a step value which can be changed from the UI.
- Step-Move Back [SHIFT + S] - moves the selection back using a step value which can be changed from the UI.
- Step-Move Forward [SHIFT + W] - moves the selection forward using a step value which can be changed from the UI.
- Step-Move Forward [SHIFT + Q] - moves the selection down using a step value which can be changed from the UI.
- Step-Move Forward [SHIFT + E] - moves the selection up using a step value which can be changed from the UI.
- Group [SHIFT + C] - group selected objects under a common parent which is created automatically.
- Select Same Prefabs [B] - extend selection to include all instances of already selected prefabs.
- Deselect Out of View [SHIFT + F] - deselect the objects which are out of view.
- Grid-Project [SHIFT + G] - project the selected objects' positions onto the scene grid.
- Pick-Project [G] - project the selected object's positions onto the pick point plane. This command requires that you hold your mouse cursor over a game object that has a collider.
UI commands:
- Randomize rotation - randomize the rotation of selected objects, configurable axes. Randomize modes: Absolute and Relative.
- Align - align selected objects' positions.
- Select/Deselect by Type:
- Mesh
- Sprite
- Terrain
- Camera
- Light
- Particle System
- Empty
Enjoy!
📧 octamodius@yahoo.com | Docs
Price $10.00
Gladiator02 by Hit
The Optimized Character of the Lowpolygon
Professional animated action
Includes 3ds Max2021 version Character original file
> Character : 3 types
> Animations: 15
>LowPolygon : Tris
> Character : 1844~2231
> Weapon : 144~454
> Map: png
> Character : 512x512(3)
> Weapon : 512x512(3), 256x256(3)
> 3ds Max : 2021
> Biped : Triangle Neck
> Biped : Triangle Neck
Price $26.00
OAR Converter with glTF
OAR Converter can take an OpenSimulator Archive (OAR) and from it create textures, meshes and terrain suitable to import into a Unity or Unreal Engine scene. It can use Collada (DAE), OBJ or glTF formats. This blog post covers use converting an OpenSim OAR to glTF for use via Unity. It describes OAR Converter 1.8.* an update in September 2024 to replace the earlier versions 1.7.0 from June 2024 and 1.0.6 from 2013-2017. See this earlier blog post for information on using the Collada format as the instructions are unchanged.
From Unity a range of virtual world or virtual reality experiences can be created. The converter has been created by Fumikazu Iseki (Avatar: @Fumi.Hax – @fumi_hax) and his colleagues at the Network Systems Laboratory of Tokyo University of Information Sciences (TUIS) in Japan with support from Austin Tate at the University of Edinburgh.
- OAR Converter from OpenSimulator Archive (OAR) to Collada, OBJ and glTF files for use in Unity3D.
- Software developed by Fumi Iseki, Austin Tate, Daichi Mizumaki and Kohe Suzuki.
- Download OAR Converter for Windows from https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.8.3.zip
- [Local Copy]. Latest Version at the time of this blog post is v1.8.3 (at 122-Sep-2024).
- OAR Converter User Manual
This blog post is provided for convenience and using content from the original TUIS OAR Converter Japanese Web Site which should be considered definitive.
Unity Base Project with glTFast
Create an Unity project including the glTFast module as a basis for using OAR Converter with glTF. To install the Unity glTFast package, follow these steps:
- In your Unity project, go to Windows > Package Manager.
- On the status bar, select the Add (+) button.
- From the Add menu, select Add + package by name. Name and Version fields appear.
- In the Name field, enter com.unity.cloud.gltfast
- Select Add.
- The Editor installs the latest available version of the package and any dependent packages.
Note that items in your project can be exported to glTF by selecting the item(s) you wish to export and right click on that or choose from menu Assets > Export glTF > choose .glb or .gltf.
It is suggested that you use GLTF format rather than GLB as the imported size of the project may be larger with GLB as textures cannot (currently anyway) be shared between separate GLB meshes. Also GLB mesh import to the hierarchy of a Unity scene may stall/hang due to heavy use of textures. You can sometime get round this by not adding all the GLB meshes to the scene in one go.
OAR Converter with Windows UI – Quick Start
For straightforward conversions, simply follow these steps:
- Use “Tools” -> “Output Format” and “Tools” -> “Settings” to check output for UNITY is selected and if necessary change the output format to GLTF or GLB.
- Place your OpenSim OAR file in a suitable directory.
- Run the OAR Converter and using “File” -> “Open OAR File” select the OAR file you wish to convert. This will create a directory called OAR_ with the unpacked contents of the OAR file ready for conversion.
- Now select “File” -> “Convert Data” from the OAR Converter File menu. This will create a directory called GLTF_ (or GLB_) with the converted content in it.
- The converted objects are placed in three directories: Solids contains objects which which have colliders; Phantoms (objects with no collider); and Terrains.
- The Textures sub-directories within a for GLB_ conversion are not actually needed for use in Unity since GLB has the textures embedded but is provided for convenience. It may be deleted or not imported to Unity if you wish.
Import to Unity3D
You could follow the video instructions in this video by Fumikazu Iseki.
The video gives an example of converting an OpenSim OAR, conversion to GLTF and importing the contents and merging that with a Unity project/scene including adding the required glTFast library and Editor scripts, and adding a sample water surface. Importing the included “UnityChan” character avatar is also shown.
Import to Unity – Quick Start
- Ensure you add relevant parts of the contents of the “Unity” folder in the OAR Converter distribution into your Unity project, adding Editor/GLTFAutoCollider.cs and Editor/SetLocationByParameter.cs at least. Editor/SelectOARShader.cs is not used for GLTF/GLB imports.
- In your Unity project add an empty game object at 0,0,0 and name it (e.g.) the same as your OpenSim region name. Under this add three empty game objects named Solids, Phantoms and Terrains
- Drag the GLTF_ (or GLB_) folder in its entirety onto the Unity “Project” (Assets) panel.
- Select all the objects in the Solids directory of this directory and drag them onto the “Solids” game object in the Unity “Hierarchy” panel.
- Select all the objects in the Phantom directory and drag them onto the “Phantoms” game object in the Unity “Hierarchy” panel.
- Select all the objects in the Terrains directory and drag them onto the “Terrains” game object in the Unity “Hierarchy” panel.
- Look at the imported objects and if you see any that are not correctly textured (usually showing as magenta coloured items) perform an “Assets” -> “Reimport All” to fix that.
- Optional: Add a water layer at 0,20,0. 20 is sea level in OpenSim. [Instructions in video].
- Optional: Add a ThirdPartyController/Avatar to be able to run the scene and view the contents. [Instructions in <video].
Project Base for OAR Converter Projects
Once you have successfully tried a conversion and understand the elements, you may wish to create a base for any future OAR conversion… which can include all the steps except for the drag and drop in of the actual DAE converted content. Do this yourself to incorporate the very latest OAR Converter content, scripts and Unity assets. You can if you wish save this as a “unitypackage” to incorporate into future Unity projects.
For convenience my own base project is available at http://www.aiai.ed.ac.uk/~ai/unity/oarconv/ (file: Unity-OAR-Converter-Base.unitypackage). This can be loaded into a “New Project” made in Unity 6000.0 onwards. I use the 3D Template with the “Built-in Render Pipeline”. It provides Mixamo Xbot and Ybot avatars along with UnityChan movement animations and avatars linked cameras.
After that you can make a copy of the base project you created, or create a new unity project and ensure that the glTFast package is included as described above. Then you can import the unitypackage as a base, and then drag the OAR Converter produced “GLTF_” (or “GLB_”) directory into the Unity Project Assets area, add the GLTF/Solids folder assets and those in the GLTF/Phantoms and GLTF/Terrain folders to the hierarchical view panel. Adjust the position of the chosen avatar and attached camera to suit the region, save the project, save the scene, and you should be good to go.
Notes on OAR Converter for glTF/glb in Unreal Engine by Fumi Iseki (To Be Tided Up)
for UE5
– UE 5.3/5.4 can also drag & drop as-is (.gltf, .glb files only)
— Check the “Combine Static Meshes” checkbox in the “Static Mesh” section when importing.
— If the “Are you sure you want to override asset Message” dialog box pops up frequently during import, hold down the ESC key (there may be another solution).
– Do not use the OARSelectMaterial plugin, as it does not work properly.
– When importing glTF/glb files with skeleton information, UE5 does not follow the glTF2.0 standard (*). In this case, OARConverter outputs a glTF/glb file that does not conform to the glTF2.0 standard in order to ensure that UE5 reads the data.
— (*) In glTF 2.0, matrix property is not required or should be ignored if skin property exists in node data, but in UE5, matrix property is required (depending on model structure) even if skin property exists.
— If you want to get the same general glTF/glb files with skeleton information, please output those for Unity.
MK ChromaFlow - Gradient Shaders by Michael Kremmel
- From scratch & hand-written shader
- Focused on a good trade-off in terms of quality and performance
- Compatibility, usability, flexibility stability are high priorities
- In the package are some core DLL files included. Why? Because its way easier for me to update internal libraries.
- The package was created using a custom shader parser. Meaning custom modification can be difficult. If you have any specific use case feel free to reach out at any time!
- Post Processing is never for free in terms of performance on weak devices.
- For the Example scenes i also used my other shader "MK Edge Detection" for all my media. However they are fully functional without that package.
- MK ChromaFlow is injected right after opaque geometry is rendered. This means transparent objects can’t be supported out of the box (no problem in most cases). This can be changed, but it is the current default state to make it better fit into opaque effects.
- Using the Universal Render Pipeline 2D renderer the fade feature may not work correctly, because there is no depth texture being rendered.
- Using Legacy Image Effects, there is no "Before Transparents" queue or a similar mechanism for effects to differentiate between opaque and transparent geometry. This means you will see transparent objects overwritten by the opaque objects (fade feature only limitation).
- Using Post-processing Stack v2, only Multi Pass is supported for XR. The reason for this is that the Post-processing Stack v2 API does not work properly with Single Pass Instanced rendering (Once the API is getting fixed, MK ChromaFlow will be updated of course).
- Shader Graph implemented shaders seem not to work with single pass instanced on the Built-in Render Pipeline (Shader Graph needs to get fixed first).
MK ChromaFlow is a powerful and flexible shader package designed for creating dynamic, screen space, and per-object gradient effects in Unity. It's a versatile shader package designed with a strong focus on usability and being artist-friendly.
The package offers two key features:
- 🔖Screen Space Gradient via Post-processing🔖: Apply dynamic gradients across the entire screen as a post-processing effect, adding smooth color transitions and atmospheric enhancements to the entire scene.
- 🔖Tweakable Per-Object Gradient Shaders🔖: Fine-tune gradient effects on individual objects with customizable parameters, giving you full control over how each object blends and interacts with color gradients. Those shaders are implemented using Shader Graph.
Follow Development: Trello
Demo: WebGL | Android | Windows
By combining screen space gradients with precise, per-object shaders, MK ChromaFlow unlocks endless creative possibilities. Whether you're enhancing the overall atmosphere or adding subtle, detailed color effects to individual objects, this tool gives you complete control to elevate your visuals, adding depth and vibrancy in ways that truly stand out.
🎨Appearance🎨
With global intensity control, you can effortlessly adjust the brightness of your gradients to ensure they fit seamlessly into your scene’s mood and atmosphere. Additionally you can enable dithering to always ensure smooth transitions and avoid color banding. Plus, with depth-based fading, your gradients can respond dynamically to your scene’s depth, adding an extra layer immersion. Also you can preview the gradient directly in the scene view for a streamlined workflow and precise adjustments.
🎚️Gradient Control🎚️
Customize the gradient shape to fit your scene perfectly, whether you prefer linear, radial, or more complex forms. The blending feature allows for smooth transitions between colors and blend styles, while offset and rotation options help you position and align the gradient exactly where you need it. Adjust the scale to fine-tune how the gradient stretches across the screen, and take full control of the colors to create vibrant, multi-tone effects that add a subtle yet striking touch to your scenes
🔶Gradient Shapes🔶
The shapes of the gradients can be applied in two key ways: either by converting the scene to a grayscale-based gradient, where the image is transformed into grayscale and a gradient is applied based on brightness, or by using a gradient overlay across the screen, offering flexible, artistic control.
📐Mask📐
Choose from different mask styles to define how and where the gradient appears on your screen. Adjust the intensity to control how strongly the mask influences the gradient, while the size and offset features let you precisely position and scale the masked area. The smoothness option ensures seamless transitions between masked and unmasked areas, giving your gradient a polished, natural fade effect that blends effortlessly into your scene
🏞️Per-object shaders🏞️
The per-object gradient shaders give you the flexibility to create detailed, object-specific gradient effects. These shaders can generate gradients based on the object's normals, allowing the gradient to flow naturally along the object's surface contours. Alternatively, you can apply world or object space overlays, using a customizable direction to guide the gradient's flow. Whether you choose two solid colors for clean transitions or a texture for more intricate patterns, these shaders seamlessly blend gradients into each object's design.
📱Easy-to-Use Interface📱
MK ChromaFlow is designed with artists in mind, offering a highly intuitive interface and easily tweakable controls. The package is built for fast iteration, ensuring you can focus on your creativity and achieve results quickly. Additionally there are also some gradient textures included.
🖱️Seamless Integration🖱️
The post-processing part of the package provides components for the following post processing setups:
- Built-in: Legacy Image Effects Pipeline (Component on Rendering Camera)
- Built-in: Post Processing Stack V2
- Universal: Integrated Post Processing API via Scriptable Renderer Feature
- Universal: Scriptable Renderer Feature Only (skip the Post Processing API entirely)
- High Definition: Integrated Post Processing API
This also includes support for Render Graph related setups.
🔗Compatibility🔗
There are no limits for the used graphics API. The shader is intended to work across all generic render setups and even XR in all render modes. This includes every possible platform, including pc, consoles, mobile and web. No matter the setup or render pipeline, the effect behaves exactly the same.
⚙️Additional Tools⚙️
The package comes with an install wizard to get you started quickly and a shader variant stripping tool to reduce build times and size.
🪜Example Scenes:🪜
MK ChromaFlow comes with a variety of example scenes to help you get started quickly. Those scenes demonstrate all of the core features of the package.
💾Updates + Maintenance + Support💾
All of my assets receive updates, are maintained regularly and supported as best as possible.
🌈Do you have some cool stuff to show?
I would love to see your results (high resolution screenshots / videos) using the shader. Just drop me a message.
💡Questions, bug reports, feature requests, feedback or just to say hello💡
Feel free to get in touch via support@michaelkremmel.de at any time.
Price $49.90
Firestorm VR Mod 7.1.10
7.1.10 is still in preparation and testing. Public download is not yet available.
Firestorm VR Mod 7.1.10.75913 is the first VR Mod viewer release with support for the WebRTC voice services which will be the default in future in Second Life. Vivox voice is still available on regions which use that (including in OpenSim).
Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is experimental. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases
For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]
Firestorm 7.1.10 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 7.1.10.75913 release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included.
The Firestorm VR Mod viewer (for Windows only) is available as an .exe “Setup” installer or as a .7z zipped file which can be unzipped to any directory and run from there without an install. If required, a free .7z unzip utility is available at https://www.7-zip.org/. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/
You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.
Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.
The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.
Firestorm VR Mod has its own app and channel names “FirestormVR” and the install directory changed to “FirestormOS-VR-GHA” so the installation can exist side-by-side with stock Firestorm if desired. Settings and cache are shared with standard Firestorm. If you installed Firestorm VR Mod from an earlier version (up to 6.6.8) you can delete the now unused settings and cache directories: %APPDATA%\FirestormVR_x64 and %LOCALAPPDATA%\FirestormVROS_x64.
U S A G E
VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…
- Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
- Press TAB key to enable and disable VR mode.
- Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
- Press F6 to increase the selected value. Press F7 to decrease the selected value.
- Press F5 again to switch to the next menu entry.
- By pressing F5 on the last menu entry the menu will close and save the settings in the config file which is located in
“C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini”
and which can be edited directly. Pressing TAB for VR mode reloads the config file. - Hold F3 to see some debug info (example here).
- Press F4 to disable and enable HMD’s direction changes. It may be better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
- In the camera floater two buttons has been added to offset the HMD’s base rotation.
- Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.
For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…
- Firestorm VR Mod works best while sitting and using mouse and keyboard.
- WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
- If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.
S E T T I N G S
As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F6/F7 are used to increment and decrement each setting selection.
Peter Kappler suggested the following process to establish suitable settings for your HMD:
- Set IPD to 0 (zero)
- Then adjust Texture Shift until image is sharp and focused
- Then adjust IPD which separates your cameras to left and right to get a good 3D effect
@Sgeo on Discord provided a tool to help in calculating the settings for Firestorm VR Mod.. at least to give you a starting position to adjust to your taste…
https://sgeo.github.io/firestorm-vr-calculator/
Source of the calculator is at https://github.com/Sgeo/firestorm-vr-calculator
Hovertips
If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.
Chat Bubbles
In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.
T R O U B L E S H O O T I N G
Misaligned VR Cursor
Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.
Missing Menus and Buttons in Centred VR View
If you notice that the top menu bar and bottom and side button areas do not show in your headset when you are in VR Mode and your view is centred (i.e. mouse is positioned centrally in the 2D view) it may be that the VR settings you chose for Texture Shift and Texture Zoom need to be adjusted, or set to zero.
All Black HMD Display or Black Edges or Strips in HMD Display
An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:
- Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
- Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.
Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.
SteamVR Reset/Quit Screen Shows in HMD
When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.
If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).
Adjust Over-the-Shoulder Camera View to Suit Yourself
Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control
A D V I C E O N F R A M E R A T E
You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.
You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).
Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).
To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.
Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.
Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:
- To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
- Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
- To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
- With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.
C O N T R O L L E R S
Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.
Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.
You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/
You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.
3D SpaceNavigator or SpaceMouse
As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.
My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.
Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.
With Firestorm VR Mod Peter Kappler uses a coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].
Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.
Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.
The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.
VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.
hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/
You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.
F5 Settings for Specific VR HMDs
- Oculus Rift DK2
- Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
- IPD = 65.0 (default)
- Focus Distance = 10.0
- Texture Shift = 0.0
- Texture Zoom = 0.0
- FOV = 100.0
- Oculus Rift CV1
- Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
- IPD = 65.0 (default)
- Focus Distance = 10.0
- Texture Shift = 50.00
- Texture Zoom = 0.0 (others report 86-200 works)
- FOV = 100.0
- Please provide other VR HMD settings
If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).
Military Base (URP) by DEXSOFT
Features:
- Complete Scene
- 207 Unique Meshes
- Terrain with Paint Layers
- URP Version Only
Technical Details:
- Number of Meshes: 282
- LOD stages: 1-4 per model
- Number of Prefabs: 219
- Number of Materials: 240
- Number of Paint Layers: 7
- Number of Textures: 597 (+ sky cube)
- Texture Sizes: up to 4K
- Texture formats: PNG and TGA
URP Version Only!
MESHES:
207 unique meshes are included: military props, vehicles, tents, hangars, towers, guns, boxes, barrels, bunkers and other.
Foliage, cliff, rock and other lanscape props are included. Shader Graph included for foliage.
SCENE:
The example military base is included in this asset pack. The base is made with a modular workflow, you can design yours with the provided props.
Complete terrain with 7 paint layers is included, including layers: mud, cliffs, grass, rocky path.
CONTACT:
Email: info@dexsoft-games.com
Join Discord Community
NOTE:
Due to the large size of the project, mobile version is not supported.
A few textures used for concrete, cliff, metal, marble, plastic, tile, wood materials are taken from free PBR sources (www.ambientcg.com).
Price $29.99