r/UnityAssets • • 35m ago

([64% OFF] 24.84 USD) 3D/Environments/Landscapes Real Landscapes - Valley Forest : New update!Unity 6 and HDRP v17, URP v17 support!✔️ CompatibilityBuilt-in Renderer (Unity 6, Unity 2021.3 or newer)URP 14 (Unity 2022.3)URP 15 (Unity 2023.1)URP 17 (Unity 6)URP 17.1 (Unity 17.1)HDRP 14 (Unity 2022.3)HDRP 15 (Unity 2023.1)HDRP 17 (Unity 6)HDRP 17.1

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• Upvotes

r/UnityAssets • • 3h ago

Complete Project Drone Flight Controller Pro: Realistic multirotor physics for Unity 6, with Cinematic/Sport/Acro modes, an Arcade mode, AI drones, combat, and a Drone Creator that builds drones without modelling

1 Upvotes

A drone controller where each motor makes real thrust and torque, so the drone has momentum, drifts in the wind and wobbles in its own prop wash. It’s still easy to fly for beginners.

Flight

  • Cinematic (holds position), Sport (self-levelling) and Acro (full manual flips)
  • Arcade mode for casual games: no wind, no crashes, turns that carve
  • 6 presets: Beginner, Camera Drone, FPV Racer, Heavy Lifter, Tiny Whoop, Arcade

AI drones

  • Hover, follow, orbit, wander, waypoints, race, chase and land
  • They use the same physics as the player and avoid obstacles

Combat

  • Mouse-aimed turrets, blasters, rockets, and homing missiles with lock-on
  • Health, teams, and enemy AI

Drone Creator

  • Build drones in an editor window with no modelling: 11 starters, 7 frame layouts, paint and decals
  • Each drone saves as a ready-to-fly prefab

Also included

  • Effects and sound generated in code, so no audio files are needed
  • 4 camera views, including FPV, and a HUD
  • 4 demo scenes: FPV Freestyle, Park, Arcade, Combat Arena
  • One Setup Window with a one-click Check & Fix page

Link: https://assetstore.unity.com/packages/templates/systems/drone-flight-controller-pro-418284?aid=1101l3IyVT


r/UnityAssets • • 3h ago

Editor Extensions | 40.00$ OctoShaper: node-based procedural generation

1 Upvotes

More info at: https://octoshaper.com/

Asset Store: https://u3d.as/3QEQ


r/UnityAssets • • 3h ago

Editor Extensions GValidator: check your Unity project for problems.

1 Upvotes

I built GValidator to catch Unity project issues that are easy to miss, including unassigned required fields, missing scripts, broken UnityEvents, and shader errors. It can validate a single asset, a folder, or the entire project, supports custom rules, and can run in CI. It’s free and open source!

https://github.com/Guillemsc/UnityValidator


r/UnityAssets • • 5h ago

3D Models | $7.99 Create A Cat - Cat Generator 🐈 : A procedural cat generator with customizable patterns, colours, sizes, animations and accessories!

0 Upvotes

Asset Store (Affiliate Link)

itch


r/UnityAssets • • 12h ago

Shaders | €36.79 Brushstroke Shader: Painterly Brushstroke Shader in Unity, Preview Animated Characters

3 Upvotes

r/UnityAssets • • 8h ago

Complete Project Title: Roller Skate Controller : Physics-based inline skating with a procedural IK body, grinds, wall rides and a click-to-build Park Kit

1 Upvotes

Hi all! I just released Roller Skate Controller for Unity 6 (Built-in RP and URP). It’s a physics-based inline (aggressive) skating controller with a fully procedural body: there are no animation clips. The skater pushes, carves, pumps ramps, flips, grabs, grinds and wall-rides, and the body is posed by IK (Animation Rigging) every frame, so it works on any humanoid character. What’s in it:

  • Real skating physics: push strides, carving with grip, momentum on ramps, pumping, lip airs, and landings graded Clean / Sketchy / Bail
  • Air tricks: flips and spins (RODEO and MISTY combos), safety and mute grabs, and landings to fakie
  • Grinds on rails, ledges and coping with 5 stances, balance, switch-ups and rail-to-rail transfers
  • Wall rides and wall jumps, manuals and reverts
  • A trick and combo system with multipliers and C# events for your own HUD or missions
  • Superhero mode: three-point landings, Superman airs and shockwaves, or keep it realistic
  • Ragdoll bails and a chase camera that keeps flips smooth and readable
  • Park Kit: click to place ledges, rails, stairs, kickers, quarter pipes, halfpipes and bowls (all grindable)
  • A Setup Window: drop in your character, pick a preset (Casual, Street, Superhero, Pro Vert) and press Play
  • Trails, grind sparks, dust and generated sounds (or use your own clips)
  • A complete demo park built from code, with no third-party art
  • Trailer Camera for recording videos: orbit, low chase, dolly, slow-mo and freeze

Would love feedback, and happy to answer questions!

Link: https://assetstore.unity.com/packages/templates/packs/roller-skate-controller-417478?clickref=1101lE2sToWA


r/UnityAssets • • 12h ago

(14.00 USD) 3D/Characters/Humanoids/Humans Farmer SD : Farmer SDIf you please, kindly take a few minutes to leave us rating or review. Your time and feedback is greatly appreciated and also help us continue developing asset in this style.WebsiteCompatible assets:Little Heroes PackMEGA Cute Pet Zoo

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1 Upvotes

r/UnityAssets • • 14h ago

Scripting | Free Hierarchical Search (Scripting Extension): A library of flexible methods that can fetch GameObjects and Components from any open scene, based on a variety of filtering parameters. It can be useful for dynamic initialization and for searching for specific types of Objects at runtime or in the Editor.

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1 Upvotes

r/UnityAssets • • 18h ago

UI / GUI | $21.00 USD (30% sale) Modular Health Bars & UI Meters : Custom bars, gauges and animated fills

1 Upvotes

Hi everyone! I recently released Modular Health Bars & UI Meters, a Unity tool for creating health bars, shields, stamina bars, radial gauges, and other resource displays.

I wanted to make it easier to customize both the shape and behaviour of a meter. You can start with a straight bar or arc, or use your own image as a custom fill shape.

Some of the features include:

  • Animated liquid, energy, gradient, stripe, and texture fills.
  • Optional texture overlays and flow distortion.
  • Shields, additional resource regions, and independent charge cells.
  • Markers, needles, zones, and labels that change based on values.
  • Edit-mode previews to test value changes without entering Play Mode.
  • Value inputs, optional field/property readers, and events for connecting meters to your game.

Asset Store: [Modular Health Bars & UI Meters]


r/UnityAssets • • 1d ago

(28.99 USD) Tools/Physics PhysioBrush: Procedural Bone Physics & Jiggle Generator : Turn any bone-free model or with armature into a dynamic Skinned Mesh with physics in seconds! Just paint over the mesh in Unity, and Physio Brush auto-generates the bone chain, skin weights, and physics joints. Forget Blender and tedious m

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2 Upvotes

r/UnityAssets • • 1d ago

Editor Extensions | $25 Rowsmith 1.1: the ScriptableObject spreadsheet now runs on Unity Editor 6.3 LTS and 6.6

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2 Upvotes

Rowsmith shows your ScriptableObjects as a table inside the Editor. You change hundreds of values at once and see what will change before anything is saved.

What's new in 1.1:

- Works in Unity Editor 6.3 LTS and 6.6. Before, from 6.5 on it did not even compile. It stays the same on 2022.3 and 6.0.

- On 6.6, dictionary fields appear in the table, as a read-only column.

- Six smaller fixes. For example, the filter no longer switches columns on its own after a Rescan, and the batch preview no longer promises a change that does not happen.

Tested on 2022.3, 6.0 LTS, 6.3 LTS and 6.6.


r/UnityAssets • • 1d ago

Complete Project | $39.99 SurvivEngine: Easily create your own survival games featuring crafting, building, farming, resource gathering and more! ⛏️

2 Upvotes

Asset Store (Affiliate Link)

itch


r/UnityAssets • • 1d ago

Shaders Fluid Frenzy: Underwater Current Particles

2 Upvotes

I found that underwater can look a bit boring when you are in a fast moving river. Whenever I see a movie where a character is struggling underwater in a river air bubbles and bits rush past. To make it look more like the water is rushing past you even under water due to strong currents I added these procedural particles around the player/camera.

It's all fully integrated in my fluid simulation asset: Fluid Frenzy

Every frame I hash a bunch of points into a box around the camera. Each point samples the sim for surface height, 2D flow and foam. It then gets dropped to a random depth under the surface. The flow is only stored in 2D so I project it onto the surface, that way it follows the slope over and around rocks. If there is enough foam that point becomes bubbles. They rise on a timer and slide along the flow, and once they leave the box they just wrap back in. If the current is fast enough it becomes a wisp instead, a little ribbon stretched along the flow with a bit of a wobble.

I'd love to hear your ideas and feedback that you might have to improve it further.


r/UnityAssets • • 1d ago

(29.00 USD) 3D/Characters/Animals/Mammals Hamsto : HamstoWebsiteIf you please, kindly take a few minutes to leave us rating or review. Your time and feedback is greatly appreciated and also help us continue developing asset in this style.

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2 Upvotes

r/UnityAssets • • 1d ago

Scripting Optimization Suite V2 : 8 MUST HAVE Unity URP Editor Tools for Optimization in One MEGA TOOL

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1 Upvotes

Hi everyone !

Optimization Suite v2 adds two tools to the Unity editor for finding texture and lightmap problems before they reach your final render.

Texel Density Heatmap shows how many pixels each surface gets per meter. Blurry surfaces show red, surfaces at target show green, and surfaces wasting resolution show blue. The list is sorted worst first, weighted by area, so a badly textured 850 m² rock ranks above a badly textured door handle. You can select the blurry or wasteful objects in one click and bulk-fix texture max sizes to hit your target density.

Lightmap UV Checker runs before you bake. It finds missing UV2, overlapping UV2 (the usual cause of light leaking), UVs outside the 0-1 range, wrong lightmap texel density, mirrored negative scales, and tiny objects that add GI cost for no visible gain. Each finding has a one-click fix, and every change supports Undo.

The suite has 8 tools in total, and the other tools from v1 are still included. The demo scene includes one object for each problem type so you can see every check in action.

Works with your existing Optimization Suite install. Version 2.0 is a free update for current owners.

Buy Now on Unity Asset Store : https://assetstore.unity.com/packages/tools/utilities/optimization-suite-draw-calls-vram-lods-6-urp-397532?ampDeviceId=cGBAQBUwaKK6vOf_6rvkTy&ampSessionId=1792103405627&ampTimestamp=1792190121354


r/UnityAssets • • 2d ago

Scripting | $14.99 Gravitas - Physics System: Realistic (and unrealistic) local physics simulation for your games! 🪐

3 Upvotes

Asset Store (Affiliate Link)

itch


r/UnityAssets • • 2d ago

Shaders Explosion Crater TerraForge: Real-time physical terrain crater system with instant TerrainCollider height sync for Unity 6 URP

1 Upvotes

Ever wondered why almost no Unity games feature real-time explosive craters that physically deform the landscape during gameplay?

Most games fake explosions using flat 2D ground decals that provide zero physical depth and awkwardly project black textures over character boots and vehicles.

Explosion Crater TerraForge is the only complete real-time terrain explosion and cratering system for Unity 6 (URP) that dynamically deforms the actual terrain mesh, synchronizes physics colliders on the fly, and safely restores everything back to its original state when Play Mode is turned off.

Key Breakthrough Features:

- Real-Time Physical Crater Carving: Artilleries, rockets, and bombs dynamically open deep volumetric craters into your terrain.

- Automatic TerrainCollider Height Sync: Characters, ragdolls, physics props, and vehicles physically drop into and interact with the crater depth. True gameplay physics, not just a visual trick!

- 100% Non-Destructive Workflow: Terrain heightmaps are handled dynamically in runtime memory and instantly restore to their original shape when you stop the game. Zero risk of corrupting your level design or terrain assets!

- Decal-Free Artifact Prevention: No ugly projector/decal bleeding over player characters or weapons moving through the impact zone.

- Procedural Crater Rim & Debris: Spawns modular terrain crust slices, raycast-aligned rim rock fragments, and burning embers around the impact perimeter.

- Native URP HLSL Shader: Full PBR material blending with burning rock, molten lava fissures, and smart FX lifetime auto-cleanup.

🛒 Get it on Unity Asset Store:

https://assetstore.unity.com/packages/tools/terrain/explosion-crater-terraforge-396324

📖 Detailed Documentation & Specs:

https://www.pyramisarts.com/product/explosion-crater-terraforge

Have you ever tried implementing physical craters in your terrain? What was your biggest challenge with Unity's terrain engine?


r/UnityAssets • • 2d ago

Shaders TerraForge Pro: Real-time GPU terrain tessellation, dynamic compute-shader deformation and stochastic anti-tiling for Unity 6 URP

1 Upvotes

Engineered specifically for Unity 6 (URP 17) to eliminate repeating terrain tiling and flat surfaces:

- Real-Time Hardware Tessellation (DX11/DX12) with distance-based LOD

- Interactive Snow, Mud & Trail Deformation powered by Compute Shaders

- Triplanar Global Cliffs Module (eliminates stretched hillside textures)

- Stochastic Anti-Tiling Algorithm for massive open worlds

- 100% clean HLSL built for RenderGraph (lightweight shader variants & 60 FPS)

Official Product Details & Documentation:

https://www.pyramisarts.com/product/terraforge-pro-urp


r/UnityAssets • • 2d ago

Complete Project Ball balancing Controller : A wobbly silly character for games with several game templates

1 Upvotes

Hi all! I just released Silly Character Kit – Googly Eyes & Wobbly Body for Unity 6 (Built-in RP and URP).

It adds googly eyes with real pupil physics, a cartoon face, and a floppy head / noodle spine / squash-and-stretch body on top of your character’s existing animation. It reacts to how the character moves (speeding up, turning, jumping, landing), so it works with any controller: CharacterController, Rigidbody, NavMeshAgent or your own.

What’s in it:

  • Moods and emotes with effects: dizzy stars, love hearts, sweat drops, sparkles
  • Springy extras: hats, ears, antennae, glasses, mustache, bow tie
  • One Setup Window with a live preview, so you can tweak the look without entering Play mode
  • One-click styles, palettes and personality presets
  • Demo scene, sample characters, Quick Start and full docs

Link: https://assetstore.unity.com/preview/417970/1518924/?aid=1101l3IyVT


r/UnityAssets • • 2d ago

Complete Project 3D Environment: 8K Arctic Landscape Pack 2.0 - rebuilt for HDRP and URP, with a new terrain scatter tool

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2 Upvotes

Hey guys,

I just released a full rebuild of my 8K Arctic Landscape Pack. I rewrote the whole terrain system, and it now runs on both HDRP and URP from a single shader and a single material, with no setup.

What's new in 2.0:

➔ Terrain Mask Scatter tool: places trees, rocks, props and ground cover from the masks you painted, across several terrains at once

➔ Tessellation (HDRP) for real geometric relief on cliffs, not just normal maps

➔ Mirror-corrected triplanar projection, so no stretching and no seams

➔ Procedural anti-tiling with zero extra texture memory

➔ Slope deposit, subsurface scattering on snow and ice, five blendable surfaces (one free for your own textures)

➔ A 14-page documentation

The price stays the same for now, but it will go up soon.

https://assetstore.unity.com/packages/3d/environments/landscapes/8k-arctic-landscape-pack-291741

A tutorial video is coming. Let me know if you have any questions about the setup!


r/UnityAssets • • 2d ago

Editor Extensions SceneNavigationUtility: A tool to navigate to your build scenes/custom list easily, PreferencesUtility: A tool to make preferences easily manageable and scalable, LoggingUtility: A tool to make the logs with categories, their own colors and easily enable/disable the categories.

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2 Upvotes

I've been using a few utilities in my own Unity projects to make my workflow easier. I decided to polish them up, make them more user-friendly, and release them as open-source packages under the MIT License.

I'm mainly looking for feedback and suggestions on how to improve them further.

1. SceneNavigationUtility

GitHub: https://github.com/girikgarg132/UnitySceneNavigationUtility

Problems I wanted to solve:

  • My game only worked correctly when launched from the first scene. This meant that whenever I wanted to test the scene I was working on, I had to start from the first scene, navigate through the game, and then return to my current scene whenever I made changes.
  • Unity's File menu has a list of recently opened scenes, but I wanted something similar for build scenes without having to locate them manually in the Project window.

This utility makes it easier to navigate directly to build scenes and scenes in a custom list.

2. UnityPreferencesUtility

GitHub: https://github.com/girikgarg132/UnityPreferencesUtility

Problems I wanted to solve:

  • Repeatedly writing the same PlayerPrefs-related boilerplate.
  • Lack of native support for many data types, including custom classes.
  • Having to rely on string keys, which can be error-prone.
  • No convenient way to inspect and manage current preference values directly in the editor.

The goal is to make preferences easier to use, manage, and scale as a project grows.

3. UnityLoggingUtility

GitHub: https://github.com/girikgarg132/UnityLoggingUtility

Problems I wanted to solve:

  • No convenient way to enable or disable logs for specific categories while working on a feature.
  • Older projects can generate hundreds or even thousands of logs within seconds, making it difficult to find relevant information.
  • Having to manually specify a category for every log and relying on developers to remember to do so consistently.

This utility provides categorized logging with distinct colors and the ability to enable or disable individual categories.

All three packages are open source under the MIT License.

I'd appreciate feedback on anything that could be improved, whether it's the API design, usability, missing features, or how well these utilities fit into a typical Unity workflow. I'd also be interested in hearing about similar problems you've encountered in your own projects.


r/UnityAssets • • 2d ago

(79.00 USD) Tools/AI-ML Integration 🧠 MIGHTY TASKS AI - Kanban, Gantt, AI Handoff, Mindmaps, Users! : SEE THE NEW 30 MIN AI HANDOFF LIVE DEMO WHERE WE BUILD A BATTLE MAGE CHARACTER CONTROLLER FROM SCRATCHBUILT FOR UNITY 6+🤖 NEW: AI HANDOFFThis is what elevates Mighty Tasks from a task manager into a true sidekick for agentic g

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1 Upvotes

r/UnityAssets • • 2d ago

Complete Project A month stuck in Asset Store review turned into a full rebuild: Worldsmith → Curvaxis, a planet-scale framework for Unity (before/after)

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2 Upvotes

r/UnityAssets • • 3d ago

(44.99 USD) VFX Realistic Water VFX : Demo: https://vefects.itch.io/realistic-water-vfx-unity-demoLooking for Realistic Water Visual Effects for your Unity projects? Look no further! :)Video Preview: https://youtu.be/K1Yw2aeTXEsVefects Realistic Water VFX offers a simple yet effective solution to save time on dev

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2 Upvotes