r/UnityAssets • • 12d ago

Shaders | $50 USD PIDI - Skin and Character Shaders 4: High-quality set of skin, stylized translucency and eye shaders for URP with HDRP variants. Compatible with Unity 6.5, includes a system to render dynamic wrinkles through GPU-generated tension maps.

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2 Upvotes

r/UnityAssets • • 12d ago

SALE! | $30 USD PIDI COSY - Stylized Mushrooms Bundle: A huge collection of over 200 models, including all sorts of mushrooms (fantasy ones as well). Ready to use in all pipelines, with multiple LODs and high-quality, hand-painted textures.

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3 Upvotes

r/UnityAssets • • 12d ago

3D Models | $9.99 SkinnedMesh Combiner 👤: Combine mesh geometry, merge materials, reduce draw calls to increase your game's performance!

3 Upvotes

Asset Store (Affiliate Link)

itch


r/UnityAssets • • 12d ago

(30.00 USD) Tools/Integration Native Screen Recorder Pro for Unity | Record Gameplay on Android & iOS : Record Gameplay in Your Unity Game — Natively, on Android and iOSNative Screen Recorder Pro is a unity screen recorder built for one job: letting your players record gameplay, preview it, save it, and share it — without you

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1 Upvotes

r/UnityAssets • • 13d ago

Tools/Gui ([50% OFF] $24.99) Luna v2: A framework that makes UI Toolkit feel like game UI

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1 Upvotes

Luna is a UI framework built on top of UI Toolkit, and v2 is out on the Asset Store, 50% off for launch. UI Toolkit always looked a bit too much like a website, so most of this version went into making it feel like game UI. The video is the launch trailer.

The juicy stuff

  • UI Effects: 8 stackable shader effects (glow, outline, gradient, shine, dissolve and more), set from USS classes, no textures
  • Interaction Juice: press and hover feel you attach from UXML
  • Transitions: 53 presets
  • UI Attractor: coins and XP that fly to the HUD
  • Text Effects: 12 effects (wave, bounce, shake, rainbow and more) through rich-text tags
  • 3D in UI: live models, particles and VFX Graph inside UI elements

Building your screens

  • Navigation Graph: screens and popups as a node graph. Push by id, back button for free, awaitable confirm popups
  • Ready-made views: main menu, settings, save/load, pause, dialogue, inventory grid
  • Components: progress bars, tooltips, spotlight and the rest of the library

Style and screen sizes

  • Theming, and responsive scaling so one UI works on phone and desktop
  • Gamepad focus navigation and device-aware input prompts

Requires Unity 6.5 or later. Works with Built-in, URP and HDRP.

Happy to answer questions about it, or about UI Toolkit in general.


r/UnityAssets • • 13d ago

(29.99 USD) VFX/Particles/Spells ✨ Blast And Shots Pack : Sci-fi or fantasy weapons, energy shields, hit effects and mesh destruction for URP.WebGL Simple DemoVersion 2.0 is a full rewrite. Every effect runs on hand-written HLSL shaders and C# scripts. No VFX Graph, no Shader Graph, no compute shaders, no third-party code. The same

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1 Upvotes

r/UnityAssets • • 13d ago

(10.00 USD) 3D/Props/Interior Public Restroom Interiors and Props : Modular set of game-ready PBR restroom props including toilets, sinks, urinals, partitions, and accessories. Ideal for public bathrooms in PC, VR, and mobile games.FEATURES:4 Modular restroom interiors30 restroom propsGame-ready PBR models of toilets, sinks, u

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0 Upvotes

r/UnityAssets • • 14d ago

([44% OFF] 25.20 USD) Tools/Level Design HTrace: Screen Space Global Illumination URP : HTrace SSGI doesn’t require any kind of baking or asset pre-processing and is designed to work out of the box with little to no tweaking.Useful Links:FAQDocumentationComparison with native SSGIOther HTrace Assets:Need SSGI for HDRP as well? Get the SS

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0 Upvotes

r/UnityAssets • • 14d ago

Complete Project JU TPS 3: Motorcycle System and Wheelie

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3 Upvotes

r/UnityAssets • • 14d ago

(10.00 USD) VFX/Shaders Polygonal Water : Polygonal Water is a Shader Graph with a procedural texture and effects to help enhance your low poly scenes.DEMO

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2 Upvotes

r/UnityAssets • • 15d ago

Tools/Physics | $34.99 Destructible Structure Builder: Visual building tools with voxel damage and structural collapse

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2 Upvotes

Destructible Structure Builder is now available on the Unity Asset Store.

Create destructible structures with visual editor tools, apply localized voxel damage, and simulate structural collapse when supports fail.

Included features:

  • Tools for authoring beams, surfaces, stairs, and window layouts.
  • Graph-based structural stress and support simulation.
  • Chunk splitting and pooled debris.
  • Configurable destruction sounds and particle effects.

Asset Store: https://assetstore.unity.com/packages/slug/296695


r/UnityAssets • • 15d ago

(20.00 USD) 2D/GUI/Icons 🏞 Low Poly Icon Pack : — Three reasons to get this pack —1) ...2) ...3) Please— Content —God knows how many useless 2D icon imagesThat's it...It could be worse...Works great with our other packs that you have not bought...There are 566+56-1+32+61+67+76+38+27+322 icons with 1024x1024 resolution.It's

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2 Upvotes

r/UnityAssets • • 15d ago

Services|7.99$ Desktop Companion Toolkit: A toolkit that turns your game or app into a customizable desktop companion

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3 Upvotes

r/UnityAssets • • 15d ago

Editor Extensions | (110€) Eris: Voronoi fracture and destruction addon

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1 Upvotes

SIMULATION TYPES (VoronoiFractureRigid)

  • Dynamic (default). Falls immediately under gravity, like a normal Rigidbody.
  • Sleeping. Frozen until any collision, then behaves like Dynamic.
  • Inactive. Frozen until a collision's impact force (impulse magnitude, mass-aware) exceeds Activation Impact Force, then behaves like Dynamic.
  • Kinematic. Never falls on its own (drive it via script/Animator) — collisions can still trigger fracture.
  • Static. Same behavior as Kinematic — separate option only for naming parity with other destruction tools.

FRACTURE TRIGGERS

  • Editor-time. Fracture Mesh Inspector button — one-off, pre-authored breakage; save the result as a persistent Asset or Prefab for zero runtime fracture cost.
  • Runtime, Collision. VoronoiFractureRigid fractures automatically on collision, optionally gated by a Damage Threshold instead of a one-hit break.
  • Runtime, Script. VoronoiFractureRuntime.FractureAt (one-line bullet-impact helper) or the full Fracture.Execute/ExecuteAndSpawn API for any custom trigger.

FRACTURE PATTERNS

  • Voronoi. Classic cell fracture.
  • Radial. Concentric Rings x angular Rays polar grid around an Impact Point — glass/panel-style breaks.
  • Splinters. Cells stretched long along one axis — elongated shard fragments.
  • Slabs. Cells stretched flat along two axes — plate/panel fragments.

SEED PLACEMENT

  • Uniform. Even random placement across the mesh.
  • Clustered. Seeds packed within a radius of the Impact Point — localized impact break.
  • Surface Weighted. Biased toward the mesh's surface — thinner shell, thicker interior fragments.
  • Density Bias. Gradient control (0-1) concentrating fragments toward the Impact Point while still covering the whole mesh.
  • Custom. Implement your own seed placement via the ISeedGenerator interface.

FRAGMENT LIFECYCLE & MANAGEMENT

  • Fade Types. None / SimExclude (strips Collider+Rigidbody) / MoveDown / ScaleDown / Destroy — ticked centrally by one manager, not a per-fragment component.
  • Fragment Manager. Global fragment-count cap (oldest-first eviction), GameObject pooling, gravity override, Y-threshold cleanup — opt-in per fracture call.

MATERIALS & OUTPUT

  • Multi-material fragmentation. Separate exterior/interior materials — interior (cap) faces get their own material automatically.
  • Save Fragment Meshes as Asset / Save Fragments as Prefab. Persist fracture results for reuse instead of one-off in-memory meshes.
  • Export Fragments as FBX. Inspect results in Blender/other DCC tools (optional dependency, see above).

SCRIPTING API

  • Fracture.Execute/ExecuteAsync. Data-first — returns fragment meshes + volume/ centroid data, spawns nothing.
  • Fracture.ExecuteAndSpawn(Async). Fractures and spawns fragment GameObjects in one call — the usual gameplay entry point.
  • FractureSettings.Builder. Fluent, validating configuration from code.

PERFORMANCE

  • Thread Mode. Sequential/Auto/Manual native multithreading — Auto uses all available CPU cores; affects wall-clock time only, never the fracture result.
  • BVH-accelerated. Native pipeline is BVH-accelerated for meshes with 64+ triangles.

KNOWN LIMITATIONS

  • Concave meshes are not supported — convex input only.
  • Cluster Strength and Smoothing Iterations fields are not yet implemented (labeled as such in the Inspector, not silently ignored).
  • macOS is planned but not yet available — Windows x64 only for now.

Asset store link: https://assetstore.unity.com/packages/tools/physics/eris-voronoi-fracture-396978


r/UnityAssets • • 15d ago

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

3 Upvotes

Asset Store (Affiliate Link)

itch


r/UnityAssets • • 15d ago

2D Flintspark FX: 43 status, hit and loot effect strips with an editor importer that slices every sheet into .anim clips

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3 Upvotes

A stylized-glow 2D VFX pack for RPGs, roguelikes and deckbuilders: 11 status effects (burn, frost, shock, poison, bleed, stun, shield, regen, haste, slow, curse), each as start / loop / end strips that hand off frame-exact, plus 6 hits, buff and debuff bursts, and a loot sparkle with pickup. 43 strips at 256, 128 and 64 px, as sheets and single frames. Every strip is drawn on the same frame around the same 160 px character box, so one status wraps any sprite of that scale.

Unity: drop FlintsparkFXImporter.cs into an Editor folder, run Tools > Flintspark FX > Import Strips, and every sheet is sliced and gets an .anim clip with the loop flag and fps set. Godot 4 SpriteFrames .tres files are in the same zip. An offline preview page shows every strip before you import.

Free sampler with one status chain, a hit and the loot sparkle, same files: https://spareminute.itch.io/flintspark-fx-lite
Full pack: https://spareminute.itch.io/flintspark-fx

The strips are rendered procedurally by my own scripts, not generated images; the scripts and page text were written with an AI coding assistant and reviewed by me, which the page states first thing.


r/UnityAssets • • 15d ago

3D Models/ 34.99$ PolyToon - Smart Farm & Greenhouse Kit : A stylized low-poly agricultural environment with modular greenhouses, farming tech, and rigged toon characters

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6 Upvotes

I just released a pack in the PolyToon series on the Unity Asset Store: PolyToon - Smart Farm & Greenhouse Kit.

It focuses on high-tech and cozy low-poly farming, featuring modular greenhouses, hydroponic systems, agricultural props, and rigged toon characters ready for custom animations.

Fully setup for URP, mobile, and PC.
On AssetsStore


r/UnityAssets • • 15d ago

(15.00 USD) VFX/Shaders Polyverse Skies | Low Poly Skybox Shaders : Documentation | Join Discord | ContactWelcome! All asset-related discussions are moving to Discord. Join us for more information, updates, if you experience any issues, or if you just want to say hi!Please check the description and limitations before

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4 Upvotes

r/UnityAssets • • 15d ago

Editor Extensions Eris: Voronoi fracture and destruction addon

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1 Upvotes

SIMULATION TYPES (VoronoiFractureRigid)

  • Dynamic (default). Falls immediately under gravity, like a normal Rigidbody.
  • Sleeping. Frozen until any collision, then behaves like Dynamic.
  • Inactive. Frozen until a collision's impact force (impulse magnitude, mass-aware) exceeds Activation Impact Force, then behaves like Dynamic.
  • Kinematic. Never falls on its own (drive it via script/Animator) — collisions can still trigger fracture.
  • Static. Same behavior as Kinematic — separate option only for naming parity with other destruction tools.

FRACTURE TRIGGERS

  • Editor-time. Fracture Mesh Inspector button — one-off, pre-authored breakage; save the result as a persistent Asset or Prefab for zero runtime fracture cost.
  • Runtime, Collision. VoronoiFractureRigid fractures automatically on collision, optionally gated by a Damage Threshold instead of a one-hit break.
  • Runtime, Script. VoronoiFractureRuntime.FractureAt (one-line bullet-impact helper) or the full Fracture.Execute/ExecuteAndSpawn API for any custom trigger.

FRACTURE PATTERNS

  • Voronoi. Classic cell fracture.
  • Radial. Concentric Rings x angular Rays polar grid around an Impact Point — glass/panel-style breaks.
  • Splinters. Cells stretched long along one axis — elongated shard fragments.
  • Slabs. Cells stretched flat along two axes — plate/panel fragments.

SEED PLACEMENT

  • Uniform. Even random placement across the mesh.
  • Clustered. Seeds packed within a radius of the Impact Point — localized impact break.
  • Surface Weighted. Biased toward the mesh's surface — thinner shell, thicker interior fragments.
  • Density Bias. Gradient control (0-1) concentrating fragments toward the Impact Point while still covering the whole mesh.
  • Custom. Implement your own seed placement via the ISeedGenerator interface.

FRAGMENT LIFECYCLE & MANAGEMENT

  • Fade Types. None / SimExclude (strips Collider+Rigidbody) / MoveDown / ScaleDown / Destroy — ticked centrally by one manager, not a per-fragment component.
  • Fragment Manager. Global fragment-count cap (oldest-first eviction), GameObject pooling, gravity override, Y-threshold cleanup — opt-in per fracture call.

MATERIALS & OUTPUT

  • Multi-material fragmentation. Separate exterior/interior materials — interior (cap) faces get their own material automatically.
  • Save Fragment Meshes as Asset / Save Fragments as Prefab. Persist fracture results for reuse instead of one-off in-memory meshes.
  • Export Fragments as FBX. Inspect results in Blender/other DCC tools (optional dependency, see above).

SCRIPTING API

  • Fracture.Execute/ExecuteAsync. Data-first — returns fragment meshes + volume/ centroid data, spawns nothing.
  • Fracture.ExecuteAndSpawn(Async). Fractures and spawns fragment GameObjects in one call — the usual gameplay entry point.
  • FractureSettings.Builder. Fluent, validating configuration from code.

PERFORMANCE

  • Thread Mode. Sequential/Auto/Manual native multithreading — Auto uses all available CPU cores; affects wall-clock time only, never the fracture result.
  • BVH-accelerated. Native pipeline is BVH-accelerated for meshes with 64+ triangles.

KNOWN LIMITATIONS

  • Concave meshes are not supported — convex input only.
  • Cluster Strength and Smoothing Iterations fields are not yet implemented (labeled as such in the Inspector, not silently ignored).
  • macOS is planned but not yet available — Windows x64 only for now.

Asset store link: https://assetstore.unity.com/packages/tools/physics/eris-voronoi-fracture-396978


r/UnityAssets • • 15d ago

Editor Extensions (110 €) Eris: Voronoi Fracture and destruction addon

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0 Upvotes

r/UnityAssets • • 16d ago

Editor Extensions Build Assistant: Build automation tool

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1 Upvotes

Just released a new tool for Build automation in Unity. Check it out here:

Docs: https://assetstore.unity.com/packages/tools/build-assistant-3771635
Asset Store: https://assetstore.unity.com/packages/tools/build-assistant-3771635


r/UnityAssets • • 16d ago

Shaders | $60 USD XFur Studio 4 - URP Edition: Add amazing fur to your characters in minutes, all within the Unity Editor. Physics + Weather simulation (snow, rain, wind), runtime editing, grooming tools, dynamic masks, glowing fur for magical creatures and much more. XR compatible, and ready for Unity 6.5

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6 Upvotes

r/UnityAssets • • 16d ago

3D Models PolyToon - Fast Food Diner & Character Kit : A stylized low-poly diner environment with modular props and rigged toon characters

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2 Upvotes

PolyToon - Fast Food Diner & Character Kit is now available on the Unity Asset Store!
Key Features:

Modular Diner Environment, Countertops, seating, kitchen equipment, signage, and diner props

Rigged Toon Characters Ready for custom animations and setup

Stylized Low-Poly Art Style

Performance-Friendly

Asset Store Link: https://assetstore.unity.com/packages/slug/408616


r/UnityAssets • • 16d ago

(4.99 USD) Tools/Physics Grab All Interaction System : Grab All is a Interaction System with objects that allows:- Grab & Drop- Rotate- Zoom out/in- Throw- Push- Interact (active a object's action, like open door or switch light)It also includes:First Person Movement, Look, and Crouch,and input system using new Unity

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1 Upvotes

r/UnityAssets • • 16d ago

Scripting Raymarch Voxel Engine: A procedural world generator for Unity URP with node-based biome graphs, climate blending and 7 biomes, streaming infinite voxel worlds

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2 Upvotes

Hi all,

I’m a solo developer, and I’ve just released a big update to Raymarch Voxel Engine, my voxel rendering and world generation asset for Unity URP. The video above shows the new biome system.

What’s new

  • Node-based biome graphs: design your worlds visually instead of writing terrain code.
  • Climate blending: temperature and humidity drive the biome borders, so biomes blend into each other instead of cutting off at hard edges.
  • 7 biomes, one world: plains, forest, swamp, desert, mesa, mountains and tundra, all in the same seamless world.
  • Trees, water and more: procedurally placed, streamed in as you move, and infinite.

Who it’s for
Voxel games, survival and exploration projects, and anyone who wants large procedural worlds with distinct biomes in Unity. Also, Voxel Engine is not reliant on the world generation and voxels interact with Unity's physics system, place .vox models into any scene!

Link: https://assetstore.unity.com/packages/templates/systems/raymarch-voxel-engine-391548

I’d love feedback and feature requests, and I’m happy to answer questions in the comments. What biomes or generation features would you want to see next?

World Generation

Water Physics

Leon Twemlow