Freeze Effect [HDRP] by Delta Tech Studios
Snow Bomb Grenade Effect
Freezing Shader
AddFreezeMaterialOnFreeze.cs
FrozenEffect_WithDisplacement.mat
Freeze Effect Asset for Unity HDRP
Transform your Unity project with our spectacular "Freeze Effect" asset, exclusively tailored for the High Definition Render Pipeline (HDRP). This innovative asset offers two stunning components to enhance your game's visual appeal:
- Snow Bomb Grenade Effect: Ignite your scenes with an explosive snow bomb effect that blankets the surrounding environment in a realistic frosty cover. Perfect for creating dramatic visuals and adding a touch of wintry ambience to your game.
- Customizable Freezing Shader: The core of this asset is its advanced shader technology, which utilizes the data from object meshes to apply a visually stunning freeze effect. This effect is fully customizable, allowing developers to adjust the intensity and spread of the frost to suit various gameplay scenarios. Whether you're aiming to freeze an entire landscape or a specific object, this shader can be tailored to achieve the desired impact with precision.
Originally crafted for a grenade mechanism in our project, this asset has vast potential applications. It can be adapted for diverse use cases, from environmental effects to character abilities, providing an array of creative possibilities for game developers.
Price $24.99
Level Up Retro Gaming SFX by Soundstripe
- 150 High quality sounds
- 174.6MB of Sound Effects.
- Most SFX are are 24-bit/48kHz
- A few are 16/48 and 16/44.1
- Every sound effect in this bundle is Royalty Free!
A wide variety of 150 gaming Sound Effects.
Soundstripes Sound Effects are Perfect For
- 8-Bit Games
- Side Scollers
- Boss Fights
- Arcade Games
- Pinball
- Fighting Games
- Platformers
LISTEN TO ALL THE SOUND EFFECTS HERE
Sound Effects
This bundle includes a wide variety of 150 Sound Effects. You can listen to all of the sounds in this bundle here.
Categories
Royalty Free!
Royalty free Sound Effects are hands-down the best option for any individual needing access quality sound effects that are being legally attained. When you license through a royalty free media company, that company pays the creator(s) so you don't have to. This saves you money in the long run. If you need more convincing, this blog post is another resource worth checking out.
Why Soundstripe?
Our extensive catalog spans multiple genres and sounds, ensuring that you'll find the perfect soundtrack or sound effects for your project. And with Soundstripe's trusted reputation in the industry, backed by certifications from platforms like Twitch, you can trust that you're getting high-quality audio assets that enhance rather than detract from your work. We have a team of music industry veterans, world class songwriters, and Grammy Winning mix engineers ensuring that all of our songs arew created to the highest standards possible. Don't let your creative vision be limited by subpar audio – elevate it with Soundstripe bundles on Unity today!
Price $19.99
Bar Glassware Pack by Guiding Light Studio
- Number of Models: 15
- Poly Count: around 800-2500 polygons per model
- Textures: None
- Materials: Glass material
- UV Mapping: Yes, non-overlapping
- LODs: None
- Colliders: None (can be added in Unity)
Elevate your game with our Bar Glassware Pack, a premium collection of 15 distinct glassware models, each meticulously designed to provide the utmost realism and detail. Whether you’re developing a bar scene, a restaurant environment, or any setting requiring realistic glassware, this pack is your go-to asset.
Each glass has been carefully modeled to reflect real-world designs, ensuring they look stunning in any lighting scenario. The pack includes a variety of glass types, from elegant wine glasses and classic martini glasses to versatile tumblers and champagne flutes. All models are optimized for performance, ensuring they work seamlessly within your Unity projects.
With the Bar Glassware Pack, you can quickly and easily populate your environments with high-quality assets, saving you time and enhancing the visual quality of your project.
List of glasses:
- American Pint
- Chardonnay
- Colins
- Coupe
- Flute
- Goblet
- Highball
- Hurricane
- Lowball
- Margarita
- Martini
- Nick & Nora
- Rocks
- Snifter
- Wine Tumbler
Price $14.99
PBR Fantasy Warriors (Pack) by Maksim Bugrimov
- Hello,
- I present to you a great RPG Fantasy characters.
- The pack contains 5 cool warriors for your game.
- This is a new series of characters, in the style of RPG Fantasy
- The characters have a simulation of clothes.
- The characters have a face morf.
- The characters does not have animations,
- but it has a standard rigg that works with humanoid rig Unity
- Fantasy Hero:
- PBR textures.
- -Albedo 3 colors
- -AO
- -Metallic
- -Normal
- (4096-4096 Size)
- Polys:62,875
- Tris:122,226
- Verts:64,653
- Fantasy Hero 02:
- PBR textures.
- -Albedo 3 colors
- -AO
- -Metallic
- -Normal
- (4096-4096 Size)
- Polys:85,364
- Tris:163,035
- Verts:82,778
- Witch:
- PBR textures.
- -Albedo 3 colors
- -AO
- -Metallic
- -Normal
- -Emissive 3 colors
- (4096-4096 Size)
- Polys:64,601
- Tris:125,234
- Verts:71,749
- Demonic Warrior:
- PBR textures.
- -Albedo 3 colors
- -AO
- -Metallic
- -Normal
- -Emissive 3 colors
- (4096-4096 Size)
- Polys:64,135
- Tris:102,767
- Verts:52,213
- Dark Knight 02:
- PBR textures.
- -Albedo 4 colors
- -AO
- -Metallic
- -Normal
- (4096-4096 Size)
- Polys:97,659
- Tris:153,505
- Verts:78,343
Price $59.99
SavEasy (save and load system) by liambilly
Key Features:
- Comprehensive Data Support: SavEasy can handle saving and loading of various data types, including vectors, quaternions, float3, float2, primitive C# types, custom classes, structs, enums, and 1D arrays and lists.
- Default Values: Easily initialize fields with default values when no save data is available, ensuring smooth game operation.
- Custom Class Support: Define custom classes and structs with FilterAttribute to selectively save only the necessary data.
- Save Management: Includes a SaveManager component for managing save slots, allowing for easy saving, loading, and deleting of game progress.
- Flexible Save Modes: Choose between overwrite and checkpoint save modes to best suit your game's saving needs.
Benefits:
- Time-Saving Integration: Simplify the implementation of save systems, reducing development time and complexity.
- Flexibility: SavEasy's support for custom classes and structs provides developers with control over exactly what data is saved.
- Reliability: Default value initialization ensures that your game can handle scenarios with missing or incomplete save data.
- Versatile Use Cases: Ideal for a wide range of game genres, from RPGs to simulators, where persistent data is crucial
Technical Specifications:
- Unity Version: Compatible with Unity 2022.3 or higher.
- Scripting Runtime: Supports .NET Standard 2.0 and .NET 4.x.
- Platform Support: Fully compatible with PC, Mac, Linux, iOS, Android, and WebGL builds.
- DirectX Support: Compatible with DirectX 11 and DirectX 12.
- API Compatibility Level: Supports .NET 4.x and above.
- Dependencies: No additional packages are required.
- Documentation: Comprehensive in-editor and online documentation available.
- Source Code: Full source code included.
Use Cases:
- RPG Games: Save and load player progress.
- Simulation Games: Manage complex save states for simulated environments.
- Adventure Games: Preserve player choices and branching narratives across sessions.
Description:
SavEasy is an intuitive and robust save system designed to streamline the process of saving and loading game data in Unity projects. Leveraging a simple attribute-based approach, SavEasy allows developers to effortlessly mark fields and properties for saving, automating data serialization and deserialization. This package is ideal for developers looking to implement persistent data management across sessions, making it perfect for games requiring player progress saving, settings management, or state preservation.
Price $15.00
Military Weapons (Collection) by DEXSOFT
Technical Details:
- Number of Meshes: 33
- LOD stages: 1-4 per model
- Number of Prefabs: 33
- Number of Materials: 22
- Number of Textures: 66
- Texture Sizes: up to 4K
- Texture formats: PNG and TGA
- URP Version Only
Poly-Count Example (LOD0):
- AR: 7545
- AR2: 5828
- Artillery: 12854
- Artillery 2: 7938
- Heavy Gun: 2873
- Heavy Gun 2: 5762
- Machine Gun: 9178
- Machine Gun 2: 10338
- Pistol: 3002
- RPG: 6055
- Sniper: 6668
- Sniper 2: 7180
- Axe: 388
The collection includes 18 military weapons:
- AR
- AR2
- Artillery
- Artillery 2
- Heavy Gun
- Heavy Gun 2
- Machine Gun
- Machine Gun 2
- Pistol
- RPG
- Sniper
- Sniper 2
- Axe
Additional props included: ammo boxes, crates, weapon holders and weapon stands.
URP Version Only!
Note: The background scene shown in the images is NOT included in this pack, only the military weapons (please check image of the overview scene). The military base logo is our original design.
Contact:
email: info@dexsoft-games.com
Join our Discord Server
Price $9.99
Font Stadium by Studio Paul
Font Stadium
Font Stadium is a special font repository consisting of over 220 premium fonts (all in TTF format) that have been professionally designed and curated to meet industry standards.
This font megabundle contains all of the fonts from our Font Nation, Font King, and Pixel Glyphs packages combined.
This is our most elaborate and ambitious product yet. We have listened to the feedback of our customers and at least half of these fonts feature support for foreign language characters' accents (English, Spanish, and French).
Tailored for commercial usage, our library caters to a broad audience of creative professionals, from solo developers and graphic designers, to businesses, companies, and international brands.
Our package will certainly prove useful for designing logos, icons, graphics, posters, UI, texts, dialogues, and much more— giving credit is optional!
• Professionally crafted
• Scaling is smooth and dynamic
• Works on all resolutions
• Colors can be modified
You can also learn how to integrate fonts with TextMesh Pro through our easy-to-follow documentation which can be accessed here at any time.
Terms and Conditions
These fonts can be used commercially and non-commercially for any purpose so long as each party owns their appropriate entity license (Single-Entity or Multi-Entity), and this product listing and its contents are not being redistributed or resold anywhere.
Be sure to check the Package Content tab for the full list of fonts available and feel free to take a closer look at our promotional media to see the names of our fonts and their available characters and styles.
Price $40.00
Triangle Ripple Effect by Visutronik
Content:
- a shader
- two C# script
- documentation (PDF)
- demo scene with materials, textures and a simple user control script
Add a triangular ripple effect on a wall, picture and so on. The effect will activated after a character or object collide with the wall.
Price $4.99
Square Ripple Effect by Visutronik
Content:
- a shader
- two C# script
- documentation (PDF)
- demo scene with materials, textures and a simple user control script
Add a square ripple effect on a wall, picture and so on. The effect will activated after a character or object collide with the wall.
Price $4.99
CultistLike Card Game by Veggie Elephant
Supports desktop platforms (Windows)
Supports 3D (Built-In Render Pipeline)
Requires DOTween package
3D recreation of a Cultist-like game experience.
- Define your cards and narrative actions.
- Organize and manage cards on the table.
- Smooth drag & drop interface highlighting possible actions.
- Since it’s 3D you can apply custom shaders and lighting for unique effects.
- Upcoming integration with some existing Unity narrative package.
This is a work in progress and some features are still missing.
Price $0.00
4Grounds: Extraterrestrial_3 by DarkMatterMagic
4Grounds: Extraterrestrial_3
- Extraterrestrial_24
- Extraterrestrial_25
- Extraterrestrial_26
- Extraterrestrial_27
- One of each for each ground:
- SBSAR file
- graph_0.asset
- Material (.mat file)
- Ambient Occlusion = (1024 × 1024 default) (4096 × 4096 intended)
- Base Color = (1024 × 1024 default) (4096 × 4096 intended)
- Height = (1024 × 1024 default) (4096 × 4096 intended)
- Metallic = (1024 × 1024 default) (4096 × 4096 intended)
- Normal = (1024 × 1024 default) (4096 × 4096 intended)
- Terrain Layer (.terrainlayer)
- Example Scene
- readme.pdf
Attention! Increase SBSAR Output Resolution to 4096 for intended material output. On import the Output Resolution defaults to 1024. In some cases, lower resolutions will decimate the intended output.
4Grounds: Extraterrestrial_3 provides procedural material generation through SBSAR utilization. Provides 4 materials, correlating texture sets, and terrain layers all connected to and generated through the SBSAR file.
Substance 3D for Unity is free and required for SBSAR use and procedural utilization.
Website: https://darkmattermagic.com/4grounds-e3/
SBSAR Manual: https://darkmattermagic.com/manual-sbsar/
More Unity Assets: https://darkmattermagic.com
Price $4.99
Winter race track by Remote Focus Design
Scene description
This is a Unity Asset representing a racing track in a winter snowy environment, optimized for drifting games, but can be easily adapted for circuit racing, drag racing or point-to-point racing.
The scene contains Unity terrain with multiple texture layers and object details (rocks, grass, cactus). The other objects present in the scene are: tires, signs (for speed and direction), checkpoint gates, trees, rocks.
The map can be traversed in both directions.
Elements in the scene are grouped and labeled. Each entry starts with the prefix rfd_ so these resources can be easily located in your project.
Structure
The Asset folder is organized with folders: Materials, Models, Prefabs, Textures.
Prefabs
The map makes use of prefabs. There are a total of 7 prefabs.
Each prefab has its scale set to 1 on all axes and its position set to 0 on all axes. Double click on a prefab allows you to edit it and its children. Note: Changes will modify each prefab instance.
Model: Vertices | Edges | Faces
Speed pole: 28 | 52 | 26
Race gate: 122 | 260 | 140
Road signs: 20 | 36 | 18
Rock: 1800 | 4700 | 2800
Tire group (30 tires): 11000 | 2300 | 11500
Tree: 400 | 800 | 430
Wood fence: 200 | 300 | 140
None of the models and prefabs contain animations.
All models are UV mapped.
Textures
On average, textures are 1024x1024px.
The texture size depends on it's purpose in scene, some objects have larger textures for more detail, other are smaller for far away placement.
All textures are in PNG format, some have an active alpha chanel (for example the plants).
All textures have been properly set up in the editor (for example normal maps are flagged appropriately).
There are no texture maps.
Lighting
The project makes use of Universal Render Pipeline (URP).
The entire map is lightmapped.
Note: modifying the scene might require a new lightmapping.
Light probes have been positioned in the map for best results when making use of them.
The sun is the only light in the scene that is not set to static and its mode is set to Mixed, so the lightmapping is faster and the scene is better optimized.
Models have the Generate lightmap UVs option checked for faster and better lightmapping.
Post processing
The scene has post processing applied. The following effects are being used: Bloom, Depth of Field, Vignette, Color Adjustments and Chromatic Aberration.
Collisions
Models have collisions applied to them. Most objects use the Box collider to calculate collisions faster.
Polygon count has been kept low, this track can be easily run or be optimized for mobile devices.
Notes
No audio, music, cars, scripts or other special effects are included in the package.
Help
You can contact me by email if you want me to help you with something regarding this map.
This meticulously crafted 3D asset features a winding, challenging track set in a winter landscape.
This is a Unity Asset representing a racing track, optimized for drifting games, but can be easily adapted for circuit racing, drag racing or point-to-point racing.
The map can be traversed in both directions.
Price $24.00
8K Island Landscape Pack by Kalysteon
TERRAINS
- 10 Scenes with different landscapes. (Texture Resolutions : 8192 x 8192 so 64km² / and their TerrainData)
- 10 Heightmaps. (Texture Resolutions : Up to 8192 x 8192)
- 10 Mask of : Leaves, Mud, Sand (and wet version), Cliff. (Texture Resolutions : Up to 8192 x 8192)
- 10 Brush of : Leaves, Mud, Sand (and wet version), Cliff. (Texture Resolutions : 4096 x 4096)
- 1 Terrain Material.
- 1 Terrain Lighting.
- 5 Terrain Layers.
- 5 Terrain Textures : Snow, Mud, Ice, Cliff. (Texture Resolutions : 1024 x 1024).
- Each terrain textures contain BaseColor, Normal and M.AO.R.
ASSETS
- Wind control on leaf, branch and trunk vegetation.
- Color, roughness, normal, AO and Height control on material assets.
- 1 Grass. (Texture Resolutions: up to 2048 x 2048)
- 3 Plants. (Texture Resolutions: up to 2048 x 2048)
- 3 Different Big Plants. (Texture Resolutions: up to 2048 x 2048)
- 4 Tropical trees. (Texture Resolutions: up to 2048 x 2048)
- 2 Palm Trees. (Texture Resolutions: up to 2048 x 2048)
- 2 Trees. (Texture Resolutions: up to 2048 x 2048)
- 2 Rocks. (Texture Resolutions: up to 2048 x 2048)
- 1 Tropical Plant. (Texture Resolutions: up to 2048 x 2048)
- Each Assets textures contain BaseColor, Normal and M.AO.R or Roughess.
This product is designed to give you huge island landscapes that can be used for gaming or cinematic purposes.
The goal was to offer you 10 different very detailed environments so that you can model your landscape as you wish.
If the goal is only to make a background landscape you can reduce de size, and there is enough details from close range if you want a map for game purposes.
Price $29.99
High Quality 3D Spaceships by MBAGaming
- 5 different shape spacecrafts
- 6 different materials for each spacecrafts
- Prefabs and spacecraft prefabs with sample flymovement script
- 4096x4096 texture's resolutions
- Each Material has Base Color, Metallic, Roughness, Normal and Emission Template,
- tris and verts counts
SpaceCraft1 - 50k - 68.3k
SpaceCraft2 - 34.5k - 47.6k
SpaceCraft3 - 45.6k - 61.9k
SpaceCraft4 - 24.9k - 33.3k
SpaceCraft5 - 51.1k - 67.4k
P.S. : Tris and vertices counts are low when you open this fbx files in Blender.
- Sample Demo scene and fly and wander example
- 3 particle effect for smoke effect
- A sample skybox
.fbx and .obj meshes
You can use these spacecrafts in your science fiction games videos movies images and more.. There is 5 different shape spacecrafts and 6 different materials for each ship. So, you can use 30 different spacecraft in your project.
Also in this package includes,
a sample skybox,
FlyMovement, and camera scripts,
3 particles for spacecraft's smoke effect
If you have any more questions or problems, contact me via mail:
metinbuyukavcilar@gmail.com
also, you can check my other assets and games:
http://gamesmba.com
Price $19.90
Voxel Police Station by IGGProduction
Number of textures: 3
Texture dimensions: 128*128
Minimum polygon count: 12
Maximum polygon count: 876
Number of prefabs: 63
Rigging: Yes
Animation: No
I hope this asset is useful for you.
Thank you
Pack includes the environment, props, weapons and characters.
Price $16.99
Modular UI System by Loags
- Unity Version Compatibility: Works with Unity 2020.3 or higher (LTS preferred)
- Key Features:
- Event-Driven Architecture: Allows screens and components to react to system-wide events without direct dependencies, providing scalability and flexibility.
- Screen Transition Management: Includes options for both additive (keep current screens active) and exclusive (close all other screens) transitions, giving you control over how screens are displayed.
- Draggable UI Support: Offers draggable UI components with customizable drag areas to ensure seamless interaction for users.
- Configurable Screen Behavior: UIScreenConfig assets allow developers to define the behavior and settings of each screen (e.g., can the screen be closed, is it the initial screen, etc.) directly in the Unity editor.
- Screen Hierarchy and History: Handles parent-child relationships between screens, making it easy to nest screens within each other. The screen history allows users to navigate back to previous screens, maintaining a stack of opened screens.
- In-Game and Main Menu Managers: Includes dedicated managers for handling in-game UIs and main menus, providing a specialized solution for different parts of your project.
- Easy Extensibility: Developers can extend or replace any part of the system (e.g., adding custom screen types, transitions, or additional behaviors) thanks to the modular and open architecture.
- Performance Optimized: Designed to ensure that there’s minimal overhead, which makes the system ideal for both resource-constrained mobile platforms and high-end desktop applications.
- Dependencies:
- Text Mesh Pro: This package uses the com.unity.textmeshpro package.
If you have any questions about the package or its capabilities, please feel free to contact me: https://www.loags.de/contact/
This Unity UI System package offers a comprehensive and flexible solution for managing complex user interfaces. It is designed with an event-driven architecture, allowing for highly modular and decoupled components that can communicate efficiently without hard dependencies. Whether you're building a game with nested menus, HUDs, pop-up notifications, or application interfaces with multiple screens, this system can handle it with ease.
The system provides the ability to create and manage draggable screens, customizable screen configurations using ScriptableObject assets, and supports complex transitions between screens. With its screen hierarchy feature, it allows you to define parent-child relationships between screens, ensuring that UI screens can be nested, stacked, and managed according to your needs.
A core feature of the package is its history tracking, which stores the stack of opened screens. This enables smooth navigation between screens, including back navigation, making it ideal for multi-step menus or workflows in games and applications. Furthermore, the package includes built-in support for in-game UIs and main menu UIs, complete with configurable screen transition behavior.
In addition, the package is designed with performance in mind. It's optimized for mobile and desktop platforms, ensuring that it runs smoothly regardless of the device. The modularity of the package ensures that developers can extend, override, or replace any part of the system to fit their project needs.
Full README:
UI System for Unity created by: Loags
Overview
This project is a flexible and extensible UI management system for Unity, designed to handle complex user interface (UI) interactions such as screen transitions, hierarchy management, and screen event handling. The system is built with scalability and modularity in mind, enabling you to manage multiple screens and their relationships with ease, while offering robust customization through ScriptableObject configurations.
Features
- Event-driven Architecture: Uses an event bus (UISystemEventBus) to decouple interactions between UI components, ensuring loose coupling and scalability.
- Screen Transitions: Manages transitions between screens with support for additive and exclusive screen opening.
- Screen Hierarchy Management: Handles the relationships between screens (parent-child screens) through UIScreenNode structures.
- Screen History: Tracks the history of opened screens, enabling easy back navigation and the ability to restore previous states.
- Draggable UI Components: Supports draggable UI screens and components that can be moved around within a defined area.
- Customizable Screen Configurations: Screens can be customized using UIScreenConfig assets, enabling easy configuration in the Unity Editor.
- Pause Menu & In-Game UI Support: Special managers for handling pause menus and in-game UI elements, in addition to the main menu.
Structure of the System
The system is divided into several key components:
- UISystemManager: The core class that manages the entire UI system. It handles event subscriptions, screen hierarchy management, transitions, and screen history tracking.
- UIScreenConfig: A ScriptableObject asset that holds the configuration for each screen. This includes settings such as whether the screen is closable and whether it is the initial screen displayed when the system starts.
- UIScreenNode: Represents a node in the UI screen hierarchy. Each node contains information about the screen, its parent and child relationships, and whether the screen is active.
- UIScreenNodeManager: Manages the hierarchy of UI screens by creating nodes for each screen, and handling operations like finding, adding, or removing screens from the hierarchy.
- UIScreenRegistrar: Responsible for registering screens with the system and ensuring that screens are placed in the correct spot in the hierarchy (either as root screens or children of other screens).
- UIScreenTransitionManager: Handles screen transitions, such as opening and closing screens with animations or effects. Supports opening screens additively (without closing other screens) or exclusively (closing all other screens).
- UIScreenHistoryEntry: Tracks entries in the screen history stack. This allows for back navigation and restoring previous screens when needed.
- DraggableUIComponent: A component that allows a UI element to be draggable within a defined area. It implements Unity’s IDragHandler to handle drag events and manages resetting the position of draggable components.
- UISystemScreenDraggable: A specialized version of UISystemScreen that adds support for draggable screens. Combines the functionalities of UISystemScreen and DraggableUIComponent.
- UISystemEvents: Defines various events (e.g., opening, closing, registering screens) that are used to communicate between different components through the event bus.
- This UI system offers a highly modular and scalable architecture, enabling developers to manage complex UI interactions with ease. The use of an event-driven design allows for decoupled components, making it easier to expand and maintain the system over time.UISystemEventBus: The event bus that handles the publishing and subscribing of UI events. This enables a decoupled communication system between UI components.
How to Use the UI System
1. Setting Up Screens
1. Create a UIScreenConfig:
- Right-click in the Project window and go to Create -> UI -> UIScreenConfig.
- Configure the UIScreenConfig:
- Screen ID: A unique string identifier for the screen (Will be generated automatically).
- Can Be Closed: A boolean determining whether this screen can be closed by the user.
- Is Initial Screen: Whether this screen is the first screen to open when the system starts.
2. Create a Screen GameObject:
- Create a new UI Canvas in the scene (representing the UI screen).
- Attach a component that extends from UISystemScreen (or UISystemScreenDraggable if it is a draggable screen) to this GameObject.
3. Assign the UIScreenConfig:
- Assign the UIScreenConfig asset you created to the screen by attaching it to the UISystemScreen component.
2. Managing Screens
1. Open Screens:
- Screens can be opened in two ways:
- Exclusive: Opens a screen and closes all other screens.
- Additive: Opens a screen while keeping the current screens active.
Example:
// Open a screen exclusively
UISystemEventBus.Publish(new UIScreenOpenEvent(screenConfig, true));
// Open a screen additively
UISystemEventBus.Publish(new UIScreenOpenEvent(screenConfig, false));
2. Close Screens:
- You can close a specific screen, close the last opened screen, or close all screens.
Example:
// Close a specific screen
UISystemEventBus.Publish(new UIScreenCloseEvent(screenConfig));
// Close the last opened screen
UISystemEventBus.Publish(new UIScreenCloseLastEvent());
// Close all screens
UISystemEventBus.Publish(new UIScreenCloseAllEvent());
3. Pause Menu Integration:
- For in-game UIs, you can integrate a pause menu by using the UISystemManagerInGame. This manager includes additional functionality to handle the escape key and toggle the pause menu.
3. Adding Draggable Screens
1. Draggable Screens:
- To create draggable screens, use the UISystemScreenDraggable component. Ensure the screen has a RectTransform and attach the DraggableUIComponent to handle drag events.
2. Configuring Drag Area:
- The DraggableUIComponent includes an optional draggableArea property. Assign a RectTransform to this field to constrain the draggable screen within a specific area.
4. Screen Hierarchy and History
1. Hierarchy Management:
- The system automatically manages the hierarchy of screens through UIScreenNode objects. Screens can have parent-child relationships, and these relationships are reflected in the screen's Transform hierarchy.
2. Screen History:
- The system tracks the history of opened screens in a stack. You can navigate back to previously opened screens by closing the current screen, which automatically restores the previous screen in the history.
Customization
1. Adding New Screen Types:
- You can extend the UISystemScreen class to create custom behavior for different screen types.
- Example: If you want a specialized in-game menu, you can create a class that extends UISystemScreen and adds new features specific to in-game behavior.
2. Custom Screen Transitions:
- You can extend or modify the UIScreenTransitionManager to add new types of screen transitions (e.g., sliding animations, fades, etc.).
Troubleshooting
1. Screen Not Showing:
- Ensure that the screen's UIScreenConfig is correctly assigned.
- Verify that the Canvas containing the screen is active and enabled.
2. Screen Not Draggable:
- Ensure the DraggableUIComponent is attached and configured correctly.
- Verify that the draggableArea is correctly assigned (if you want to restrict the draggable area).
Future Improvements
- Animation Integration: Adding more detailed animations for screen transitions.
- Dynamic Loading: Support for dynamically loading screens.
- Improved Drag Constraints: Add more complex drag constraints, such as snapping the screen to specific positions.
- Custom screen size: Add custom screen resize during game to modify screen sizes
Price $4.99
3D voxel Chess Pack by Graphic_Kubo
Number of Prefabs:
x12 pieces
x1 board
Number of Textures: one for each prop
Texture Dimensions: 64x64, 128x128, 256x256
Polygon Count of Models:
Minimum Polygon Count: 12 (tile)
Maximum Polygon Count: 494 (knight)
Rigging: No
Animation Count: 0
UV Mapping: Yes
This free 3D voxel art chess set includes all the essential pieces and a board, designed in a minimalist, low-poly style. Each chess piece is separated, allowing you to easily customize the materials to match your project's visual style. The chessboard is also divided into separate materials, making it simple to customize its appearance as well. Whether you're creating a game, an interactive application, or simply need a stylized chess set for your scene, this pack offers a versatile and easy-to-use solution. Perfect for developers looking for a lightweight, customizable chess set to integrate into their projects.
Price $0.00