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3D Text Lite by WSM Game Studio

Asset Store newest packages - 2026, March 1 - 08:06
Tired of flat, lifeless text in your game? Bring your game to life with 3D Text!

Disclaimers

  • Custom Font Monetization Guidelines available on Discord
  • Font API does not include a 3D mesh editor
  • Sample fonts implemented using a textureless approach on v1.0.0
    • This may change on future versions
    • Custom fonts can be textured or textureless
  • 3D Text Lite includes a single 3D font sample. Font addons sold separately:
  • 3D Text Pro includes 3D Text Lite + all official font addons (20% OFF)

Render pipeline compatibility:

Built-in ✅ | URP ✅ | HDRP ✅


💰 Bonus for 3D Artists: Includes a 3D Font API that empowers artists to create and monetize custom font packs!*


Create, edit and customize text like never before!


3D Text is perfect for level design elements, such as storefront signs, rooftop signs, neon signs, and much more!


Why 3D Text is better than 2D text?

  • Realistic lighting and shadows (on all sides!)
  • Easily rotated, scaled, and positioned in 3D space
  • Optimized for performance (LOD support, batching, etc.)
  • Seamless scaling and rotation without distortion
  • Adds depth and immersion to your game world!

Key Features:

  • Create and edit 3D text
  • Align Left, Right, Center, and Justify
  • Customize Color & Materials
  • Scale Text Size Independently on X, Y, and Z Axes
  • Customizable 3D Fonts

Main Components

  • 3D Text Component
    • Text Editor Component
    • Characters spawned as individual game objects
      • Manually move, rotate, attach scripts, and much more!
  • 3D Font API
    • Flexible character mappings
      • Supports any alphabet system (including custom ones)
    • Leverage your artistic skills to create and monetize custom fonts!*

Obs: Feature requests are always welcome!


Ready to level up your game? Get 3D Text today! 🚀


Get 3D Text Pro and save 20% on the complete collection!


Website: https://wsmgamestudio.com/


* Please refer to the technical details section for more information


Price $15.00

British Mark IV Male Tank by Red Blue Pixel Studio

Asset Store newest packages - 2026, March 1 - 04:43
A British World War I heavy tank built for firepower and breakthrough assaults, armed with cannons and machine guns.

Number of meshes/prefabs: 05

Poly Count: 46k - 86,904

UV mapping: Yes

Number of Materials: 51

Number of Textures: 140

Texture Resolutions: (4K)

Types of materials and texture maps: PBR

WW1 British Mark Male Tank FT 01


Bring authentic World War I battlefield realism into your game with the WW1 British Mark Male Tank FT 01 — a highly detailed, rigged, and fully optimized 3D model pack designed for historical, military, and strategy game environments.

This asset features multiple texture variations, fully rigged components, and complete compatibility with Built-in, URP, and HDRP, ensuring seamless integration into any Unity workflow.

Crafted with accuracy and performance in mind, this British Mark Male Tank delivers iconic WW1 design, rugged wear-and-tear effects, and realistic mechanical details suitable for cinematics, gameplay, and VR experiences.


Key Features


High-Quality WW1 Tank Model

Accurate representation of the British Mark Male Tank (FT 01), complete with detailed tracks, armor, weapons, and exterior components.

Multiple Texture Variants

Includes several historically inspired skins—weathered, muddy, painted, military green, desert, and more—perfect for different map environments.

Rigged for Animation

Fully rigged tank tracks and moving parts, making it ready for driving animations or cinematic sequences.

Three Pipeline Versions Included

  • Built-in Render Pipeline
  • Universal Render Pipeline (URP)
  • Each version is specifically optimized for its render system. High Definition Render Pipeline (HDRP)

Optimized for Performance

Game-ready polycount and efficient textures suitable for mobile, PC, and console projects.

Realistic PBR Materials

Physically Based Rendering ensures life like metal surfaces, weathering, and battlefield wear.

Clean Prefab Setup

Drag-and-drop prefabs allow quick implementation into any game scene.


Perfect For

  • WW1-themed games
  • FPS, RTS, and open-world war simulations
  • Military cutscenes and cinematics
  • Historical education projects
  • VR/AR experiences needing realistic tank models
  • Diorama, showcase, or museum scenes

Join our Discord for any bug reports or suggestions

Check Our Social for upcoming projects: Facebook || Instagram || X (Twitter) || linkedin || Youtube


Price $29.99

Integration of Malbers Animal Controller into Game Creator 2 by Arawn

Asset Store newest packages - 2026, February 28 - 21:19
Integrates Malbers Animal Controller into Game Creator 2 as the movement driver, adding robust animal states, root motion, and non-humanoid support without losing GC2 workflows.

Requires:

  • Unity 6 or newer
  • Malbers Animal Controller 1.5.x or higher

Malbers Animal Controller for Game Creator 2 is a focused integration package that lets you drive GC2 Characters with Malbers MAnimal, so you keep GC2 workflows while gaining the full Malbers movement and animation system.



Instead of splitting control between two controllers, this integration forwards GC2 motion intent directly to MAnimal. That means Malbers handles locomotion, gravity, grounding, slope behavior, rotation, root motion, and state transitions, while GC2 still handles your triggers, instructions, and visual scripting logic.




Key advantages:

  • Uses Animal Controller as the authoritative movement driver inside GC2
  • Preserves Malbers state-machine behavior (Idle, Locomotion, Jump, Fall, Fly, Swim, and more)
  • Prevents GC2 animation/facing conflicts with dedicated pass-through units
  • Supports non-humanoid creatures (Wolf, Horse, Dragon)
  • Works with same-object and child-mannequin hierarchies
  • Keeps GC2 Move, Stop, and Teleport workflows usable with MAnimal backend behavior
  • Use Animal Controller with all GC2 modules.
  • Use Malbers Fly, Traversal, Combat, Stats system etc. in Game Creator 2
  • Use GC2 Instruction like Gestures and Move To Instruction on Malbers Animal Controller


Included integration:

  • - GC2 Malber Animal Driver `UnitDriverMAnimal`: Bridges GC2 motion to `MAnimal.Move()`, stop, teleport, grounded/floor queries, and runtime sync
  • - GC2 Malbers Animal Rotation Controller `UnitFacingMAnimal`: Prevents GC2 from overriding Malbers rotation logic
  • - GC2 Malbers Animal Animation Controller `UnitAnimimMAnimal`: Prevents GC2 from writing incompatible animator parameters to Malbers controllers
  • GC2 Memory for Malbers Stats
  • GC2 Instructions, Event, Properties
  • Join my discord if you are missing a specific GC2 Instruction/Condition/Event/Property for Malbers AC in GC2


Who this is for:

  • Teams using Game Creator 2 who want creature-quality movement and animation control
  • Projects using Malbers Animal Controller that need GC2 visual scripting compatibility
  • Developers building non-humanoid or advanced root-motion characters


Requirements:

- Unity 6 LTS or newer

- Game Creator 2 (Core)

- Malbers Animal Controller 1.5.x or newer




Important:

  • This package is an integration bridge and requires both base assets to be installed
  • Malbers Animal Controller and Game Creator 2 are not included in this package

Price $35.00

Fullscreen effects by Hovl Studio

Asset Store newest packages - 2026, February 28 - 16:49
Fullscreen Effects is a high-quality collection of realistic and stylized full-screen visual effects designed to instantly enhance the atmosphere, impact, and visual feedback of your game.

Total 24 prefabs and 25 materials.

1 shader for effects, 1 shader for demo.

Shader Graph is required for BiRP and is installed with this asset.

This pack provides a wide variety of cinematic overlays, environmental reactions, and gameplay-driven screen effects suitable for action, RPG, horror, sci-fi, fantasy, and realistic projects. Each effect is carefully crafted to look natural, readable, and production-ready while remaining lightweight and easy to integrate.


This is a FAKE screen space effect for better optimization. It's 1 particle 0.05 units in from of the camera that takes the size of the screen, no matter what the camera settings are.


Key Features:

  • Wide variety of effects for different gameplay situations
  • Only 1 shader for all screen effects
  • Clean, artifact-free visuals with smooth gradients and transitions
  • Designed for cinematic impact without overwhelming the scene
  • Easy setup - just drag&drop on the scene or on the camera
  • Optimized for performance and suitable for real-time applications
  • Fully customizable parameters for intensity, color, distortion, and blending
  • Works great for damage feedback, environmental effects, magic, weather, and transitions
  • Production-ready quality suitable for AAA-style projects
  • Works with any render pipeline on any device
  • All screen effects can be used simultaneously.

This pack helps you quickly add depth, immersion, and visual polish to your game without building complex post-processing setups from scratch.


Price $20.00

Gizmo Toolbox Essentials by Axari Digital

Asset Store newest packages - 2026, February 28 - 14:29
12 modular editor‑only gizmos for 2D and 3D. Draw shapes and volumes to organise scenes, visualise information, and streamline workflows.

For a detailed overview of each gizmo, including the available parameters, visit our website: axari.digital


For performance reasons, each gizmo has two options. "Only When Selected" and "Render Cutoff Distance".


Only When Selected

Gizmo will only be visible when its associated GameObject is actively selected in the editor if this setting is enabled.


Render Cutoff Distance

Maximum distance from scene camera to render the gizmo. Set to 0 to disable cutoff.


=============

2D Gizmos

=============

Arrow

Draws a directional arrow. Ideal for flow indicators, movement paths, or logic cues.


Circle

Renders a 2D circle. Useful for range markers, zones, or visual anchors.


Grid

Draws a flat 2D grid. Helpful for alignment, snapping, or layout visualisation.


Line

Renders a 2D line with an optional arrowhead to indicate direction.


Plus

Draws a cross or plus sign. Great for center points, anchors, or toggle indicators.


Square

Displays a standard 2D square. Perfect for bounding boxes, layout guides, or area markers.


=============

3D Gizmos

=============

Axis

Displays a tri-directional axis (X, Y, Z) with color-coded lines. Ideal for orientation markers or transform debugging.


Capsule

Draws a capsule shape with rounded ends, useful to represent character colliders or bounding volumes.


Cube

Renders a standard 3D cube with configurable size and color. Useful for bounding boxes, volumes, or spatial anchors.


Grid

Draws a 3D grid with controls for grid size, depth, and height. Helpful for snapping, alignment, or spatial reference in world or local space.


Mesh

Displays a custom mesh asset of your choosing as a gizmo, allowing arbitrary 3D shapes to be visualised in the editor.


Sphere

Draws a full 3D sphere. Commonly used for range indicators, detection zones, or spatial anchors.

Gizmo Toolbox Essentials is a modular suite of 12 editor‑only tools for drawing clean, customisable gizmos directly in the Unity editor. It’s built to bring clarity to complex projects, giving you the right visual aids to map systems, debug gameplay, and keep scenes organised.


With support for 2D and 3D shapes, you can visualise everything from game zones and spawn points to boundaries and areas that require more development work.


Each gizmo is lightweight, configurable, and designed to drop in only where you need it, keeping your workflow lean and efficient.


Whether you’re prototyping mechanics, documenting logic, or managing large environments, Gizmo Toolbox helps you highlight exactly what matters in‑scene. Combine shapes and volumes for complex visualisations, or keep it simple with a single marker.


[ Gizmo Toolbox ]

[ Gizmo Toolbox Lite ]


Price $4.99

Shield Guardian Avelyn - Stylized Warrior Girl by ExistenceStudios

Asset Store newest packages - 2026, February 28 - 14:20
Shield Guardian Avelyn is a stylized female warrior for medieval fantasy RPG and adventure projects. A valkyrie-inspired knight and guardian, she wields shield and mace, perfect as hero or NPC

Demonstration Full YouTube - SHOWCASE


Our Mixamo and Other animations to Unity - Tutorial (Choose your Voice Track)


Number of Unique Meshes: 19

Vertex Count: 49 092 Tris | 24 279 Points

Collision: Yes, custom

LODs: No

Number of LODs: No

Rigged: Yes

Rigged to Epic or MetaHumans Skeleton: Yes

If rigged to the Epic or MetaHumans skeleton, IK bones are included: Yes

Number of Characters: 1

Vertex Counts of Characters: 49 092 Tris | 24 279 Points

Animated: Yes

Number of Animations: 17

Animation Types In-place:

Number of Materials: 5

Number of Textures: 20

Texture Resolutions: 4096

Supported Development Platforms:

  • Windows: Yes
  • Mac: Yes

Documentation Link: No

Important/Additional Notes: No


Feel free to contact:

Email existencestudio.help@gmail.com

Be part of our community on Discord!

| Be part of our community on Discord

| And Social Links Artstation | LinkedIn


Demonstration Full YouTube - SHOWCASE


Our Mixamo and Other animations to Unity - Tutorial (Choose your Voice Track)


Features:


Modular: Membrane and eyes parts can be remove.

Custom Animations: Includes flying, walking, combat, and other basic animations.

Flying/Walk System: Custom Player Controller with our animations

Control Rig & IK: Fully rigged for Cinema 4D, and Maya.

Unity: Fully configured project with a custom controller with our animations.

SRP, URP, HDRP Support: Ready for all Unity pipelines.

Detailed Characters: the Raven include a mouth (with tongue) and eyes. All elements are rigged for animation via bones.

DCC Packages: Preconfigured rigs for Blender, Maya, 3ds Max, and Cinema 4D.

PBR Materials, 4K Textures.

📦 File Formats: Unity, FBX, OBJ, Cinema4D, 3DsMax, Blender, Maya, PBR-ready Textures.


Technical Info:


  • Version Unity - 2019, 2021, 6000 and higher
  • DEMO scene is not included
  • DISCLAIMER: Video & Photo preview render make in another software - background and other content except for the model is not included in the asset

Polycount:


  • Total Count - 49 092 Tris | 24 279 Points

Control Settings (Unity):


  • W, A, S, D - Move
  • Shift - Speed
  • LBC - Dead
  • RBC - Attack
  • MBC - GetDamage
  • Space - Jump

AnimationsPack consists of custom x17 animations:


  • attack, get_damage, idle, jump (start, loop, end), run, dead, walk

Overview


Meet Shield Guardian Avelyn, a stylized female warrior and fighter from the Fantasy Characters lineup, crafted for medieval fantasy rpg and adventure projects. This gameready character is designed as a reliable hero or npc, built for real-time gameplay and story-driven worlds.


Avelyn is a protective maiden with an amazon spirit, combining the grace of a valkyrie with the discipline of a knight. She stands as a steadfast guardian and tank, ready for combat with classic melee gear: a sturdy shield and a balanced weapon set that includes a mace / morgenstern for close-range encounters.


With influences from paladin, soldier, and viking traditions, Avelyn fits naturally into quests, towns, battles, and party setups, supporting a wide range of roles and customization. Add her to your world to enrich encounters, allies, and story moments with a strong yet approachable protector presence.


Successful development to you!


Price $39.99

Slime - Game ready character by Feyloom

Asset Store newest packages - 2026, February 28 - 11:39
Slime - Game ready character Low-poly 3D model

Number of textures: 2

Texture dimensions: (2048x2048)

Polygon count :

Minimum polygon count: 3480

Maximum polygon count: 3480

Number of meshes/prefabs: 3x1

Rigging: Yes

Animation count: 9

Animation type list:

Idle

Walk

Run

Death

Hit

Attack_1

Attack_2

Jump_Attack

Jump

UV mapping: Yes

LOD information: No LODs

Types of materials and texture maps:

Albedo, Normal in TGA Format

Polycount:


  • Polygons: 3480
  • Vertices: 2021
  • Triangles: 3416

Animation list:

  • Idle
  • Walk
  • Run
  • Death
  • Hit
  • Attack_1
  • Attack_2
  • Jump_Attack
  • Jump

Price $15.00

X-Plane – Fireball XL5 and Space City

Austin Tate's Blog - 2026, February 28 - 10:41

X-Plane Forums – Sunday 1st March 2026 – What’s New in the World of X-Plane
https://forums.x-plane.org/forums/topic/343956-sunday-1st-march-whats-new-in-the-world-of-x-plane/

Freeware Files – Scenery – X-Plane 12 – Space City – Home of FireBall XL5
https://forums.x-plane.org/files/file/98873-space-city-home-of-fireball-xl5/
By Back2TheBike

Freeware Files – Aircraft – X-Plane 12 – FireBall XL-5
https://forums.x-plane.org/files/file/98875-fireball-xl-5/
A flyable version of the craft included in Back2TheBike’s Scenery Files by alpeggio

Importing X-Plan .obj to Blender
https://forums.x-plane.org/forums/topic/204307-importing-obj-to-blender/

Images from X-Plane Forums by Back2TheBike and alpeggio.

Game VFX - Exhaust jet effect by EricWang

Asset Store newest packages - 2026, February 28 - 10:04
Exhaust jet effect using Unity particle system, including a total of 16 different Exhaust effects

Pack includes 16 VFX prefabs

Exhaust jet effect using Unity particle system, including a total of 16 different Exhaust effects

you can freely increase the size, reduce the size and rotate


Texture dimensions: 1024*1024

Types of texture maps:PNG,TGA



Unity Version:2022.3.45f1

Render Mode:Built-In & URP


Built-in Shaders: Theoretically compatible with all three render modes (Built-in, URP, and HDRP). 

However, please note that using Built-in shaders in SRP(URP,HDRP) environments may result in lower performance.


URP Shaders: Specifically optimized for the Universal Render Pipeline. 

If your project is URP-based, 

please use the dedicated URP shaders to ensure the best performance and visual quality.


Price $6.00

Firestorm VR Mod 7.2.3

Austin Tate's Blog - 2026, February 28 - 09:00

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 a community contribution and is experimental. It is not supported by the Core Firestorm Team.

Firestorm VR Mod is built for computers using the AVX-2 instruction set (usually the case for any computer in the last decade) and uses the P373R VR Mod basic approach, automatic calculation of settings changes by Sgeo (versus the original F5 settings mechanism which is no longer operational) allowing a wider range of VR HMD support (e.g., Meta Quest 2 and 3), and some settings improvements by Humbletim to allow hiding VR controller “laser” pointers, an override for the standard camera angle (essentially the same as using ctrl-8 and ctrl+0 FOV changes), etc. Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.

From version 7.2.3 the release also provides a “Piggy-Back Install Capability” with just the Firestorm Viewer VR Mod executable (FirestormOS-VR-GHA.exe) which can simply be added into any previously installed Firestorm 7.2.3 (must be same version) rather than needing its own install directory and all the content provided there. Look in the GitHub Release “Assets”

Firestorm VR Mod has 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).

The Firestorm VR Mod viewer (for Windows only) is available as a .exe “Setup” installer or as as a separate FirestormOS-VR-GHA.exe to add to an existing Firestorm 7.2.3 release directory (Piggy-Back Install Capability). Download 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.

For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]

Table of Contents Usage Settings Troubleshooting Black in HMD SteamVR Popup Fn Keys Default View FPS Advice Xbox Controller 3D SpaceNav Source Code VRLand Test

Firestorm + P373R VR Mod 6.3.3 Changes + “o.mScreen” map to “o.mRT->screen” (see below) + Sgeo Settings + Humbletim vrmod.* Debug Settings. This build includes these changes merged into the Firestorm current 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, but laser pointers lines can be hidden via vrmod.* Debug Settings.

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 the introduction of 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(32).dll audio library for sound and includes code to invoke OpenVR for VR HMD connection (previously done up to Firestorm VR Mod 7.2.2 via inclusion of the openvr_api.dll library).

U S A G E

  • 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.
  • Moving the mouse centrally will ensure the full VR screen is visible.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.
  • 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.

For issues on 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…

  1. Firestorm VR Mod works best while sitting and using mouse and keyboard.
  2. WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
  3. 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

Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off.

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.

Firestorm VR Mod Special Debug Settings

Firestorm VR Mod includes some Debug Settings improvements by Humbletim to allow hiding VR controller “laser” pointers, tuned near clipping (preventing close-up objects from disappearing when viewed in VR) and an override for the standard camera angle (override for the usual CameraAngle setting essentially the same as using ctrl-8 and ctrl+0 changes). Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.

You can use the vrmod Debug Settings to hide VR controller “laser” pointer traces in the view if they are intrusive.

On some VR HMDs, the Field of View (FOV) may start off zoomed in with a black suround (like looking through a door or keyhole) so you may find it useful to use the FOV change keys (ctrl+8) to zoom out a few times to approximate the FOV in the standard VR Mod version. Ctrl+0 zooms back in and ctrl+9 sets the default FOV. After you find a FOV you like, the Debug Setting CameraAngle can be read and set in the Debug Setting vrmod.CameraAngle. It will then be used in future when you enter VR mode. Use ctrl+9 or Shift+Esc to return to the default CameraAngle for use in other Firestorm viewers if necessary.

The vrmod.* Debug Settings are actually stored in a “vrmod.json” entry in the main Firestorm Viewer settings.xml file usually saved in C:\Users\…\AppData\Roaming\Firestorm_x64\user_settings\settings.xml

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%.

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.

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 and SteamVR updates rather than Firestorm or VR Mod code changes.

Cross-eyed or unable to focus

If you experience cross-eyed or out of focus views with the automatic settings adjustment, try to use the Steam VR per-application video settings and adjust “Override World Scale” either smaller (if cross eyed) or larger (if impossible gaze/focal distance too far). Some users report a comfortable setting on a Meta Quest 2 when using a 4k 2D display was to set the world scale to 200%.

Function Keys and Gestures

If you have issues with some of the Function keys (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:

  1. 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.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. 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

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.

S O U R C E

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.

Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.

A copy of the VR Mod code insertions are maintained at https://github.com/humbletim/p373r-vrmod.

With Firestorm VR Mod Peter Kappler uses a simple 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. One of these is the OpenVR Library (GitHub OpenVR). 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.

V R L A N D – T E S T   A R E A

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/16/16/1000

More 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.

Missing .dll

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).

Dark Big Ghosts Lite by SR Studios Kerala

Asset Store newest packages - 2026, February 28 - 05:20
3d Model and Animations of a Dark Big Ghost

- Character : Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 10

- Poly count (in Tris) : 3340 (Big ghost with Props)

- Animations : 2 (Idle, Look)

- Used Material(s) : Unity standard material

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)

This pack contains 3d Model and Animations of a Dark Big Ghost.Best fit for fun and Creepy games.You can use this pack commercially.


Note : This is a Lite version of our asset "Dark Big Ghosts"


Technical Details:-

- Character : Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 10

- Poly count (in Tris) : 3340 (Big ghost with Props)

- Animations : 2 (Idle, Look)

- Used Material(s) : Unity standard material

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)


Features:-

- Lowpoly model (Best for PC and Mobiles)

- Props can be toggled On/Off

- Mobile/AR Ready asset

- UV Unwrapped

- You can add Custom PBR textures

- Smooth animations (Seamless loop)

- High quality textures

- Textures can be Easy to edit/modify

- Demo scene, Colliders included


How to use:-

Simply drag and drop the prefab from Prefab folder to your scene and use it.


About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India


Contact : srstudioskerala@gmail.com


................Thanks for downloading this package................................


Price $0.00

DARK Big Ghosts 3D by SR Studios Kerala

Asset Store newest packages - 2026, February 28 - 05:20
24 Ghost Prefabs, 10 Animations, Customizable glowing material.

- Character : Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 24 (14 Glowing and 10 PBR variations)

- Customizable Shaders : YES

- Poly count (in Tris) : 3340 (Big ghost with Props)

- Animations : 10 (Idle x2, Attack x2, Dance/Celebration x3, Look, Run x2)

- Used Material(s) : Custom Material for Glowing variation's(Made with Shadergraph), Unity standard material (for PBR variation)

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)

This pack contains 3d Model and Animations of a Dark Big Ghost.Best fit for fun and Creepy games.You can use this pack commercially.


This asset uses Unity standard URP material for Normal ghost variation and a Custom Shader for Glowing ghost variation.Custom Materials/Shaders are customizable.You can create Unlimited variations of Shader's by changing material properties. Also, this asset uses Shadergraph with URP support.


Note: We also offer Extended and Lite versions of this asset on our publisher page. Feel free to explore them to find the version that best suits your project needs.


Technical Details:-

- Character : Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 24 (14 Glowing and 10 PBR variations)

- Customizable Shaders : YES

- Poly count (in Tris) : 3340 (Big ghost with Props)

- Animations : 10 (Idle x2, Attack x2, Dance/Celebration x3, Look, Run x2)

- Used Material(s) : Custom Material for Glowing variation's(Made with Shadergraph), Unity standard material (for PBR variation)

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)


Features:-

- Low polygon models (Best for PC and Mobiles)

- Props can be toggled On/Off

- Customizable Materials(Create new ghost variation easily)

- Mobile/AR Ready asset

- UV Unwrapped

- You can add Custom PBR textures

- Smooth animations (Seamless loop)

- High quality textures

- Textures can be Easy to edit/modify

- Demo scene, Colliders included


How to use:-

Simply drag and drop the prefab from Prefab folder to your scene and use it.


Glowing Shader/Material features:


- Global Opacity: Controls the Glowing effect on the Ghost's surface. Set to 0 for no effect or 1 for a fully Glowing appearance.

- Fresnel Effect: Adds an adjustable edge glow to the mesh. Includes On/Off toggle, Fresnel Power, Opacity, and Color controls.

- Pattern Overlay: Applies an overlay texture for extra surface details. Supports tiling, offset, and animation along the surface for dynamic effects.

- Distortion: Warps the Pattern Overlay to create unique, organic-looking surface variations.

- Other Features: Includes Base Color, Metallic, and Normal Map texture slots for flexible material customization.

- Hue Control: Quickly adjust the overall color or tone of the material with a single slider.


Frequently Asked Questions:


Q: Can I create new Shader variations?

A: Yes, you can create unlimited variations using only the Unity Editor by tweaking material properties—no coding required.


Q: Will this shader work on URP, Built-in, and other render pipelines?

A: Yes. This asset is compatible with any render pipeline. It was originally submitted using URP, but it also includes a setup guide for other pipelines.

You can get it working in different pipelines within seconds.


About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India


Contact : srstudioskerala@gmail.com


................Thanks for downloading this package................................


Price $15.00

Dark Ghosts 2 in 1 PACK by SR Studios Kerala

Asset Store newest packages - 2026, February 28 - 05:20
74+ Ghost characters, 10 Animations, Customizable Shaders.

- Characters : Little Ghost, Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 50 Little Ghosts (25 Glowing and 25 PBR variations), 24 Big Ghosts (14 Glowing and 10 PBR variations)

- Customizable Shaders : YES (Color, Edge glow, Patterns, Shader animation are customizable)

- Poly count (in Tris) : 2552 (Little ghost With Props), 3340 (Big ghost with Props)

- Animations : 10 (Idle x2, Attack x2, Dance/Celebration x3, Look, Run x2) - for each ghosts.

- Used Material(s) : Custom Material for Glowing variation's(Made with Shadergraph), Unity standard material (for PBR variation)

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)

This pack contains 3d Model and Animations of Little Ghost and Big Ghost.Best fit for fun and Creepy games.You can use this pack commercially.


Note : This asset uses the Unity Standard URP material for the normal ghost variation and a custom shader for the glowing ghost variation. The custom materials and shaders are fully customizable, allowing you to create unlimited variations by adjusting material properties.

The shader is created using Shader Graph and is fully compatible with URP.


Check this also : "Dark Ghosts PRO" (Character : Little Ghost, 10 Animations, 50 Prefabs)


Technical Details:-


- Characters : Little Ghost, Big Ghost

- Props (Toggleable) : Hat, Axe and Devil head horns

- Prefabs : 50 Little Ghosts (25 Glowing and 25 PBR variations), 24 Big Ghosts (14 Glowing and 10 PBR variations)

- Customizable Shaders : YES (Color, Edge glow, Patterns, Shader animation are customizable)

- Poly count (in Tris) : 2552 (Little ghost With Props), 3340 (Big ghost with Props)

- Animations : 10 (Idle x2, Attack x2, Dance/Celebration x3, Look, Run x2) - for each ghosts.

- Used Material(s) : Custom Material for Glowing variation's(Made with Shadergraph), Unity standard material (for PBR variation)

- Texture maps : Albedo/Base Color, Emission

- Texture Size : 2048 x2048 (Png Fromat)


Features:-


- Low polygon models (Best for PC and Mobiles)

- Props can be toggled On/Off

- Customizable Materials(Create new ghost variation easily)

- Mobile/AR Ready asset

- UV Unwrapped

- You can add Custom PBR textures

- Smooth animations (Seamless loop)

- High quality textures

- Textures can be Easy to edit/modify

- Demo scene, Colliders included


How to use:-

Simply drag and drop the prefab from Prefab folder to your scene and use it.



Glowing Shader/Material features:


- Global Opacity: Controls the Glowing effect on the Ghost's surface. Set to 0 for no effect or 1 for a fully Glowing appearance.

- Fresnel Effect: Adds an adjustable edge glow to the mesh. Includes On/Off toggle, Fresnel Power, Opacity, and Color controls.

- Pattern Overlay: Applies an overlay texture for extra surface details. Supports tiling, offset, and animation along the surface for dynamic effects.

- Distortion: Warps the Pattern Overlay to create unique, organic-looking surface variations.

- Other Features: Includes Base Color, Metallic, and Normal Map texture slots for flexible material customization.

- Hue Control: Quickly adjust the overall color or tone of the material with a single slider.


Frequently Asked Questions:


Q: Can I create new Shader variations?

A: Yes, you can create unlimited variations using only the Unity Editor by tweaking material properties—no coding required.


Q: Will this shader work on URP, Built-in, and other render pipelines?

A: Yes. This asset is compatible with any render pipeline. It was originally submitted using URP, but it also includes a setup guide for other pipelines.

You can get it working in different pipelines within seconds.


About Us : "SR Studios Kerala", Game developing company located in Alappuzha, Kerala, India


Contact : srstudioskerala@gmail.com


.....................Thanks for downloading this package................................


Price $60.00

Realistic Hillclimb Track Castro by RCC Design

Asset Store newest packages - 2026, February 28 - 03:34
Pre-built race track, ready for driving in just a few minutes.

Complete track geometry:

Triangles: 2 270 000 

Vertices: 2 100 000

52 Materials

74 Textures (including specular and normal maps ) - sizes from 512x512px to 8192x8192px

UV mapping: mixed

Render pipeline - Package uses Built-in RP, but can be switched to URP/HDRP

Castro is a fictional hillclimb road course, located on hills of a country side. It stands out with having blind corners, with some of them featuring negative camber. This combo makes it especially difficult to master this track. Approximate distance is 2700 meters. Average width 7 meters. Elevation change (lowest to highest point) is around 130 meters. 


I have made 2 prefabs of start/finish line, one for going up, one for going down. Additionally you can split the course in the middle if you want to make it even shorter, for sprint type runs. Fastest cars would be able to go up in one minute, GT3 style cars can do it under 1:20.


Basic workflow description: 

You can assemble a complete race track within few minutes by dragging and dropping a set of prefabs 

into your scene. Those are: 

* Terrain (road, grass, concrete, curbs, lines etc.) 

* Vehicles 

* Colliders 

* Objects - distance markers, cars, banners 

* Trees 

* Walls and barriers 

* Up and Down going course start/finish objects


After placing the pre-built track components you can easily turn off some of them if you want to 

customize or optimize your scene. I have made the grass, road, lines and sand as separate meshes. 

This way you can add different sound effects when car is driving over them. You can use your scripts and physics materials to make the grass mesh slippery, sand patches to slow the car down etc. 

Additionally, you can place individual objects to further change the appearance of the environment. 

Here is the list of all available 3d objects you get with the track: 


* Ambulance and crane hook, 3 trucks (lorries), 3 motorhomes (RVs) 

* 9 tree types and 4 bush types 

* Tyre stands and portable banner for pitlane 

* Distance markers and cones 

* Marshal tower 

* Radio tower 

* Safety wall blocks with/without fence, with ads, and just fence 

* Tyre wall, tyre stack and a single tyre 

* Safety railing 

* Banners, and banner frame, L shaped banner frame 

* Start light cluster 

* Pitwall desks with seats and PC screens 

* Concrete slabs to cover off roads 

* Podium steps 

* Floodlight poles, traffic lighs 

* Mechanic tent 



What are the benefits of using this asset? 

1. Ease of use. You don't have to spend hours sticking together straights and corners to make a race track. All you have to do is drag prefabs into an empty scene, and you have a realistic looking track with road, grass, mountains, trees, garages, walls and everything else you might need. All what's left is to place your vehicle prefab and start testing. 

2. Safety. If you have a scene with track built from separate elements, there is always possibility to corrupt the scene file, or run into compability issues after upgrading engine. If you lose your scene file, all your hard work is lost. With this pre-built asset, you will always have complete track from a handful of prefabs thrown into scene. 

3. Separate objects. If you don't like the trackside object placement of default track, it's easy to turn off the elements, and place trees, walls, garages and everything else as you see fit. 

More tracks are coming! 

I will build more tracks that use same artstyle and props, and add more objects. If you are looking for cartoon style race tracks, please check out my seller profile, I have already made 30 cartoon style circuits. 

For any questions about this asset send me an email to retrovalorem@gmail.com. 



Price $60.00

TextMeshPro Sprite Manager by Blueprint Paradox

Asset Store newest packages - 2026, February 27 - 21:38
TMP Sprite Asset Manager is editor tool to manage, preview and edit TextMeshPro sprite assets. Adjust glyph metrics, copy sprite tags, handle sprite atlases, and speed up your TMP UI workflow.
  • Editor-only tool
  • Requires TextMeshPro
  • Compatible with: Sprite Mode: Single, Multiple and TMP Sprite Atlases

Documentation | Changelog | Discord


It is designed to solve common TMP workflow problems: lengthy sprite asset creation, glyph metric editing, sprite preview, and sprite tag usage. All in one place.


🔑 Core Features

  • One-click TMP sprite asset creation
  • Manage all TMP sprite assets from a single editor window
  • Supports: Single, Multiple sprites, Atlases
  • Glyph Metrics Editing. Width, Height, Bearing X / Y, Scale
  • Copy TMP Sprite Tags: code-safe or tag for TMP component,
  • Search by sprite asset or character name
  • Pin / favorite frequently used sprite assets

Price $15.00

Roof and Building Props by 32cm

Asset Store newest packages - 2026, February 27 - 21:32
Pack of rooftop or city props

75 objects - Real scale but scale as you needs.

Total tris 1mill - verts 600k

Prefabs 184 (with LODs and without)

Textures 400 (4096px)

Materials 81

Meshes 386 (including LODs and separated parts)



Pack of building roofs or city props which includes:

  • Radio antenna. Real scale (20 meters) but scale as you needs. 2 materials. Total tris 170000. 98000 verts.
  • Radio antenna. Real scale (23 meters) but scale as you needs. 2 materials. Total tris 50000. 28000 verts.
  • 4 Cell Phone Towers. 4 materials. Total tris 90000. 45000 verts.
  • 1 Modular radio antenna with 2 set of textures. 3 materials. 4 objects, 2 sections and 2 cables (top and medium). Included full mesh antenna (small and big, 1 object). Total tris 4000. 2000 verts.
  • Set of tv and radio antennas. 4 materials. 14 objects. Total tris 90000. 50000 verts.
  • Satellite dish antenna. 1 material. Total tris 14000. 7000 verts.
  • Radio antenna modular. Real scale (20 meters +) but scale as you needs. 2 materials. 2 objetcs. Total tris 48000. 28000 verts.
  • Solar panels set. 1 material. 3 meshes. 3 different panels for a total of 9 objects. Total tris 4000. 2000 verts.
  • 4 Roof AC hvac and 2 air ducts. 2 materials. Comes as full mess or with separated fans in case they need to be animated. 2 sets of colors.

hvac 1 - Total tris 110000. 55000 verts.

hvac 2 - Total tris 160000. 80000 verts.

hvac 3 - Total tris 36000. 18000 verts.

hvac 4 - Total tris 100000. 50000 verts.

  • Rooftop metal water towers. 5 materials. 2 sets of textures. Total tris 77000. 40000 verts.
  • Rooftop wooden water towers. 3 materials. 2 sets of textures.Total tris 60000. 30000 verts.
  • 3 metal fuel/gas/water tanks. 3 material. 3 sets of textures each.

Tank 1 - Total tris 30000. 15000 verts.

Tank 2 - Total tris 12000. 6000 verts.

Tank 3 - Total tris 5000. 2500 verts.

  • 3 electrical substations. 2 materials. 3 sets of textures for a total of 9 objects. Total tris 14000. 8000 verts.
  • Roof turbine. 2 materials.Comes full (2 ojects) or separated meshes (4 objects) if it need to be animated. Total tris 9000. 4000 verts.
  • Small wind turbine. 1 material. Also separated mesh if it need to be animated. Total tris 12000. 6000 verts.

4096x PBR textures including Albedo, Normal, Metalness, Roughness and AO. ARM mask texture included (ao, rough, metal) and also unity HDRP mask (M, A, D, S).


All objects also have their version with LODs (3 levels)


Works with HDRP and URP


Suitable for exteriors, rooftops, factories, cities, streets, etc..


You can buy them separately on my profile.


Price $29.99

Wooden trunks by 32cm

Asset Store newest packages - 2026, February 27 - 21:31
Wooden trunks

Verts - 12000 Tris - 23000

Prefabs 7

Textures 27 (4096pix)

Meshes 4

Wooden trunks based in real ones. Realistic scale. 5 materials in total for the 5 objects. Can be opened.

PBR 4096p textures including Albedo, Normal, Roughness, Metalness and AO. Unreal ARM mask texture included (ao, rough, metal). Also unity HDRP mask included.

Verts - 12000 Tris - 23000

Suitable for basements, garages, houses, workshops, storages, etc.


Price $4.99

Toolbox pack by 32cm

Asset Store newest packages - 2026, February 27 - 21:31
Toolboxes pack

Verts - 11000 Tris - 21000

Textures 11 (4096pix)

Prefabs 8

Meshes 2


Toolboxes based in real ones. Realistic scale. 1 material in total for the 2 boxes.

They come with 2 texture sets, old and new.

PBR 4096p textures including Albedo, Normal, Roughness, Metalness, AO and unity HDRP mask included.

LODs included (3 levels)

Verts - 11000 Tris - 21000

Suitable for basements, garages, houses, workshops, storages, etc..


Price $5.99

Water tanks pack 1 by 32cm

Asset Store newest packages - 2026, February 27 - 21:14
Pack of 3 water tower tanks.

Total tris 5000. 10000 verts.

Textures 32 (4096pix)

Meshes 1

Prefabs 5

Water tank based in real ones. Real scale.

Comes with 2 materials of 4096x PBR textures including Albedo, Normal, Metalness, Roughness, AO and unity HDRP mask.

An rusty/old texture set also included.

3 levels of LODs included.

Total tris 5000. 10000 verts.

Suitable for fields, cities, factories, warehouses, etc..


Price $4.99

BASTION Combat Framework by Polyburg Studio

Asset Store newest packages - 2026, February 27 - 21:02
BASTION is a modular turn-based framework for Unity, specialized in tactical positioning and deep RPG mechanics.

⚔️ Key Features

  • Comprehensive Status System: Stackable DOTs (Bleed, Poison), CC (Stun, Silence), and Riposte/Counter-attack mechanics.
  • Ability Framework: Modular skills for single-target, AOE, and resource management (Action Points, Mana, call it as you like).
  • Rank-Based Formations: 4-slot system with position-locked abilities and auto-advance logic (Darkest Dungeon style).
  • Deep Stat Engine: Manage Accuracy, Evasion, Protection, and Death Blow mechanics via ScriptableObjects.
  • 7 AI Modules: Ready-to-use behaviors including Aggressive, Healer, Buffer/Debuffer, and Retreat.

🛠️ Technical Workflow

  • ScriptableObject Driven: Handle balancing and design entirely within the Inspector—no coding required.
  • Event-Bus Architecture: Seamlessly trigger VFX, SFX, and UI updates using pre-defined event hooks.
  • Clean Code: Modular C# architecture, interface-based, and optimized for performance (Low GC).

📦 What's Included?

  • Starter Scene with minimal setup.
  • 7 AI Presets
  • Full Demo Scene "Brightest Dungeon" featuring hand-drawn characters
  • User Manual

BASTION provides the foundation—you focus on the game design.

It's your turn now!


Price $44.00

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