r/UnityAssets • u/datafright • 1h ago
Look at upcoming flight system for unity store: Fly by Mouse
r/UnityAssets • u/datafright • 1h ago
r/UnityAssets • u/Ill-Letter-2852 • 1h ago
Ever needed to inspect an object after it was already destroyed?
Chrono Inspector continuously records game state and lets you rewind through previous frames to inspect past object states, including destroyed objects.
This clip shows a simple example of that workflow.
Asset Store: https://assetstore.unity.com/packages/slug/422590
r/UnityAssets • u/UnityAssets_new_bot • 2h ago
r/UnityAssets • u/UAS_SecretSales • 3h ago
Affiliate link / ad: GESxQbee - Scene Layout Tools - AFFILIATE LINK / AD
r/UnityAssets • u/Existing_Project_258 • 4h ago
It has 173 monochrome icons for buildings, furniture, production, storage, research, and other game UI elements.
The pack includes individual PNGs, texture atlases, and files prepared for Unity, Godot, and Unreal Engine.
https://pas7studio.itch.io/archiforge
r/UnityAssets • u/JulioVII • 6h ago
Working on realistic materials/textures, starting with some good old wood materials.
FREE Download https://juliovii.itch.io/materials-wood-04
r/UnityAssets • u/xeorleon • 10h ago
This is one fight using effects from the pack, one per action, slowed a little so you can see each one. The battle screen, the cards and the enemy plaque are from my Ashen Deck packs and aren't included. The pack is only the effects.
There are 82 of them: 18 physical skills (slashes, thrusts, arrows, a gun burst), spells in nine elements, each with a cast, a travelling bolt, an impact, a single-target spell and an all-target spell, and 19 support effects like heals, a barrier and stat ups and downs.
Everything is PNG sprite sheets at 256 px and 30 fps, 512 px for the all-target spells. The Unity editor script slices the sheets, sets the pivots from the anchors and writes a clip per strip, and a JSON file gives the hit frame of each effect so you can time the damage to it.
Pack: https://spareminute.itch.io/flintspark-fx-vol4 Free Lite with five of the effects: https://spareminute.itch.io/flintspark-fx-vol4-lite
r/UnityAssets • u/Singhaniia_Labs • 11h ago
Hi everyone! I just released SaveArchitect v1.0.0 for Unity 6 (6000.0+ LTS).
I built it to combine the convenience of a 1-line static API (SA.Save / SA.Load) and point-and-click Auto Save with the production safety needed for commercial Steam/Console releasesâwithout injecting massive hidden reference managers into your scenes.
What's included:
3 Ways to Save: 1-line static SA.Save("gold", 500); API, zero-code Inspector Auto Save checkboxes on SaveableEntity, or [SaveableField] / ISaveableComponent.
Zero Scene Bloat (O(1) Asset Registry): Uses a project-wide SaveRegistryAsset and 128-bit SerializableGuid instead of indexing 100,000+ scene dependencies.
Native UI Toolkit Visual Save Inspector (Ctrl+Alt+S) & In-Game F12 Debugger: Inspect and edit JSON save slots live, compare two slots side-by-side (Diff Mode), and export 1-click .zip QA diagnostic bundles in Play Mode or Development Builds.
Power-Loss Proof Atomic I/O: Writes to .tmp with FileStream.Flush(true), verifies SHA-256 checksums, rotates .bak1..10 backups with automatic failover recovery, and supports GZip + AES-256-CBC encryption.
Visual Schema Migrator (v1 -> v2) & Pre-Build Guard: Upgrade legacy player saves via [SaveFieldRename] or auto-generated ISaveMigrationStep C# classes, plus an IPreprocessBuildWithReport guard that catches unmigrated breaking changes before you build.
Extras: 1-click UI Toolkit Save Slots menu with automatic camera screenshot thumbnails, RFC-4180 CSV SaveSpreadsheet, Easy Save 3 (.es3) JSON importer, 100% full C# source code, and 54 automated unit tests.
Available now on itch.io ($40): https://singhaniialabs.itch.io/save-architect
Full 2-Minute YouTube Overview: https://youtu.be/nusw2sq9KVU?si=8Y0-jSkbImts2xVs (Also submitted and in the review queue for the Unity Asset Store and Fab!)
Happy to answer any technical questions about the serialization pipeline or UI Toolkit debugger!
r/UnityAssets • u/_AssetSmithy_ • 12h ago
Hi everyone! I just released a low poly survival props pack on the Unity Asset Store - 110 props for post-apocalyptic camps, outposts and scavenger hideouts, all on one material.
What's in it:
- 110 props: 71 unique models + 39 color variants, sorted into storage, power, camp, workshop, defense, water, scrap and road
- Oil barrels, wooden and military crates, a generator, solar panels, tents, a campfire, cots, a workbench with vise, sandbag walls, barbed wire, Czech hedgehogs, a scrap gate, a watchtower, a hand pump, tires and scrap piles
- 18 props open and close (crates, ammo can, cool box, toolbox, trash can, locker, scrap gate): Animator with an "Open" bool and a "Speed" float, mesh colliders on every prefab
- One 256 px palette texture and one material for all 110, 36 to 1,464 triangles per prop, real-world scale, pivot at the bottom center
- URP by default, Built-in and HDRP material packages included, two demo scenes, Unity 6.0 or newer
- Not included: the terrain, grass, trees and sky from the screenshots and trailer
License: standard Unity Asset Store EULA.
Full disclosure: the props are AI-generated and then reworked in Blender (65 models built by Python scripts written with Claude Code, 6 organic ones like the sandbags and trash bags from an image-to-3D generator, then closed meshes, real-world scale, pivots and the shared palette). This is a paid pack.
Quick note in case the name is new to you: my publisher page used to be WB 3D Assets and is now called AssetSmithy. Same publisher, now with 2D kits next to the 3D packs and Unity tools.
Link: Low Poly Post-Apocalyptic Survival Pack (110 Props)
Happy to answer any questions about the license or use cases. I'm curious whether 18 animated props are enough for a looting system, or if you'd want more of them to open. Honest critique of the models is very welcome, I'd just ask to leave the general AI debate out of this thread. If you make something with them, I'd love to see it.
r/UnityAssets • u/UnityAssets_new_bot • 14h ago
r/UnityAssets • u/Neon_Edge_Games • 16h ago
Hi! I just released an inventory kit for Unity 6.
- Drag & drop with stacking and splitting
- Hotbar (keys 1-9 + mouse wheel)
- Container filters (chests, furnaces)
- ScriptableObject items (icon, prices, stack size, localization, 3D prefab)
- JSON save/load
- Works with Built-in, URP and HDRP
Asset Store: https://assetstore.unity.com/packages/slug/400634
Disclosure: I'm the developer. Feedback and feature requests are welcome, I'll answer everything here.
r/UnityAssets • u/UnityAssets_new_bot • 1d ago
r/UnityAssets • u/awtdev • 1d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/goldgusher • 1d ago
This is Leviathan's Tide, Vol. 11 of my Rat Packs: over a thousand 8x8 tiles for sunken temples, shores and shipwrecks, plus 12 sea-creature skins, armor and projectiles. All drawn by me, no generative AI was used.
Works in Unity, Godot, GameMaker, RPG Maker or any 2D engine. It's $5 on its own, and it's included in the All Access Pass ($15), which gets you all 14 volumes plus every future one (new volume every 1-2 weeks): https://dongu-the-rat.itch.io/dongus-rat-packs-all-access
r/UnityAssets • u/TeamScalte • 1d ago
Update Change-logs:
Bug Fixes
Small GUI Changes
New Feature - Customizable Movement and Action Keys (Allows you to change your movement and action keys!)
New Feature - Sprint Boost (Allows you to boost your speed further! Highly customizable!)
It features configurable walking, sprinting, jumping, crouching, camera effects, head-bob, dash, slide, and sway, all built natively on Unityâs CharacterController for stability and ease of use.Â
The system focuses on clean motion, natural acceleration, and player control without relying on rigid animations or physics-based hacks.
The controller is highly customizable via the Inspector and requires no coding to set up or tweak.
Key Features:
Multi-Tier Movement: Walk, Sprint, and a stamina-draining Sprint Boost.
Advanced Parkour: Wall-running, sliding (with slope physics), directional dashing, and multi-jumping.
Procedural Camera: Configurable FOV scaling, idle sway, movement sway, landing dips, and speed-based head-bob.
Complete FPS Toolkit: Pre-built Health, Armor, and Stamina systems with UI bindings, plus an Enemy & Damage system and an adaptive dynamic crosshair.
Visual Polish: Includes a high-speed screen lines effect.
Full Key Rebinding: Customize all movement, jump, dash, and sprint keys directly in the Inspector. Features multiple activation modes (Hold, Toggle, Double-Tap).
Universal Render Pipeline Support: Out of the box, this asset supports Built-in, URP, and HDRP. It includes three separate demo scenes and texture folders pre-configured for each pipeline, ensuring a seamless installation regardless of your project's rendering setup.
Suitable For:
First-Person Shooters (FPS)
Fast-paced action games
Parkour and movement-focused games
Prototypes and gameplay demos
A demo scene is included to showcase all features in action. The asset is intentionally visual-agnostic (capsule-based) to remain modular and drop seamlessly into any existing project.
Unity Version: Unity 2022.3 LTS and newer recommended (COMPATIBLE WITH UNITY 6!)
Links:Â Unity Asset Store
r/UnityAssets • u/TinyWooGames • 1d ago
"Populate your world with all kinds of billboards, in different aspect ratios, all managed by one system to spare performance!"
You'll get:
> The most sofisticated Billboard shader system for Unity, with tons of effects, allowing to setup each billboard differently, with only one material!
> A very smart Atlas Generator, that helps you create the atlas texture from your raw advertisment pictures.
> A big pack with all the raw advertisment pictures rom the video/trailer, in different aspect ratios, so you can create your own atlas texture, right away!
> The car shoowroom example scene included in the package
r/UnityAssets • u/TeamScalte • 1d ago
Stop fighting with complex shader graphs. With Instant Skies, you simply toggle the features you need, Clouds, Stars, Galaxies, or Auroras. Fine-tune them in the Inspector, and hit Generate.
PERFECT FOR ANY GENREÂ Because the system is fully customizable and visual-agnostic, it fits perfectly into any project style.
Core Features:
Feature-Stacking System: Mix and match Sun, Change Moon phases, Customize Clouds, Stars, Galaxies, and Auroras to create unique sky profiles.
Cloud Engine: Optimized 3D Volumetric clouds with customizable quality, shapes, and LOD to reduce the performance impact, increase game visuals and atmosphere.
Deep Space Suite: Procedural Nebula/Galaxy generator with detail steps, spin rotation, and dynamic pulse logic.
Solar Controls: Fully adjustable Sun disc with sharpness, size, and elevation controls.
Atmospheric Tools: Real-time thickness, exposure, and horizon-fade, horizon color, and horizon fall off sliders for perfect lighting blending.
One-Click Baker: Integrated "Generate Sky" button that compiles your Inspector settings into a high-fidelity skybox.
Cosmic & Weather Features:
Shooting Star System: Procedural spawning with adjustable speed, frequency, and size.
Aurora Borealis: Dynamic curtain sway with vertical stretch and softness controls.
Melt/Merge Logic: A cloud morphing system for realistic movement and wind drift.
Compatibility & Requirements:
Unity Version: 2022.3 LTS or newer.
Render Pipelines: Fully supports Built-in, and URP.
Platform Support: Highly optimized for PC, Mac, Linux, and high-end Mobile/VR.
Dependencies: Standard Unity Shaders (no extra packages required).
Documentation & Support:
Documentation: https://drive.google.com/file/d/1BaWVY7fC1KrmKLv-5IiOo0ft-CH1Us11/view?usp=sharing
Demo Content: Includes 1 demo scene to get you a demo of the visuals that are possible with this generator.
r/UnityAssets • u/TeamScalte • 1d ago
Instant Worlds is a high-performance procedural terrain generation tool built to create AAA-quality landscapes through an easy-to-use, modular workflow. Generate terrains procedurally while maintaining artistic control by stacking, blending, and manually placing terrain features with precision.
Key Features
Procedural Terrain Generation:Â Build terrains using layered procedural systems with controllable seeds and feature-based generation.
High Resolution Output: Generate terrains up to 4K heightmap resolution with RAW and PNG export support.
Advanced Terrain Shaping:Â Control terrain dimensions, height, ruggedness, smoothness, and micro-detail post-processing.
Feature Placement: Manually place mountains, valleys, plateaus, and terracing for exact terrain composition.
Diverse Presets: Includes high-quality presets such as Alpine Mountains, Desert Dunes, Rolling Hills, and Canyon Lands.
Advanced Erosion: Two procedural erosion systems with detailed controls â Thermal Erosion and Hydraulic Erosion.
Smart Auto-Texturing: Automatic texturing based on slope, height, and erosion data.
Noise System:Â 6 procedural noise types with advanced controls for terrain variation.
Organized Workflow: Dedicated tabs for Shape, Erosion, Textures, and Export.
Advisor Helpbox:Â An intelligent real-time system that monitors your settings and advices you for balanced settings to ensure high-quality results.
Why Instant Worlds?
Procedural Control:Â Combines fast generation with manual feature placement for production-ready results.
Lightweight & Modular:Â Works seamlessly with third-party vegetation, water, and environment systems.
High Performance:Â Built for fast iteration and efficient terrain generation.
Compatibility: Supports Built-in, URP, and HDRP (Unity 2022 LTS+).
Technical Features:
4 Terrain Presets:Â Alpine Mountains, Desert Dunes, Rolling Hills, and Canyon Lands.
4 Feature Layers:Â Mountains, Valleys, Plateaus, and Terracing with manual placement controls.
6 Noise Types:Â Advanced procedural noise controls for terrain variation and detail shaping.
Advanced Erosion:Â Thermal Erosion and Hydraulic Erosion with adjustable parameters.
Smart Inspector UI:Â Organized tabs for Shape, Erosion, Textures, and Export.
Auto-Texture System:Â High-quality slope, height, and erosion-based terrain texturing.
Resolution Support: Up to 4096x4096 (4K) heightmap generation.
Export Options: Export heightmaps as RAW or PNG.
Terrain Controls:Â Adjustable terrain dimensions, height scale, and seed.
Post Processing:Â Micro-detail enhancement and terrain smoothing controls.
Advisor Helpbox:Â intelligent real-time system that monitors your settings and advices you for balanced settings to ensure high-quality results.
r/UnityAssets • u/TinyWooGames • 1d ago
FlagMaster, the most sofisticated flag shader solution for Unity 6.x
Asset Store Link: https://assetstore.unity.com/packages/vfx/shaders/flag-master-atlased-mesh-generated-flag-shader-urp-380654
A shader that generates the flag out of nothing!
AÂ "per object instance" component that controls the features of the shader
Every feature can be stripped down in the material settings!
Its own smart Atlas Generator to generate your own PBR Atlas
A range of flag textures and atlases to see the system in action immediately!
r/UnityAssets • u/TinyWooGames • 1d ago

"Bloom Master lets you pick the objects. Put them on a layer, and only those glow. Hidden parts are ignored automatically so only what the camera actually sees can bloom. With Lens Flare & Spectral Ghosting, each adjustable."
ASSET STORE: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/bloom-master-408280
I plan to update Bloom Master with different new lens & ghosting effects, plus a dirt-lens layer
r/UnityAssets • u/akheelos • 1d ago
r/UnityAssets • u/TinyWooGames • 1d ago
These arms were optimized for Quest2 performance level and above!
The texturing & unwrapping was done on a single material/texture, to prevent further draw calls for mobile VR systems.
The wrist, the thumb and the pinky finger do have a special bone, for more human realism. Doesn't feel stiff!
Details:
1x Material
PBR Textures 4k: URP/Built-in
SOPHISTICATED UNITY ELLBOW-CORRECTION-SYSTEM:
Was tested and works great with the free Unity addon [VRarmsIK], which has till now the best elbow correction system ever invented. And itâs free too! However, I tested these arms with this system and it was an amazing result. The arms are not connected to a âchestâ bone, to be able to switch arms in runtime. ;) You can get the Unity VRArmIK system on github:
https://github.com/dabeschte/VRArmIK
Also checkout ROBOT ARMS II: https://assetstore.unity.com/packages/3d/characters/humanoids/robot-arms-ii-vr-326421
r/UnityAssets • u/UnityAssets_new_bot • 1d ago
r/UnityAssets • u/TinyWooGames • 1d ago
ASSET STORE LINK: https://assetstore.unity.com/packages/3d/characters/humanoids/sci-fi/anchorman-reporter-rigged-rigged-necktie-348052
The one and only Robot-Anchorman! xD
low poly > 13436 Triangles
rigged body
rigged necktie to use with dynamic bone plugins like MagicaCloth2 and others, to make the necktie swing around, when the character moves!
Mouth piece is extra and can be deactivated/deleted
2x main materials: body & hands
4k PBR textures
detailed robotic hands: Its texture can be downgraded to 512x512)
PBR textures for Built-in/URP
fully rigged body
đ„đ„đ„đ„rigged necktie đ„đ„đ„đ„
4k textures
2 main materials
mouth materials extra