MCP Server For Unity by Venterwu
Core Technical
- Model Context Protocol
- HttpListener
- NewtonSoft.json
- C# Standard 2.0
This is a Unity implementation based on the Model Context Protocol (MCP), enabling AI assistants (Cursor, Claude Code, OpenCode) to directly control the Unity Editor and runtime applications.
Pure C# Implementation
Fully developed in Unity, compatible with Unity C# syntax.
MCP Protocol
Supports almost all features defined in the MCP protocol documentation (except Prompts).
Tool Development and Extension
- Provides 80 built-in editor tools
- Offers a simple tool definition method for users to extend tools according to project requirements
- Protocol supports multiple data types:
- Basic data types
- Unity built-in geometry types
- Array types
- User-defined custom types (with constraints)
AI-Assisted Coding Support
Provides AGENTS.md file for secondary development and extension with AI.
Modes
Supports both Editor and Runtime modes.
Price $120.00
Futuristic Environment Kit Vol.3 – Sci-Fi Armory Facility by Friday Night Studio
🧩 Technical Details
- Total prefabs: 168
- Total tris for each prefabs: Between 96 verts to 196 000 verts
- 90 unique material sets for optimal quality and performance
- Colliders: Custom mesh colliders and primitive colliders included
- Textures: PBR, optimized for modular use (4096 to 1024). Downgrade as you need for better performance on mobile.
⭐ Community ⭐
Join the Friday Night Studio Discord for support, exclusive updates, freebies, vouchers, and early access to new packages 🎁:
🚀 FRIDAY NIGHT STUDIO - DISCORD 🚀
🤝 Overview
This modular Futuristic Environment Pack is the Third entry in our biggest and most ambitious series yet. We are really excited to finally share it with the world! 💫
If you want to expand the environment even further, feel free to check out the others packages in the series, designed to connect seamlessly with each other.🧩
- Vol.1 Futuristic Environment Kit – Sci-Fi Mega Mall
- Vol.2 Futuristic Environment Kit – Sci-Fi Living Facility
- Vol.4 (Coming Soon)
Take a look at our unity asset store page for more futuristic environments! ✨🏞️
Perfect for PC, consoles, VR, Mobile, games, cinematic projects, and interactive experiences. 🎮🎥
- Fully modular parts with PBR Metallic Roughness workflow.
- Game-ready prefabs and materials.
- Optimized colliders for smooth gameplay.
- Demo scenes included for easy showcase and testing.
🚀 Pipeline Compatibility
🛠️ All materials and prefabs already converted and ready to use.
- Built-in Render Pipeline ✅
- Universal Render Pipeline (URP) ✅
- High Definition Render Pipeline (HDRP) ✅
✔️ Notes:
- Lighting and post-processing settings may vary between render pipelines. Adjust them as needed for your scene. 💡
- There are no scripts or animations included in this pack. Everything is modular, allowing you to customize each piece and attach your own scripts and animations as needed.
- The main Hall features four entry/exit points, allowing you to easily expand and build around it. Modular corridors and airlock sections (SAS) are included in the package.
The packs contains mainly :
- A main Hall Reception room
- Corridors
- Architectural waiting rooms
- Armory
- garage
- Shooting range
- Offices
- upgrade rooms
- Weapon rooms
- Offices rooms
- control rooms
- storage room
- vegetation room
⭐Follow us for updates, promotions, previews & more⭐:
Price $120.00
Hospital Equipment Pack HQ by Artisan 3D Ventures
- File Format: FBX
- Texture Type: PBR (Albedo, Normal, Maskmap, AO)
- Texture Resolution: 2K
- Poly Count: Low to Mid Poly
- Materials: Compatible with Built-in
- Scale: Real-world scale (meters)
- UV Mapping: Clean
- Prefab Setup: Ready-to-use prefabs included
- Platform Support: PC, Mobile, VR/AR
- Unity Version: 2022+ (or latest recommended)
Hospital Equipment Pack is a high-quality collection of realistic and optimized 3D medical assets designed for hospital environments, healthcare simulations, and medical training applications.
This pack includes a wide range of essential hospital equipment such as hospital beds, patient monitors, IV stands, Anesthesia Machine, Operation Light, Operation Table, wheelchairs, medical cabinets, X_Ray Flim Viewer and other clinical props. Each asset is carefully modeled with accurate proportions and optimized topology to ensure smooth performance in real-time applications.
All models are built with performance in mind while maintaining high visual fidelity, making them ideal for games, VR/AR experiences, simulation projects, and architectural visualization.
The assets are easy to use, well-organized.
Price $29.99
The Ultimate Streamer Room Pack by Viper Studios - Assets
Polygon count of computer: 88
Polygon count of streampad: 4117
Polygon count of triple computer screen: 385
Polygon count of computer screen: 250
Polygon count of microphone: 4468
Polygon count of headset: 782
Polygon count of keyboard: 13722
Polygon count of speaker: 898
Polygon count of mousepad: 14
Polygon count of mouse: 514
Polygon count of webcam: 578
Polygon count of table: 130
Polygon count of hex wall light: 24
Polygon count of hex wall light group: 168
Number of textures: 9
Texture dimensions: (Mousemat) 1920X1080
Texture dimensions: (Wood) 4096x4096
Texture dimensions: (Mic) 2769x2149
Texture dimensions: (Icons) 242x242
Number of meshes/prefabs: 27 prefabs
Number of Materials: 39
Number of Sprites: 15 (icons)
Number of scripts: 3
Rigging: No
Animation type list: No animations
Animation count: No animations
UV mapping: No
LOD information (count, number of levels): No LOD
Types of materials and texture maps (e.g., PBR): Default / sprites
Whether you are building a life-simulator, a narrative-driven adventure, or a social hangout space, the Streamer Pack provides all the essential "clutter" and high-tech gear needed to make a room feel lived-in and modern.
What's Inside?
This pack contains 14 unique 3D models with 13 variants.
- Computer
- Streampad
- Triple computer screen
- Microphone (+2 extra variants)
- Headset (+1 extra variant)
- Keyboard (+1 extravariant)
- Speaker (+1 extra variant)
- Mousepad (+4 extra variants)
- Mouse (+2 extra variants)
- Computer screen (+1 extra variant)
- Webcam (+1 extra variant)
- Table
- Hex wall light
- Hex wall light group
RGB & Visual Audio
The Hex Wall Lights and a Microphone variant feature a continuous, smooth color-cycling effect. Perfect for that "Gamer Aesthetic". The Speaker includes a built-in "vibration" script that you can turn on and off.
Price $24.99
HMD 360 Video & Ambix Audio Sample Project by MetaverseHub
본 에셋은 (판교)가상융합산업허브에서 실감형 콘텐츠 제작 교육을 목적으로 제작된 무료 HMD Unity 프로젝트입니다.
HMD 환경에서 360° 영상 콘텐츠를 적용하는 방법, Ambix(FOA) 공간 음원을 활용한 배경 사운드 구성,
움직이는 오브젝트에 공간 SFX를 적용하는 기본 구조를 실제 동작하는 프로젝트 소스를 통해 직접 확인하고 분석할 수 있도록 구성되어 있습니다.
주요 내용
✅ HMD 기반 360° 영상 적용 예제
✅ Ambix(FOA) 음원을 활용한 공간 음향 구성 예제
✅ 이동 오브젝트에 대한 Spatial SFX 적용 구조
✅ 360 영상, Ambix 음원, SFX 샘플 리소스 포함
✅ 별도의 설정 없이 바로 실행·분석 가능한 프로젝트 형태 제공
제작 배경
실감형 콘텐츠 제작은 영상 포맷, 공간 음향 구조, HMD 환경 설정 등 초기 진입 단계에서 많은 시행착오가 발생합니다.
본 프로젝트는 단순 튜토리얼 영상이 아닌, 실제 Unity 프로젝트 전체 구조를 그대로 제공함으로써 제작자가 직접 씬 구성, 오디오 세팅, 컴포넌트 연결 방식을 하나하나 분석하며 학습할 수 있도록 설계되었습니다.
대상 사용자
실감형 콘텐츠 / XR / VR 제작 입문자
Ambix 공간 음향을 Unity에 적용해보고 싶은 개발자
HMD 기반 360 영상 콘텐츠 제작을 처음 시도하는 크리에이터
교육·R&D 목적의 실감형 콘텐츠 제작자
라이선스 및 이용 안내
본 프로젝트는 교육 및 연구 목적의 무료 에셋입니다.
포함된 미디어 리소스는 학습 및 테스트 용도로 제공됩니다.
360 영상 원본 파일은 제공되는 Google Drive 링크를 통해 별도로 다운로드할 수 있습니다.
▶ Google Drive : https://drive.google.com/drive/folders/1QMtR6OuZ8Jln_p61UHv9UL--w2dVHqJ6?usp=drive_link
This free Unity asset is an educational HMD project developed by MetaverseHub in Pangyo to support immersive content creators and lower the entry barrier to XR production.
The project demonstrates, using real and fully functional source code:
- How to apply 360° video content in an HMD environment
- How to integrate Ambix (First-Order Ambisonics) audio as spatial background sound
- How to implement spatial SFX for moving objects
Rather than providing only scripts or video tutorials, this asset delivers the entire Unity project, allowing creators to inspect, analyze, and modify the structure in detail.
Key Features
- ✅ 360° video playback setup for HMD
- ✅ Ambix (FOA) spatial audio implementation example
- ✅ Spatial sound effects applied to moving objects
- ✅ Sample SFX, Ambix audio, and 360° video assets included
- ✅ Ready-to-run Unity project for direct analysis and learning
Why This Project Exists?
Creating immersive XR content often involves a steep learning curve due to:
- Complex video and audio formats
- Spatial audio configuration
- XR and HMD-specific setup requirements
This project is designed to go beyond basic tutorials by providing a fully structured reference project.
Creators can explore scene hierarchy, audio routing, component setup, and playback logic directly inside Unity, enabling deeper understanding than tutorial videos alone.
Target Audience
- XR / VR developers getting started with immersive content
- Creators experimenting with Ambix spatial audio in Unity
- Developers building HMD-based 360° video experiences
- Educators, researchers, and R&D-focused immersive content teams
License & Usage Notes
- This asset is provided free of charge for educational and research purposes.
- Included media assets are intended for learning and testing.
External Media Download Notice
Due to Unity Asset Store file size limitations, high-resolution 360° video files are not included in this package.
The original 360° video files can be downloaded separately via the provided Google Drive link.
▶ Google Drive : https://drive.google.com/drive/folders/1QMtR6OuZ8Jln_p61UHv9UL--w2dVHqJ6?usp=drive_link
Asset uses TextMesh Pro and Liberation Sans under their respective licenses; see Third-Party Notices.txt file in package for details.
Price $0.00
Quick Splash: Easy and Animated Splash Screen by CLOUPT LTD.
Unity 6 (6000.0+) · Both Input System modes · No third-party dependencies
QuickSplash is an editor tool that builds your splash screen scene for you. Open the window, load a config, add your logo entries, and click Generate. The tool writes a fully wired Unity scene — Canvas, camera, background, all logo players, and the sequence controller — without you touching the Hierarchy.
Each entry supports four media types: a plain Texture2D, a Sprite, an animated GIF, or a VideoClip. GIFs are decoded at editor-time using a built-in pure-C# GIF89a parser, so there are no runtime DLL dependencies and no platform restrictions.
Per-entry timing gives you independent control over fade-in, hold, and fade-out durations. The fade system runs on unscaled time, so it behaves correctly even when Time.timeScale is zero.
Entries can be marked as Required, which prevents them from being skipped regardless of the global Allow Skip setting — useful for legal or compliance screens.
The black-and-white editor UI is clean and keyboard-friendly. Cards in the entry list are reorderable with responsive ▲/▼ buttons that only appear when they are actually useful. The generator is non-destructive: delete the output folder and regenerate at any time.
Compatible with Unity 6 (6000.0+).
Price $15.00
Noel 3D Anime Style Character by Rolo
Polygons: 139K
Vertices: 71.5K
Texture Resolution: 2K-4K Textures
Texture Maps: Base Texture, Outline Mask Texture, Alpha Textures, Matcap
Shader: Lil Toon Shader, Shader included with the package (https://github.com/lilxyzw/lilToon).
Materials: Eight Materials
Prefabs: Two
Rigged: Yes (Humanoid Rig)
UV Mapping: Yes
This Character is setup with Magica Cloth 2 for Hair & Cloth physics, if you don't have magica cloth 2 you will not be able to use realtime physics. Two prefabs are provided for each use case: one with magica cloth 2 setup & other with just basic constraints setup.
Character: Noel
Sex: Female
Rig: Humanoid
Facial Expressions (Blendshapes/Shape Keys): Total 128 Blendshapes. Facial Expressions are provided as Blendshapes (Shape keys). There are lots of Blendshapes for each Elements of the face which you can use to make any expression you like. Comes with 52 ARKit iPhone Blendshapes, Basic MMD Blendshapes, VRChat Visemes & Eye Look Blendshapes, Many other Blendshapes for Face expressions etc.
Animations: Supports all kinds of Mixamo animations or any other Humanoid based animation.
Support: Unity 2021.3 or Later
Pipeline: All Render Pipelines Supported (Built-in, URP, HDRP).
A Readme file is provided inside the package, please make sure to read & follow the necessary instructions before using the asset.
Price $20.00
Wizard School RPG Choices and Dialog Pro by Monster Fate Software
Mobile support
AAA Rpg Choices
Advanced Dialogs
Multiple endings
Time control for cutscenes
Built to call methods between choices and dialogs
Wizard combat system with advanced AI
Complete third person movement
Wizard School RPG Choices and Dialog Pro contains Wizard School RPG Choices and Dialog System and Wizard School Fighting Engine plus a dedicated mobile support. If you don't need the mobile support, you can get it here for a lower price:
Wizard School RPG Choices and Dialog System
If you want publish your game for Android and iOS, get the pro version with mobile support:
WIZARD SCHOOL FIGHTING ENGINE PRO
Also want fly with Broomstick? Get Broomstick Engine:
WIZARD SCHOOL BROOMSTICK ENGINE
Want a multiplatform AAA Save System?
Ever dreamed of creating your own wizard combat RPG or open-world magic adventure? Wizard School RPG Choices and Dialog System is an action-packed RPG Choice and Dialog system, designed for AAA RPGs, bringing intense wizard duels, powerful spells, and epic magic battles to your game
Design emotionally charged conversations, branching storylines, and long-term consequences that shape the world, the characters, and the player’s ultimate fate. From subtle dialog variations to radically different endings, this system is crafted to support narrative depth at a professional production level.
Read to build your own wizard world with multiple choices and endings? Maybe you’ve tried other systems, but they were either too complicated or didn’t deliver the AAA wizard action you were looking for. Either way, your wait is over.
Wizard School RPG Choices and Dialog System is an easy-to-use, action-focused system that lets you build high-quality exploration with multiple story paths, consequences and an advanced combat system with AI for RPGs and open-world adventures. Inspired by AAA wizard duels, it gives you everything you need for dynamic, spell-fueled battles.
Here’s what you get with our powerful third-person wizard combat controller:
- Advanced RPG Choice and Dialog system
- Magical attacks, defenses, and cinematic spellcasting
- Target by distance or lower health
- Full third-person movement
- Wizard combat AI
- Full support for Xbox, Nintendo Switch, and PlayStation controllers
- Simple drag and drop system
- Use new Input system package to simplify player input
- Mobile support
Engineered for ambitious projects, it scales effortlessly from intimate character moments to complex, interconnected narrative arcs. Whether you’re building a dark fantasy epic, a narrative-focused RPG, or a story-rich adventure, this asset gives your team the freedom to direct the story like a film, without sacrificing performance or iteration speed.
Create branching destinies. Deliver multiple endings.
Build AAA narratives powered by your creativity.
Require new input system package
Require AI Navigation package
Require Post Processing for Built-In
Price $19.99
Wizard School AAA SAVE Pro by Monster Fate Software
- Mobile support
- Fully controlled save & load flow
- Explicit write / read order (no hidden serialization)
- Key-based data registration system
- Supports multiple independent data blocks
- Safe loading (no crashes if save file is corrupt or missing)
- Built-in versioning support
- Designed for large-scale and long-term projects
Wizard School AAA Save Pro contains Wizard School AAA Save and Wizard School Fighting Engine plus mobile support. If you don't need mobile support, you can get it here for a lower price:
Want a RPG Dialog and Choices System? Get RPG Choices and Dialog:
WIZARD SCHOOL RPG CHOICES AND DIALOG SYSTEM
If you want publish your game for Android and iOS, get the pro version with mobile support:
WIZARD SCHOOL FIGHTING ENGINE PRO
Also want fly with Broomstick? Get Broomstick Engine:
WIZARD SCHOOL BROOMSTICK ENGINE
In every great AAA game, choices matter, worlds persist, and progress is never lost. AAA Save was built with that exact philosophy in mind.
Whether your game is an RPG driven by decisions, an open world shaped by player actions, or a narrative experience where every detail counts, AAA Save gives you the confidence that nothing important is ever forgotten.
No black boxes.
No hidden magic.
Just a clean, modular, developer-controlled system that scales as your game grows.
From a single player stat to entire worlds, quests, and choices AAA Save keeps everything exactly where it belongs, across sessions, platforms, and versions.
Built to feel professional
Built to feel solid
Built for games that aim higher
Require new input system package
Require AI Navigation package
Require Post Processing for Built-In
Price $19.99
Multiplayer Engine – Pro Edition (P2P & Dedicated Server) by Ignitive Labs
Multiplayer Engine – Pro Edition is built on a modular architecture that bridges the gap between low-level networking and high-level game logic. It automates the "boring" parts of backend integration so you can focus on gameplay.
🔌 Networking & Architecture
- Hybrid Support: Seamlessly switch between Peer-to-Peer (P2P) for cost-effective co-op and Dedicated Game Servers (DGS) for authoritative competitive play.
- Netcode Foundation: Built on industry-standard frameworks with custom wrappers for Steamworks, UGS, and PlayFab.
- Network Smoothing: Interpolation for fluid proxy movement.Latency Mitigation: Advanced Character Controller features:
Client-Side Prediction: Instant input feedback for players.
Server Reconciliation: Corrects position desyncs without jitter.
Lag Compensation: Rewind-based hit detection for fair combat.
☁️ Integrated Services & SDKs
The engine includes a Setup Wizard that handles the API handshakes and SDK installations for:
- Matchmaking: Ticket-based queuing and lobby management.
- Orchestration: Integrated deployment flows for Edgegap, AWS GameLift, and PlayFab Multiplay.
- Transport Layers: Optimized for high-frequency data transmission and reliability.
📦 Package Content
- One-Click Setup Wizard: Automates Project Settings, Scripting Define Symbols, and dependency fetching.
- Scalable MMORPG type matchmaking.
5v5 Draft/Pick Lobby. - Flexible Team-ID management.Gameplay Systems:
Extensible Health/Damage interface.
Network-synced Melee and Projectile systems.
💻 Requirements & Compatibility
- Unity Version: 2021.3 LTS or higher (Recommended).
- Render Pipelines: Built-in, URP, and HDRP compatible.
- Scripting: C# (Full Source Code included).
- Target Platforms: PC (Windows/Mac/Linux), Consoles, and Mobile (depending on backend provider).
📖 Documentation & Support
Your purchase includes comprehensive technical documentation designed for both beginners and senior engineers.
- Quick Start: Go from empty project to networked player in under 5 minutes.
- API Reference: Detailed breakdowns of core networking classes.
- Dev Support: Join our Discord for direct technical assistance and bug reporting.
Built for : Unity Gaming Services | Steam | PlayFab | Edgegap
Peer-to-Peer Networking and Dedicated Server Support
Multiplayer Engine – Pro Edition is a fully integrated system that supports both Peer-to-Peer (P2P) and Dedicated Server architectures — giving you the flexibility to build anything from small co-op games to competitive 5v5, battle-royale or MMORPG experiences.
🌐Supported Platforms:
- Steam
- Unity Gaming Services
- PlayFab
📦 Dedicated server providers supported:
- Edgegap
- Amazon GameLift
- PlayFab
⚙️ One-Click Setup System
No more complex manual configurations.
Our built-in Setup Wizard allows you to:
- Select networking architecture (P2P or Dedicated)
- Choose backend & service provider
- Automatically install required SDKs
- Configure services & dependencies
- Apply necessary project settings
With a single click, the system sets up everything for you.
This is a true plug-and-play solution designed to save weeks of development time.
🎮 Matchmaking & Game Modes
The engine includes fully functional examples of:
- Matchmaking system
- Persistent server support
- 5v5 custom match system
- Draft-pick lobby example
- Team-based lobby system (flexible team sizes)
- Multi-team match configurations
You can easily configure different team structures and match styles to fit your game design.
🧠 Advanced Character Controller
Includes a professional multiplayer-ready character controller with:
- Client-side prediction
- Server reconciliation
- Lag compensation
- Network smoothing
Also included:
- Basic P2P character controller
- Shooting system
- Melee attack system
- Health & damage system
📘 Documentation & Learning Resources
After installation, you’ll get access to:
- Complete setup documentation
- Step-by-step dashboard configuration guides
- Dedicated server deployment guide
- Full video tutorials on YouTube (Comming Soon!)
- Continuous updates & improvements
📜 Third-Party Usage
- Feather Icons by Google (MIT License)
- Unity Assets for demo use
Depending on your chosen backend integration, the following dependencies will be initalled:
- Edgegap SDK (if using Edgegap Servers)
- Steamworks.net (if using steam as backed)
- PlayFab.SDK, PlayFab-Party.SDK, and Playfab-Multiplayer.SDK (if using playfab as backed)
See the included Third-Party Notices.txt for details.
💬 Community & Support
Need help with setup, bugs, or updates?
Feel free to contact us anytime:
🌐 Discord - https://discord.gg/59cFVYavpd
We’re happy to assist you!
We provide:
- Active support via Discord
- Direct assistance when needed
- Official website with extended documentation and updates
You’re never left alone during development.
If you're building a competitive multiplayer game or planning scalable online experiences, Multiplayer Engine – Pro Edition gives you everything you need — in one package.
Price $60.00
Time Paradox Engine: Time Manipulation System by RG Poly
Play DEMO there is much more to see
AI ASSISTENT AND DOCUMENTATION
🌪️ WHAT CAN TIME PARADOX ENGINE SLOW DOWN AND REWIND?
Physics & Movement
- Player & Enemy Rigidbodies (3D & 2D): Full velocity and angular momentum tracking.
- NavMeshAgent AI: Perfect slow-motion pathfinding with anti-slip momentum braking.
- Custom Projectiles: Arrows, bullets, and rockets (Kinematic or Physics-based).
- Kinetic Accumulators: Absorb hits during a Time Stop and release the kinetic energy all at once.
- Hinge Joints: Automatically suspended during rewinds to prevent physics glitches.
Visuals, VFX & Audio
6. Shuriken Particle Systems: RAM Cache, Procedural Resimulation, or Reverse Playback modes.
7. VFX Graph: Native scrubbing backward with Time Slicing & Distance Culling.
8. Shader Properties: Slow down scrolling textures, water ripples, or glowing emissions via MaterialPropertyBlocks.
9. Cinemachine Cameras: Anti-damping teleportation ensures your camera doesn't drift through walls during a rewind.
10. Audio Sources: Dynamic pitch scaling and automatic Low-Pass Filters during anomalies.
11. URP/HDRP Volumes: Smooth post-processing transitions for Time Stop and Slow-Motion.
Logic, UI & Custom Code (Via The Math Bridge)
12. Ammo & Heat levels
13. Wind Zones:
14. Cooldown timers and Quest clocks:
15. Environmental Puzzles: Un-press pressure plates, un-open heavy doors, and reverse moving platforms.
20. Animator State Machines: Seamlessly scrub walk/attack animations backward, including bone-perfect historical snapshots.
🔥 NEW IN THIS VERSION:
- Time Echoes (Paradoxes): Rewind time and spawn a physical "Ghost" clone that replays your recorded history! Complete with synchronized Animator states, procedural bone mapping, and separate event triggers for ghosts
- Kinetic Accumulator (Stasis Impact): Hit a frozen object multiple times to build up potential energy, set the delay between,
- Expression Tree Math Bridge: Eliminated slow C# Reflection.Bind your custom variables (HP, Stamina, Light Intensity) via the Inspector, and the system compiles lambda delegates in real-time for zero-overhead manipulation.
- Decoupled Animation Framerate: Record heavy procedural bone histories at 15 FPS, while the engine mathematically up-samples and interpolates them back to 50 FPS during rewind for perfectly smooth playback.
⚡ AAA PERFORMANCE (ZERO GC & MULTITHREADING)
Built with high-performance C# and NativeArrays. Time Paradox Engine processes thousands of objects simultaneously using IJobParallelForTransform and the Burst Compiler. Circular buffers use O(1) bitwise operations. It allocates zero memory during standard gameplay loops. Fully optimized for Desktop, Consoles, Mobile, and VR.
🛑 ADVANCED LOCAL ANOMALIES (ZONES)
- Local Rewinds: Objects inside a zone are forced to walk backward in time, while the rest of the world plays normally forward.
- Kinetic Zones (Superhot Style): Time only moves when the player moves.
- Non-Alloc Object Pooling: Zones handle hundreds of overlapping projectiles without frame drops using pooled targets and Unity's non-alloc physics APIs.
⚠️ WHAT DOES IT TAKE TO REWIND A CUSTOM CONTROLLER? (HONESTY FIRST)
No asset can magically rewind an unoptimized, hardcoded spaghetti script. However, Time Paradox Engine is designed to seamlessly integrate with 99% of custom controllers if you follow our simple interfaces:
- The Kill-Switch: Your script must survive being temporarily disabled during a rewind. Our Component Manager handles this automatically.
- The Adapter Interface: Implement the tiny ITimeWarpCharacterAdapter interface to replace Time.deltaTime with our scaled local time, ensuring perfect slow-motion.
- The State Listener: Implement ITimeWarpStateListener to get notified the exact frame a rewind ends, allowing your AI to instantly acquire new targets.
💬 24/7 DEDICATED AI ASSISTANT.
Chat with the Time Paradox Support AI Here: it was trained to help you set up everything in editor
❓ FAQ
Does it work with my custom Player Controller?
Yes! Swap your Time.deltaTime for GetLocalDeltaTime() via our simple interface, and your controller instantly becomes "Time-Aware" for slow-motion. or use custom channel and Bridge to get the values from the script working with Time Paradox
Can I create "Ghosts" that replay my actions?
Absolutely. The Time Paradox Module extracts positional history, Animator states, and custom events (like "Shoot" or "Jump") to spawn a physical clone that perfectly replays past actions and can even push physical objects out of its way.
Can I rewind the whole scene?
You can, but we give you the tools to do it smartly. By using Auto-Setup Layer Rules, you ensure the engine only records objects that actually matter, preventing massive RAM bloat compared to brute-force global rewinds.
Does it handle death and destroyed objects?
Yes. The lifecycle module safely hides "dead" objects instead of destroying them, allowing them to perfectly resurrect if time is rewound before their death frame.
Kyle Robot Character not included
Version on Unity 6
Let’s create something timeless ❤️
Price $75.00
Winter Piano - Premium Music Collection by BT LOOPS
Technical Information
Audio Format: WAV
Sample Rate: 48kHz / 24bit
Style: Solo Piano, Cinematic, Impressionism
Looping: Easily editable
Royalty-Free: Yes (commercial & non-commercial use) - NO COPYSTRIKES!
Number of original music pieces: 6
Number of alternative versions and loop tracks: 7
Number of all Audio Wavs: 23
Minutes of audio from original music pieces: 19 min (19:04')
Minutes of all audio provided: 37 min (0:37:15')
Winter Piano is an emotional piano music asset pack designed for indie games, animations, and films. Inspired by French Impressionism, it delivers warm, melancholic, and cinematic moods perfect for winter-themed and story-driven projects.
The tracks are clear, minimal, and easy to use — ideal for menus, cutscenes, exploration scenes, and background music that supports gameplay without distraction.
Content:
6 original solo piano compositions
Handcrafted, expressive performances
Cinematic and impressionistic mood
Suitable for linear scenes and ambient storytelling
Track Use Suggestions:
First Snowflakes – opening scenes, exploration, calm environments
Iceskaters – lively winter towns, social hubs, light gameplay
The Longest Night – emotional cutscenes, slow narrative moments
Ice Ballerina – dramatic sequences, character focus
Last Swan – solitude, loss, atmospheric transitions
Lazy Morning – safe zones, endings, warm narrative moments
Price $19.99
Stylized Cursed Knight by N-hance Studio
Development Render Pipeline: Built-In (Unity 2022) & URP (Unity 6)
Rigged: Yes
Humanoid Rig: Yes
Number of Characters: 1
Number of Weapons: 1
Number of Animations: 60
Number of Prefabs:
- Unity 2022:
- Mobile Prefabs: 3
- PC Prefabs: 3
- Unity 6:
- URP Prefabs: 3
Triangle Count:
Body: 25,876
Sword: 3,794
Number of Textures: 13
Texture Resolutions: 2048x2048, 4096x4096
Number of Materials:
- Unity 2022:
- Mobile Shaders: 6
- PC Shaders: 6
- Unity 6:
- URP Shaders: 6
Join the N-hance Studio community
_____________________________________________________________________________
Attention:
If you plan to use our assets, including this one, in any NFT or blockchain projects, please reach out to us via email first!
_____________________________________________________________________________
Asset Description:
This package is designed for stylized / fantasy games. This asset is well detailed and can be used for First and Third Person camera.
Various color Materials, animations & Weapon Component for wide customization included!
Features:
- PBR Setup
- 3 Hand-painted skin colors (see screenshots for details)
- Weapon Asset
- 60 animations
- Humanoid Rig
- PBR Stylized Material:
- 6 Hand-painted Diffuse Maps
- 2 Normal Maps
- 1 Emissive Map
- 2 Metallic & Smoothness Maps
- 2 Ambient Occlusion Maps
- Style Variations:
- Green Cursed Knight
- Purple Cursed Knight
- Red Cursed Knight
Check out our Packs & Bundles:
- Bundles:
- Elementals Bundle
- Nature Bundle
- Sea Animals Bundle
- Creatures Bundle #1
- Creatures Bundle #2
- Enemy NPC Bundle #1
- Enemy NPC Bundle #2
- 250 Materials Bundle
- Spell Icons Ultimate Bundle
- Packs:
Price $29.99
Haystack (DI) by ReckDev
- Attribute-based dependency injection system ([Inject], [Install], etc.)
- Direct injection for scene-based objects
- Indirect injection with custom key support for runtime systems
- Collider and Collider2D injection for gameplay interactions (trigger, collision, overlap)
- Manual binding and resolving (Bind, Resolve, TryResolve, ResolveAll)
- Support for singleton and transient lifetimes via factory bindings
- Static dependency injection support
- Lightweight container-style architecture (no heavy setup required)
- Runtime configuration system for execution control and safety
- Coroutine-based initialization (WebGL-friendly, no async dependency issues)
- Debug and validation tools (TryResolve, IsBound, verbose logs)
- Dependency unbinding system (including UnbindAfterInjection behavior)
- Runtime refresh and reset system (Haystack.Refresh, Haystack.Reset)
- Support for inactive object injection and delayed execution
- Cross-platform compatibility (Desktop, Mobile, WebGL)
- Editor tools and configuration assets included
- Demo scenes and sample scripts included
- Backward compatibility with legacy attribute aliases
Haystack is a lightweight and flexible dependency injection framework designed for Unity developers who want cleaner architecture, better scalability, and faster development workflows. It provides a simple yet powerful way to manage dependencies across gameplay systems without heavy setup or complex configurations.
The framework supports multiple injection approaches including direct injection for scene-based objects, indirect injection for runtime and dynamic systems, and collider-based injection for interaction-driven mechanics such as triggers, pickups, and combat systems. This makes it highly adaptable for different types of projects, from small prototypes to large-scale games.
Haystack is built with performance and platform compatibility in mind, ensuring stable behavior across desktop, mobile, and WebGL builds. It avoids common issues related to async workflows by supporting coroutine-based initialization, making it especially suitable for WebGL environments.
Developers can use attributes to define dependencies clearly, reducing tight coupling and improving code readability and maintainability. The framework also includes manual binding and resolving options, allowing a lightweight container-style workflow for advanced use cases.
Key features include:
- Attribute-based dependency injection for clean and organized code
- Direct and indirect injection systems for flexible workflows
- Collider and Collider2D injection for gameplay interactions
- Manual binding and resolving for lightweight container control
- Runtime configuration settings for performance and behavior tuning
- Debug-friendly tools such as TryResolve, unbinding, and validation helpers
- Support for both singleton and transient dependency lifetimes
Haystack is suitable for any game genre, including multiplayer, simulation, RPG, FPS, and mobile games. It is designed to scale with your project while remaining easy to use for both beginners and experienced developers.
The package includes runtime systems, editor tools, configuration assets, and demo examples to help you get started quickly.
Price $4.99
Mega Low Poly Weapon Demo by Graphset
Each model has:
Tris: 90-2000
Verts: 190-3000
Size: 12kb - 52kb
_______________________
Texture: 2 (512x512)
Works on versions with URP and HDRP
_______________________
Amount: 5
This is a demo version of the full package: Mega Low Poly Weapon Pack
Price $0.00
Stylized Weapon Pack - VALENTINE pack by Aloya Productions
- Total Triangles: 12,956
- Rigging: Bow is rigged; others are static.
- Optimization: All-in-One Material.
- Textures: 2 Texture Maps total.
Add a dash of love to your combat! The Valentine Weapon Pack focuses on elegance and charm, featuring flowing lines and a gentle color palette. Designed for "Magical Girl" themes or seasonal rewards, these 6 high-quality weapons provide a polished look while remaining exceptionally performance-friendly for any stylized game.
Price $4.99
Stylized Weapon Pack - HALLOWEEN pack by Aloya Productions
- Total Triangles: 7,673
- Rigging: Bow is rigged; others are static.
- Optimization: All-in-One Material.
- Textures: 2 Texture Maps total.
Celebrate the spooky season with a touch of warmth! The Cozy Halloween Weapon Pack replaces terror with playfulness, featuring rounded shapes and vibrant colors. Optimized for mobile and indie projects, these 6 weapons (Hammer, Axe, Lance, Sword, Shield, Bow) are ready to bring a festive "spooky-cute" vibe to your world.
Price $4.99
Ultimate Energy System – Modular Power & Wiring Framework by Nogue
- Modular energy system framework built for gameplay, not real-world simulation
- Request-based energy flow (consumers request, sources respond)
- Generators (fuel-based and renewable sources)
- Battery storage with configurable capacity and input/output limits
- Switches for manual and logical power control
- Support for continuous and action-based power consumers
- Visual wiring system for building power networks
- Plug-and-play components with clean, simple interfaces
- ScriptableObject-driven configuration for generators, batteries, and consumers
- Clean, readable C# architecture designed to scale with gameplay
- Multiple focused demo scenes covering common use cases
- Full source code included
📚 Documentation & Support
- Documentation: https://doc.nogue.dev/docs/assets/ues
- Community & Support: Discord (https://discord.gg/kbwnyGhYMP)
Ultimate Energy System (UES) is a modular, gameplay-ready energy framework for Unity, built for survival, base-building, crafting, automation, and simulation games.
It allows you to design clear, predictable power networks using generators, batteries, switches, wiring, and custom consumers — without dealing with complex real-world electrical simulation.
UES is built around a request-based energy flow:
- Consumers request power
- Sources respond
- Energy flows through the network in a controlled and transparent way
This model makes power behavior easy to reason about, easy to debug, and safe to scale inside real gameplay scenarios.
🔌 Core Features
- Modular EnergyNode architecture
- Generators (fuel-based and renewable)
- Batteries with configurable input/output limits
- Switches to manually control power flow
- Continuous and action-based power consumers
- Visual wiring system
- Clean, readable C# code
- ScriptableObject-driven configuration
- No hidden automation — full developer control
🧪 Included Demo Scenes
The package includes focused demo scenes, each demonstrating a specific use case:
- Generator → Light (continuous consumption)
- Generator → Battery → Light
- Generator → Battery → Switch → Light
- Solar → Door (action-based consumption)
- Solar → Battery → Door
All demo scenes work out of the box and are designed to be copied directly into your project.
🎮 Ideal For
- Survival games
- Base-building & crafting systems
- Sandbox & automation projects
- Factory / industry gameplay
- City builders and simulation games
⚠️ Design Philosophy
UES is not a real-world electrical simulator.
It intentionally avoids:
- Smart grids
- Automatic load balancing
- Implicit priorities
- Hidden energy redistribution
This keeps the system transparent, predictable, and gameplay-friendly.
🚧 Roadmap
🔹 Version 1.1 (Free Update)
Planned improvements based on real-world usage and community feedback:
- Power priority support (critical vs non-critical consumers)
- Improved battery behavior with multiple consumers
- Additional demo scenes covering edge cases
- Extended debugging and diagnostics helpers
- Minor performance and stability improvements
Price $29.99
Traffic Engine - Crowd by Blackbyte Games
Simulation Pipeline
- Execution order: NavigationSystem → QueuingSystem → AwarenessSystem → ObstacleAvoidanceSystem → SurfaceSystem → MovementSystem
Spatial Hashing
- Simulation cell size: 5 m, spawn cell size: 2 m
- O(1) neighbor queries per agent
- Secondary snapshot map provides O(1) position, velocity, and state reads across systems without structural queries
LOD
- Three tiers: High 0–50 m, Medium 50–120 m, Low 120 m+
- Implemented via enableable components — no structural entity changes during transitions
- Full simulation at High, obstacle avoidance skipped on alternate frames at Medium, navigation and movement only at Low
- Distances configurable via the authoring inspector
Obstacle Avoidance
- Forward sphere cast confirms a real obstacle before avoidance engages
- Nine scan rays fanned ±82.5° around the lane forward axis
- Per-ray boundary corridor depth computed before casting — prevents false rejections at lane seams and narrow corners
- Rays scored on goal alignment, absolute clearance, and temporal stability
- Committed direction persists across frames to prevent oscillation
Queuing & Traffic Signals
- Forward scan distance: 4 m
- Forward cone threshold: cos(53°) ≈ 0.6
- Minimum 3 blocking agents required before a congestion stop triggers
- Yields immediately when an avoidance commitment is active
Agent Separation
- ORCA-style separation forces via spatial hash neighbor lookups
- Head-on encounters resolve to opposite sides using XOR of entity indices — no shared state or write contention
Surface Conforming
- Two raycasts per agent per frame: center probe for Y-authority, forward probe for surface look-ahead
- Three consecutive misses required before fall state engages — absorbs transient gaps at step edges and physics seams
Spawner
- Boundary compatibility pre-computed once per spawner at startup — O(1) per spawn attempt
- Up to 20 placement candidates attempted per agent
- Collider avoidance on spawn configurable via layer mask
Editor Menu (Tools → Traffic Engine → Crowd)
- Create Spawner in Scene — places TrafficCrowdSpawnerAuthoring directly inside your DOTS Sub-scene, ready to bake
- Validate Scene Setup — runs all pre-play checks and surfaces missing or misconfigured dependencies
- Debug Mode → Enable / Disable — adds or removes the TRAFFIC_ENGINE_DEBUG scripting define and recompiles automatically
- Create Visual Debug Config — creates the debug config ScriptableObject under Assets/Resources/
- Open Documentation — opens online documentation in the default browser
Debug Visualization
- Enabled via TRAFFIC_ENGINE_DEBUG scripting define — zero cost in release builds, all debug code stripped
- Eight independently toggleable categories: Core, Entity ID, Navigation, Avoidance, Queuing, Awareness, Movement, Surface
- Core draws a LOD-tier ground disc per agent
- Entity ID shows a screen-space label with entity index, speed, and current state
- Navigation draws the desired velocity arrow
- Avoidance draws the forward detect cast, all 9 cone rays, committed direction arrow, and obstacle contact point
- Queuing shows a state tick above the agent head
- Awareness draws the ORCA influence radius ring and separation force arrow
- Movement overlays DesiredVelocity and smoothed Velocity as two separate arrows
- Surface draws every probe raycast line colored by outcome
- Strict one-hue-per-semantic-role color contract: Blue = navigation intent, Green = valid state, Red = blocked or failed, Yellow = committed avoidance or congestion hold, Orange = separation force, White = boundary too narrow, Magenta = full probe range, Cyan = forward step hit, Gray = ORCA influence radius
- LOD filter and configurable max draw distance (150 m default) keep overhead manageable in large scenes
Requirements (most packages are automatically included)
- Unity 6.0 or newer
- com.unity.entities
- com.unity.entities.graphics
- com.unity.burst
- com.unity.collections
- com.unity.mathematics
- com.unity.physics
- Lane Graph
Package Contents
- 30+ C# source files
- 2 sample scenes - Basic and Advanced setup.
- One sample prefab showcasing Animecs based pedestrian character setup.
- Doxygen-style documentation throughout
Ideal For
- Urban simulations and city builders
- Open-world games with high pedestrian counts
- Architectural visualisations
- Any project requiring large crowds without sacrificing frame budget
Up and running in under a minute.
Create your pedestrian prefab, add TrafficCrowdAgentAuthoring. Drop a TrafficCrowdSpawnerAuthoring in your scene, point it at the prefab, set your count — done. Thousands of fully simulated DOTS entities, live in your scene with zero boilerplate.
📖 Documentation | 💬 Discord | 📧 Email Support
TrafficEngine Crowd is a DOTS-native pedestrian simulation plugin for Unity. Every system runs as a Burst-compiled parallel job — no MonoBehaviour overhead, no polling loops. The simulation is built to hold frame budgets at crowd sizes where traditional approaches break down.
Agents navigate a lane graph using spline-based look-ahead, respond to traffic signals, queue behind congestion, avoid static obstacles, separate from each other, and conform to terrain surfaces including stairs and ramps. Each behaviour is isolated to its own system with a clear ownership contract — navigation writes intent, downstream systems modify it, movement commits the final result.
Navigation - Agents follow lane splines with a 2 m look-ahead for smooth directional sampling. Lane transitions, boundary containment, and dead-end reversals are all handled within the navigation pass.
Queuing & Traffic Signals - Each agent scans forward for red signals and congestion. A stop is only triggered by genuine blockage — preventing false stops from isolated stationary pedestrians. Queuing yields immediately if an avoidance commitment is active.
Agent Separation - ORCA-style separation forces are applied between neighbouring agents using spatial hash lookups. Head-on encounters automatically resolve to opposite sides with no shared state or write contention.
Obstacle Avoidance - A forward cast confirms a real obstacle before avoidance engages. Nine candidate rays fan around the lane forward axis, each measuring its navigable corridor depth against the lane boundary polygon before casting, then scoring on alignment, clearance, and temporal stability. The committed direction persists across frames to prevent oscillation.
Surface Conforming - Two raycasts per agent per frame keep agents grounded on terrain, ramps, and stairs. A grace period absorbs transient misses at step edges and physics seams before fall state engages.
LOD System - Three distance tiers implemented via enableable components. Full simulation at close range, progressively reduced at distance. No structural entity changes occur during transitions — just component enable/disable.
Spawner - Agents spawn inside valid lane boundaries with boundary compatibility pre-computed once at startup. Collider avoidance on spawn is configurable via layer mask to prevent agents spawning inside geometry(eg. obstacles).
Price $39.99
Stylized Low Poly kitchen Pack by AIRIDEV
Asset Count
• 28 Unique Assets
• Modular kitchen system included (Cabinets, Counters, and Appliances)
• Fully configured Prefabs included
• Demo Scene included to showcase kitchen layout
Included Assets
Cabinets & Counters
• Base Cabinet (Standard)
• Base Cabinet (Corner - L-shaped)
• Upper Cabinet (Wall-mounted)
• Upper Cabinet (Corner)
• Countertop (Straight Section)
• Countertop (L-shaped Corner)
• Kitchen Island
Major Appliances
• Refrigerator (Two-Door)
• Stove / Range (4-burner with Oven)
• Sink (Under-mount with Faucet)
• Dishwasher (Built-in)
• Microwave (Over-range)
Furniture
• Kitchen Table (Rectangular)
• Kitchen Chair (x4 – same design)
• Bar Stool (x2 – same design)
Small Props
• Cooking Pot with Lid
• Frying Pan
• Utensil Holder with Utensils
• Cutting Board with Knife
• Electric Kettle
• Toaster
• Coffee Maker
• Fruit Bowl with Fruit
Polygon / Vertex Count
• All assets are optimized for performance and real-time rendering.
Small Props:
• 150 – 350 triangles
Medium Assets:
• 300 – 600 triangles
Large Assets:
• 600 – 1000 triangles
Total Pack Estimate:
• ~12,000 – 18,000 triangles
Optimized Geometry:
• Clean topology suitable for modular placement
• Game-ready meshes optimized for Mobile, PC, and Console projects
Scale
• Real-world scale used throughout the pack
• 1 Unit = 1 Meter
Standard Dimensions:
• Counter Height: 0.9m
• Table Height: 0.75m
• Upper Cabinets Placement: ~1.4m above floor
Textures
• Stylized low-poly textures
• Format: PNG
• Clean color-based materials
Texture Style:
• Wood (light, medium, dark)
• Metal (chrome, stainless steel)
• Simple PBR-inspired look
Materials
• Materials are pre-configured and ready to use
• Optimized for performance and consistency
Material Types:
• Wood Materials (Cabinets, Furniture)
• Metal Materials (Appliances, Handles)
• Plastic Materials (Small appliances)
• Glass Materials (Oven, Microwave, Coffee Maker)
• All materials are properly assigned to prefabs
Prefabs
• All models are available as ready-to-use prefabs inside:
• Assets/Prefabs/
Each prefab features:
• Correct real-world scale
• Proper pivot placement
• Clean hierarchy
• Pre-assigned materials
Pivot Points
• Base Cabinets: Bottom center
• Upper Cabinets: Back center (for wall mounting)
• Appliances: Bottom center
• Countertops: Bottom back edge
• Small Props: Bottom center
Performance
• Lightweight and optimized for real-time performance
• Mobile-friendly asset design
• Suitable for simulation, interior design, and stylized games
• Efficient draw calls using optimized geometry
Scene Included
• Kitchen demo scene included
• Demonstrates modular placement of cabinets and appliances
• Shows realistic kitchen layout composition
This Low Poly Kitchen 3D Pack provides a complete stylized kitchen environment suitable for mobile, PC, and WebGL projects. The pack includes modular kitchen furniture, props, and a ready-to-use demo scene that helps you quickly set up a modern kitchen interior.
All assets are optimized for performance and designed with a clean low poly art style, making them ideal for simulation games, tycoon games, interior design apps, educational projects, and prototypes.
The modular structure allows you to easily customize layouts and create multiple variations of kitchen environments. Materials and textures are organized for quick editing, enabling fast color or style adjustments according to your project needs.
Key Features
• Complete kitchen environment
• Modular kitchen layout
• Optimized low poly models
• Includes demo scene
• Game-ready assets
• Clean topology
• Easy to customize materials
• Suitable for mobile, PC, and WebGL
• Organized folder structure
Assets Included
• Kitchen cabinets (upper & lower)
• Kitchen island counter
• Refrigerator
• Sink and faucet
• Stove and kitchen appliances
• Table and chairs
• Decorative props
• Materials and textures
• Prefabs
• Demo scene setup
Price $15.00