Foley In Flux 11 by AKiSSoundLAB
Number of Audio Wavs: 196
Number of Audio Cues: 196
Sample Rate / Bit Rate: 48 kHz / 24 Bit
Does Audio Loop: Yes
Minutes of Audio Provided: 00:01:18
Wav / Stereo
Supported Development Platforms:
- Windows: Yes
- Mac: Yes
Every sounds have their own moment and the moment giving us flux and feelings. In this perfective, we bring you an extraordinary collection of lovingly recorded foley props, designed to add unparalleled depth and realism to your projects. The Collection name is “Foley In Flux”. In This Series you can find several props in progress.
“Foley In Flux 11” include, Pop Gun Cock, Toy Guns Reload Pitch Downed, Cock Leakage,Pop Gun Shoot, Pop Gun Shoot Pitch Downed, Pop Gun Shoot Serial, Toy Guns Shoot ,Toy Guns Shoot Pitch Downed.This pack consists of 196 sounds and cues and recorded and mixing at 24 Bit 96 kHz.
Empowering you to bring your gaming worlds to life with immersive and transparent details. Let’s get create your audio experience with "Foley In Flux 11" and let every action, movement, and interaction resonate with realism and immersion.
"Notes: We would like to dedicate each package of the Foley In Flux series to musicians and sound designers who are no longer with us, whom we met either theoretically or personally in the flux. "
We salute Jack Foley in the ninth package of the series!
Let’s Get Create The Future Love N Imagination
196 Cues & Sounds / 96 kHz- 24 Bit / 00:01:18
Price $10.99
Modern City/Block 1. (URP) by DEXSOFT
Features:
- 195 Unique Meshes
- Example Scene Included
- URP Version Only
Technical Details:
- Number of Meshes: 195
- LOD stages: 1-4 per model
- Number of Prefabs: 230
- Number of Materials: 308
- Number of Textures: 528
- Texture Sizes: up to 4K
- Texture formats: PNG and TGA
Poly-count Examples (LOD0):
- Terrace: 2584
- New Wall6: 552
- Market 4: 3144
- Building Top: 844
- Tree: 10177
- Aircondition: 1036
- ATM: 1740
- Bicycle: 13195
- Bench: 1176
- Bus Station: 2704
- Garbage Can: 1310
- Large Garbage Bins: 2400
- Parking Device: 610
- Street Light: 366
- Fire Hydrant: 2192
- News Stand: 3266
- Stone Fountain: 17876
Build modern cityscapes with ease.
Modern City asset pack features over 195 high-quality models.
URP Version Only!
Fully modular, this pack allows you to assemble buildings, place street props, and design detailed urban environments.
This is the first block of a much larger city project, with future expansions on the way. Included are a complete road system, traffic lights, rails, and a variety of elements to customize your urban layout.
Meshes:
195 meshes in total: Street props + building parts + foliage + road blocks
Check images of the overview scene.
Splines:
Please enable the Splines option through the Package Manager --> in Unity Registry.
Splines are used for fence creation.
Scene:
Example city block shown in the images and video is included in this pack.
Questions, concerns or assistance:
via email: info@dexsoft-games.com
or join Discord Server
Note:
Textures used for some materials (metal, plastic, wood) are taken from free PBR sources (www.ambientcg.com)
Large pack size, mobile version not supported!
If you need to bake the scene, consider removing the splines, for better results.
Price $19.99
Cartoon Stone Rock Pack by Golem Kin Games
Product Details:
- Tris Count: The model pack has items from 768 to1439 Tris, optimized for performance without compromising on visual quality.
- Poly Count: The model has items from 521 to 1298 polygons.
- Texture Maps: The Rock Pack comes with a high-resolution albedo map of 2048x2048, providing clear and detailed textures.
- Rigged: No
This model is perfect for developers looking to add a playful and visually appealing touch to their Forest scenes.
No animator controller is in the project or rig, allowing you the ease to do whatever you want with the underlying asset.
If you have any questions or need further assistance, please contact us at: support@golemkin.com.
Product Details:
- Tris Count: The model pack has items from 768 to1439 Tris, optimized for performance without compromising on visual quality.
- Poly Count: The model has items from 521 to 1298 polygons.
- Texture Maps: The Rock Pack comes with a high-resolution albedo map of 2048x2048, providing clear and detailed textures.
- Rigged: No
Price $4.99
Firestorm VR Mod 7.1.11
I N P R E P A R A T I O N
Firestorm VR Mod 7.1.11.76496 release 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 standard version now required AVX2 instruction sets on Windows. A “legacy” version is available for older CPU (usually pre-2014).
A special version of the VR Mod viewer is available via @Sgeo which automatically calculates the VR HMD settings needed (which is normally done manually via F4) and may support more VR HMDs, such as meta Quest 2 and 3.
Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is experimental. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases
For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]
Firestorm 7.1.11 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 7.1.11.76496 release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included.
The Firestorm VR Mod viewer (for Windows only) is available as an .exe “Setup” installer or as a .7z zipped file which can be unzipped to any directory and run from there without an install. If required, a free .7z unzip utility is available at https://www.7-zip.org/. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/
You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.
Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.
The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.
Firestorm VR Mod has its own app and channel names “FirestormVR” and the install directory changed to “FirestormOS-VR-GHA” so the installation can exist side-by-side with stock Firestorm if desired. Settings and cache are shared with standard Firestorm. If you installed Firestorm VR Mod from an earlier version (up to 6.6.8) you can delete the now unused settings and cache directories: %APPDATA%\FirestormVR_x64 and %LOCALAPPDATA%\FirestormVROS_x64.
U S A G E
VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…
- Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
- Press TAB key to enable and disable VR mode.
- Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
- Press F6 to increase the selected value. Press F7 to decrease the selected value.
- Press F5 again to switch to the next menu entry.
- By pressing F5 on the last menu entry the menu will close and save the settings in the config file which is located in
“C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini”
and which can be edited directly. Pressing TAB for VR mode reloads the config file. - Hold F3 to see some debug info (example here).
- Press F4 to disable and enable HMD’s direction changes. It may be better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
- In the camera floater two buttons has been added to offset the HMD’s base rotation.
- Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.
For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…
- Firestorm VR Mod works best while sitting and using mouse and keyboard.
- WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
- If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.
S E T T I N G S
As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F6/F7 are used to increment and decrement each setting selection.
Peter Kappler suggested the following process to establish suitable settings for your HMD:
- Set IPD to 0 (zero)
- Then adjust Texture Shift until image is sharp and focused
- Then adjust IPD which separates your cameras to left and right to get a good 3D effect
@Sgeo on Discord provided a tool to help in calculating the settings for Firestorm VR Mod.. at least to give you a starting position to adjust to your taste…
https://sgeo.github.io/firestorm-vr-calculator/
Source of the calculator is at https://github.com/Sgeo/firestorm-vr-calculator
Hovertips
If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.
Chat Bubbles
In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.
T R O U B L E S H O O T I N G
Misaligned VR Cursor
Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.
Missing Menus and Buttons in Centred VR View
If you notice that the top menu bar and bottom and side button areas do not show in your headset when you are in VR Mode and your view is centred (i.e. mouse is positioned centrally in the 2D view) it may be that the VR settings you chose for Texture Shift and Texture Zoom need to be adjusted, or set to zero.
All Black HMD Display or Black Edges or Strips in HMD Display
An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:
- Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
- Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.
Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.
SteamVR Reset/Quit Screen Shows in HMD
When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.
If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).
Adjust Over-the-Shoulder Camera View to Suit Yourself
Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control
A D V I C E O N F R A M E R A T E
You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.
You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).
Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).
To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.
Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.
Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:
- To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
- Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
- To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
- With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.
C O N T R O L L E R S
Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.
Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.
You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/
You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.
3D SpaceNavigator or SpaceMouse
As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.
My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.
Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.
With Firestorm VR Mod Peter Kappler uses a 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. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.
Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.
The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.
VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.
hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/
You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.
F5 Settings for Specific VR HMDs
- Oculus Rift DK2
- Meta Quest Link app version 69.0.0.501.353. SteamVR Version 2.7.4.
- IPD = 65.0 (default)
- Focus Distance = 10.0
- Texture Shift = 0.0
- Texture Zoom = 0.0
- FOV = 100.0
- Oculus Rift CV1
- Meta Quest Link app version 69.0.0.501.353. SteamVR Version 2.7.4
- IPD = 65.0 (default)
- Focus Distance = 10.0
- Texture Shift = 50.00
- Texture Zoom = 0.0 (others report 86-200 works)
- FOV = 100.0
- Please provide other VR HMD settings
If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).
Cartoon Ice Rock Pack by Golem Kin Games
Product Details:
- Tris Count: The model pack has items from 768 Tris, optimized for performance without compromising on visual quality.
- Poly Count: The model has items from521 polygons.
- Texture Maps: The Ice Rock Pack comes with a high-resolution albedo map of 2048x2048, providing clear and detailed textures.
- Rigged: No
This model is perfect for developers looking to add a playful and visually appealing touch to their Snow scenes.
No animator controller is in the project or rig, allowing you the ease to do whatever you want with the underlying asset.
If you have any questions or need further assistance, please contact us at: support@golemkin.com.
Price $4.99
Stylized Japanese Shrine Environment by StylArts
Features:
- 176 Unique Meshes
- Attention to Detail / AAA Quality
- Controllable parameters in Materials
- High-Quality Assets
- Game ready/Optimized
- Unique Concepts of Assets
- High Attention to Details
Material Variations For Some Assets
Texture Sizes:
- 4096
- 2048
- 1024
- 512
Collision: Yes, Custom collisions for complex assets
LODs: Yes
Average Poly Count: Around 1K up to 56K
Texture Map Types: Base Color / Diffuse, Normal, Smoothness / Roughness, Metalic, Opacity
Materials: This masset contains PBR-based materials which means each material contains a Base Texture and a Normal Texture by default and additionally has Smoothness, Ambient Occlusion, Metalic and Opacity Texture Maps according to the material.
Props: Lantern, Bamboo Tree, Grass, Tree, Pot, Shrine Roof, Rock, Plant, etc.. [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]
Architecture: Ground, Walls, Doors, Shrine, Stairs, Ceiling, Roof, Railing etc. [Resolution 2048x] [Diffuse, Normal, Roughness, Opacity, AO, Metalic]
Number of Meshes: 176
Number of Materials: 109
Number of Textures: 325
Supported Development Platforms: All Platforms
Stylized Japanese Shrine is a high-quality modular asset pack including a wide variety of easy-to-assemble modular building assets and high-quality props. You can quickly iterate between mesh and material variations to populate and polish your game environment.
Environment is made by talented Artist Crusenho Agus Hennihuno
If you want to populate your game environments or any Virtual Production levels, this pack provides high-quality visuals and well-optimized assets.
For all your promotional requests, technical support needs, suggestions please create a ticket.
Here you can join Leartes Discord channel for live support, discounts and Custom Outsource Environment Projects.
INSTAGRAM FACEBOOK LINKEDIN TWITTER YOUTUBE REDDIT
Price $49.99
Farming Animation Pack by MotionCapify
Number of Animations: 58
Animation types : Root Motion
Discord :- Link
Animation List :-
- Extract Milk Animal - 1
- Axe - 7
- Branch Pull - 2
- Bushes - 5
- Cleaning - 3
- Cutter - 3
- Drill - 2
- Fertilizer_spraying - 2
- Hammer - 2
- KnifeMine - 4
- Mining - 6
- Showel - 3
- Sickel - 5
- TwoHandSaw - 2
- Umbrella - 7
- WaterBucket - 1
- WaterGun - 3
Price $15.00
Insert save data into PNG by JingShing
- You can packed json or data into your png file
- You can use png file as your save file
Png Metadata Manager is a powerful Unity tool that allows developers to easily read and write custom metadata in PNG images. With this tool, you can embed metadata such as author, description, and more directly into PNG files and retrieve existing information from PNG images.
Key Features:
Read and Write Metadata: Supports reading tEXt and iTXt metadata from PNG files.
Key-Value Storage: Write any key-value formatted text metadata into PNG images.
Seamless Integration: No additional configuration required, integrates directly into Unity projects.
Use Cases:
Tag images with creator, version history, or other important metadata for use within games.
Embed custom information into images for future reference.
Retrieve metadata from images to display in games or applications.
How to Use:
1. Import the tool into your Unity project.
2. Set the PNG file path and metadata you want to write.
3. Use the API to read and write metadata.
Requirements:Unity 2019.4 or higher. Third-Party Libraries:
This tool includes the Hjg.Pngcs library for PNG metadata handling.
Licensing:The tool includes the Hjg.Pngcs library, licensed under Apache License 2.0. Ensure compliance with its terms, including attribution and marking modifications.
Manage your PNG metadata more effectively with Png Metadata Manager!Price $5.00
PrefsEditor by jwellone
1. Select "Tools > jwellone > window > PrefsEditor".
2. Click the refresh button to display the information.
If you want to edit the displayed information, edit the content and press the Save button.
If you want to delete an item, you can delete it by pressing the - button next to the item.
You can output a constant file of the key information by pressing the script button.
We provide an Editor extension that allows you to view and edit PlayerPrefs information.
Price $0.00
High Quality 3D Snowboard by TwoSpeces
Texture Maps: 2
- "Board" 2k Base/Metallic-Smoothness/Normal
- "Binding" 2k Base/Metallic-Smoothness/Normal
Texture Variantants: 3
Mesh Renderer
- Binding Left: 15236 Triangles
- Binding Right: 15236 Triangles
- Board: 6408 Triangles
Comined 36884 Triangles
Seperate Parts
- Board
- Left Binding
- Right Binding
3D ANIMATED SNOWBOARD
This package includes a snowboard divided into the board and the individual bindings.
All of these have a relalistic size.
Included 3D Model Details:
- Binding Left: 15236 Triangles
- Binding Right: 15236 Triangles
- Board: 6408 Triangles
Comined 36884 Triangles
Price $4.99
Ship by CGindi
Number of textures-5
Number of materials-1 (Ship)
Types of materials: Unity Autodesk interactive
Texture dimensions: Ship 4096X4096
Types of texture maps: Ship (Albedo+Metallic+Normal Map+Occlusion+Roughness)
Polygon count of Ship -39,513 faces
Number of meshes/prefabs- 1/1
UV mapping: yes
Overlap UV: yes
LOD information: no lod
This model of a ship is ideal for creating marine and coastal scenes. The model can be used in game projects from the first person, marine simulators, game projects with a top view. Note: water mesh is not included in the package!
Price $25.00
MicroWorld - Procedural Level Generator by Star Twinkle
Key Features:
- Quickly build game levels with everything you need included
- Runtime and Editor random terrain creation
- Game ready level builder out of the box
- Spawns vegetation, stones, trees, buildings and moreover
- Complete connected terrain structure, all cells are connected and reachable
- Perfect for open-world games
- Fully adjustable procedural buildings construction
- Infinite world supported
- Different landscapes and biomes
- Highly customizable
- Perfect level streaming
- Supports door/key game mechanics, level transitions
- Optimized models, LODs, GPU instancing
- Advanced foliage shader with cross fading and GPU instancing
- Height based blending terrain shader
- Detailed online documentation
Supported:
- Built-in pipeline
- URP pipeline
- Forward, Forward+ and Deferred rendering paths
- Unity 2022, Unity 6.
Performance:
~90 FPS on 2560x1440 (QHD)
~120 FPS on 1920x1080 (Full HD)
FPS are measured on RTX-3060, Ultra High Quality, Post Processing, Volumetric Light.
Terrain size up to 1 sq km.
Limitations:
- The asset does not support non-destructive manual terrain editing. if you rebuild the landscape by MicroWorld, all changes made manually will be lost.
- The asset does not support a seamless open world. Nevertheless, players can move from location to location without a loading screen, as neighboring locations are generated in the background without a drop in FPS.
- MicroWorld is intended for PC with a mid/high level GPU and is not suitable for mobile devices.
- The asset is actively developing. At the same time, terrains built in the previous version may differ from terrains built in the new version, even if they have the same seed. We try to avoid such situations, but it is very likely.
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Early Access: 50% Off!
MicroWorld is in development, and we're offering it at 50% off the final price. Grab it now and help shape its future with your feedback and suggestions. Join us in making it even better!
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MicroWorld is a comprehensive solution for easily creating ready-to-use game levels.
MicroWorld is an all-in-one automatic procedural terrain generator, vegetation spawner, environment asset pack, level designer, and effective rendering engine - out of the box. It simplifies the process of building rich, detailed, ready-to-use game levels.
It automatically generates detailed terrains and game levels procedurally, allowing you to focus on creating characters and gameplay. MicroWorld empowers you to create stunning game environments without getting bogged down in the details.
Whether you need natural landscapes or custom-designed environments, MicroWorld streamlines your workflow and brings your game world to life with ease.
Core Philosophy: MicroWorld focuses on creating well-structured levels with good gameplay opportunities. Mazes, hiding places, bypasses and secret passages - all in the spirit of MicroWorld. MicroWorld builds levels focused on gameplay.
At the same time, MicroWorld generates good-looking, varied landscapes, with rich vegetation and content. You will definitely not have an empty terrain.
Key Features:
- Effortless Level Design: Quickly build game levels with everything you need included. Focus on your characters and gameplay while MicroWorld handles the terrain.
- Dynamic Level Generation: Create both pre-prepared levels and generate an infinite number of random levels in runtime. Perfect for open-world games with smooth, background location streaming.
- Diverse Landscape Styles: Automatically generate various landscape styles with the asset's built-in presets, or create your own custom landscape types with fine-tuning options. MicroWorld can generate both flat open terrain and maze-like terrains and buildings, ensuring that each cell of the terrain is reachable for the player.
- Automated Terrain Population: The asset automatically generates vegetation, grass, stones, trees, and water, bringing your game world to life. Construct buildings in various styles, from labyrinths to open areas.
- Advanced Shaders & Rendering: Utilizes a custom foliage shader with cross fading and GPU instancing, a custom terrain shader with height-based blending to efficiently render foliage and details.
- Comprehensive Asset Library: Includes all necessary textures, shaders, and models, with some procedurally generated for variety.
- Advanced Features: MicroWorld automatically generates invisible walls around locations, transition gates, and provides player teleports. It also supports door/key game mechanics.
- Useful for Prototyping: Quickly test game mechanics in both natural and artificial environments, making it a valuable tool for prototyping.
Perfect for Multiple Game Genres:
- Open-World Adventures & RPGs: MicroWorld allows for the creation of diverse and engaging environments, providing well-designed locations connected by passages that support exploration and immersive storytelling.
- Survival & Strategy Games: Dynamic terrain generation and varied ecosystems create challenging environments for adaptation and strategy.
- Shooters & Action Games: Generate varied terrains and engaging landscapes suited for fast-paced combat and action scenarios.
- 3D Metroidvania: Design small, interconnected locations with detailed and customizable elements, perfect for levels with hidden paths and secrets.
Why MicroWorld? MicroWorld is designed for developers who want to focus on gameplay and narrative without sacrificing world design. Get beautifully crafted terrains and levels right out of the box.
Transform your game development process with MicroWorld!
Price $70.00
Wooden Fences Pack Modular by GVOZDY
Features:
- 15 different models of wooden fences;
- 2 materials for each fence model (light and dark or clean and dirty materials );
- Height of fences - from 0.7 to 2.3 meters.
Number of Unique Meshes: 27 (15 fences and 12 individual posts for fences)
Vertex Count: 180 ... 4084 verts.
Number of Materials: 30.
Number of Prefabs: 54.
Number of Textures: 45 (BaseColor + Normal + MetallicSmoothness for each material)
Texture Resolutions: 1024x1024 ... 4096x4096
UV mapping: Yes.
Realistic modular wooden modern and ancient medieval village prop.
Using in the village, in the garden, in the city, as a wall around the house.
Some 3D models have partial stylization for a more colorful appearance.
Fence assets can be conveniently placed one after another and create a long fencing.
The assets have a fence and a separate 3D model of a pillar.
You can use fences as a modular model and place a separate pillar as the end of the fence.
Price $26.90
Tombstones Pack by GVOZDY
4 MATERIALS FOR YOUR LEVEL SCENE (PBR 2K 2048) :
- LIGHT, INSCRIPTION RIP;
- LIGHT (same), LONG TEXT;
- DARK, INSCRIPTION RIP;
- DARK (same), LONG TEXT.
Number of Unique Meshes: 15.
Number of Prefabs: 58.
Tris count: 156 ... 972.
Vertex Count: from 80 to 480.
Number of Materials and Material Instances: 58.
Number of Textures: 178.
Texture Resolutions: 2048x2048.
UV mapping: Yes.
Height: 100 ... 180 cm.
Concrete tombstones for scary cemeteries or for museum exhibition halls.
Various materials and inscriptions will make your game dark or interesting for curious game players or video viewers.
15 high-quality photo-realistic 3D models designed to enhance detail and realism in your rendering projects.
These models are suitable for various applications, including ritual accessories, memorial symbols, cemetery scenes, and Halloween-themed projects.
The models are fully textured and ready for use.
Price $22.90
Sparkling Magic Dust by RealtimeVFXStore
- Built-in, URP and HDRP versions are included
- A script is used to enable mouse control of the sparks
A sparkling magic dust effect that shimmer and fade as they float away.
Both continuous and burst modes of the effect are included that can be scaled to any size. A script is also supplied that emits the particles from the mouse pointer's location or when the button is clicked (with burst mode).
Built-in, URP and HDRP version are included.
Price $5.00
3D Lowpoly Vehicles Pack by Arc9 Studio
Number of textures
Base Color, emission, Ambient Occulusion.
Texture dimensions
1024x1024
Polygon count:
Police car
1779 Polygons
Alto
1398 Polygons
Sedan
1573 Polygons
Taxi
3197 Polygons
Pickup
2042 Polygons
OffraodPickup
2334 Polygons
Jeep
1646 Polygons
DoubleSeater
1687 Polygons
PoliceVan
2116 Polygons
Ambulance
1576 Polygons
Van
1766 Polygons
CamperVan
1654 Polygons
Number of meshes/prefabs
12
UV mapping: Yes
The package Include 12 model of vehicles
Police car
Alto
Sedan
Taxi
Pickup Truck
Offroad Pickup Truck
Van
Jeep
Double Seater Vehicle
Ambulance
Taxi
Camper Van
Price $49.99
Wooden house designer by Double White
- Texture count: 1
- Texture dimensions: 4096
- Minimum polygon count: 6
- Maximum polygon count: 2437
- LOD info: 2-5 (LOD0, LOD1, LOD2, LOD3, LOD4)
- Prefab count: 356
- UV mapping: Yes
- Texture map types: Albedo
A pack of wooden house elements in a simple cartoon style. Each element is presented in four wood colors. Designed to create houses of varying complexity and size, in game projects. The high-resolution texture is suitable for the first-person view, and the presence of several LODs for each model makes it possible to use the pack on any platform.
Contents:
- 356 prefabs
- 1 material
- 1 color texture
Models:
- Walls (14 * 4)
- Roof (20 * 4)
- Floor (12 * 4)
- Other (16 * 4)
- Windows (8 * 4)
- Doors (3 * 4)
- Decor (16 * 4)
Scenes:
- Walls
- Roof
- Floor
- Other
- Windows doors
- Decor
Price $9.99
Stylized Smoke and Dust by VFXmania
Works on URP.
3 custom shaders.
4 Textures (512 and 1024 resolutions).
6 Materials.
1 Mesh.
19 prefabs with effects: wispy and campfire smoke, smoke Grenades, car and rocket smoke, mystic smoke, impacts, ground dust effects.
Works in 2d and 3d views.
Price $8.00
Warrior_5 by veder
Rigged: (Yes)
Animated: Yes
Number of Animations: (15)
Animation types: (In-place 15)
Number of characters: 1
Number of Materials and Material Instances: 8
Number of Textures: 20
Texture Resolutions: 4K PBR Textures (.tga)
Supported Development Platforms:
Windows: (Yes)
Mac: (Yes)
Documentation: No
Important/Additional Notes:
Model of Warrior4
Renders are made in Marmoset Toolbag 4.
The weapon is included as a separate grid.
Polycount:
Verts 69851
Tris 96770
Price $29.00
Warrior_4 by veder
Rigged: (Yes)
Animated: Yes
Number of Animations: (15)
Animation types: (In-place 15)
Number of characters: 1
Number of Materials and Material Instances: 8
Number of Textures: 20
Texture Resolutions: 4K PBR Textures (.tga)
Supported Development Platforms:
Windows: (Yes)
Mac: (Yes)
Documentation: No
Important/Additional Notes:
Model of Warrior4
Renders are made in Marmoset Toolbag 4.
The weapon is included as a separate grid.
Polycount:
Verts 64579
Tris 89917
Price $29.00