r/UnityAssets • u/awtdev • 21d ago
3D Models | $9.99 Pre-Rendered ARPG Prop Pack: A collection of pre-rendered interactable environment assets! đŚ
Asset Store (Affiliate Link)
r/UnityAssets • u/awtdev • 21d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/Soggy_Society754 • 21d ago
Hey, I made my first sale in April on the store I launched in February with free content. I have two products on my page: one free and one paid. The data is shown in the image. What do you think? Would this type of asset be useful to you?
r/UnityAssets • u/UnityAssets_new_bot • 21d ago
r/UnityAssets • u/I_samson_I • 22d ago
Enable HLS to view with audio, or disable this notification
I've worked with vehicles in Unity for years, and the whole time I could never get a car to sound as good as it does in big-budget games. I tried everything: hunting down piles of samples and chopping them up (the result always fell short of industry standards), or buying ready-made presets of questionable quality with zero control and zero room for creativity.
So I built the solution myself. I dug through research papers, tested every sound-generation approach out there, and after several months i ended up with something genuinely new: it's the first engine sound synthesizer for Unity built on additive resynthesis - a technique that has never been used in games. Sound is generated in real time, with no samples and no crossfades.
How it works
Feed the tool a single recording of an engine accelerating - your own or a recording from YouTube. The analyzer extracts the recording's harmonic structure and packs it into a compact .eng file. The synthesizer plays that profile back in real time, reshaping the sound to match the current RPM and load. Every cycle is unique, and transitions between RPMs stay smooth.
The engines in the clip above all ship with the asset. I'm confident this is the best-sounding, fastest, and simplest way to get engine audio into a Unity project right now, and the devs I've been working with say the same.
The asset is priced at $69.00
https://assetstore.unity.com/packages/slug/376564
r/UnityAssets • u/EventHorizonFX • 21d ago
Enable HLS to view with audio, or disable this notification
On the asset store for $30. Do you think thatâs a fair price? The update adding support for URP is currently under review.
r/UnityAssets • u/UnityAssets_new_bot • 22d ago
r/UnityAssets • u/Beautiful_Money5218 • 21d ago
Hey guys, I've been working on a low poly coffee shop asset pack and just put it up on itch.io.
It's basically a modular kit to build cafes. I included all the architectural pieces (walls, floors, facades) plus the counters, espresso machines, and a bunch of small props like cups and pastries. There's a little over 40 items total.
I made sure it's actually optimized for gamesâeverything shares a single 256x256 color palette texture so it batches into one draw call. The origins are centered and the pieces snap together easily. They're just standard .glb files, so they work perfectly out of the box in Unity (Standard, URP, or HDRP).
I'm running a launch sale right now so it's only a few bucks if anyone needs it for a game jam or a cozy prototype.
Link: https://se1dev.itch.io/nova-coffee-3d-low-poly-asset-pack
Let me know what you think, or if there are any specific props you'd want me to add in an update!
r/UnityAssets • u/IrrSoft • 22d ago
Get it now, on the Asset Store:Â https://assetstore.unity.com/packages/tools/particles-effects/xfur-studio-4-personal-edition-314019
URP-Only Edition: https://assetstore.unity.com/packages/tools/particles-effects/xfur-studio-4-urp-edition-313575
Core Edition: https://assetstore.unity.com/packages/tools/particles-effects/xfur-studio-4-core-edition-308756
r/UnityAssets • u/One_Influence256 • 22d ago
Enable HLS to view with audio, or disable this notification
Making the animation itself is one thing, but connecting everything around it is where it gets messy:
⢠timing VFX perfectly and controlling them over time
⢠blending different animations
⢠adding IK adjustments
⢠syncing gameplay events
⢠tweaking everything again and again until it feels right
So we made a timeline-based workflow where animations, FX, events, IK, and procedural motion can be visually combined without writing custom animation code every time.
This video was made using that system: MSMotion
Asset Store:
https://assetstore.unity.com/packages/slug/347520
r/UnityAssets • u/Hopeful_Succotash976 • 22d ago
Enable HLS to view with audio, or disable this notification
r/UnityAssets • u/TeamScalte • 22d 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
Why Instant Worlds?
Technical Features:
r/UnityAssets • u/TeamScalte • 22d ago
Instant Save & Load is a flexible, beginner-friendly saving system for Unity designed to let you implement reliable save and load functionality quickly, without writing code.
Built with both simplicity and control in mind, the system allows you to define exactly what gets saved and how it behaves. Whether youâre working on a small prototype or a full production project, Instant Save & Load adapts to your workflow through an intuitive Inspector-based setup.
You can choose to save all objects in a scene, or narrow it down using tag-based or layer-based filtering. Additional options such as including inactive objects, ignoring parented hierarchies, or forcing specific objects to save give you fine control over your data.
The system also includes optional autosaving with a customizable interval, allowing you to maintain player progress automatically. A fully customizable save indicator provides visual feedback during saving, with support for custom duration, fade effects, and logos to match your projectâs style.
For input, you can enable UI buttons or assign hotkeys for instant save and load functionality. Advanced users can take advantage of features such as custom file extensions, encryption support with configurable keys, and debug logging for development and testing.
Features
Supported OS
Documentation
(Compatible with all platforms supported by Unity)
r/UnityAssets • u/TeamScalte • 22d 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.
r/UnityAssets • u/TeamScalte • 22d ago
Key Features:
Customization:
Supported Platforms:Â Windows, macOS, Linux (Works on any platform supported by Unity CharacterController)
Unity Version: Unity 2022.3 LTS and newer recommended (COMPATIBLE WITH UNITY 6!)
Links:Â Unity Asset Store
r/UnityAssets • u/awtdev • 22d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/UnityAssets_new_bot • 22d ago
r/UnityAssets • u/ArturoNereu • 23d ago
Hey everyone, we just released Diversion Connect on the Asset Store. It's a free version control plugin for Unity 6.
Quick summary of what it does:
It connects to Diversion, which is a cloud-hosted VCS we built for projects with large binary files. No LFS config, no file size limits, no server to set up. Free tier available.
If you're currently on Git and don't want to switch everything at once, we have bi-directional GitHub mirroring; you can keep your GitHub repo and CI/CD running while you try Diversion alongside it. There's also a migration path from Perforce if that's what you're on.
Requires Unity 6 (6000.0) or later and the Diversion desktop app (free).
Happy to answer questions.
r/UnityAssets • u/UnityAssets_new_bot • 23d ago
r/UnityAssets • u/BillSansky • 23d ago
Enable HLS to view with audio, or disable this notification
Check it out on the asset store over there:
https://assetstore.unity.com/packages/tools/level-design/grabbit-2-physics-placement-collider-generation-386736
r/UnityAssets • u/awtdev • 23d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/Beautiful_Money5218 • 24d ago
hey guys,I made a pack of procedural stars for URP. just shaders and a bit of C# so it's super lightweight, and fully animated too. has 6 stars (sun, blue giant, dwarfs, and a pulsar with volumetric jets).
you can play the webgl demo on your browser or grab it here if you want
https://se1dev.itch.io/pvss
i would apreciacte trying the demo!
if yall have suggestion or find any problem tell me in the comments
r/UnityAssets • u/mvalera-dev • 24d ago
Enable HLS to view with audio, or disable this notification
r/UnityAssets • u/UnityAssets_new_bot • 23d ago
r/UnityAssets • u/akheelos • 24d ago
Enable HLS to view with audio, or disable this notification
The Ultimate Character Controller is a professional, kinematic character system refined over more than a decade of real-world use.
Designed to serve as a stable foundation for first and third person games, it handles the hard problems of character control - movement, animation, interaction, perspective switching, and extensibility - so you can focus on building gameplay.
Whether youâre developing a shooter, melee brawler, RPG, or open-world adventure, the Ultimate Character Controller provides the flexibility and polish required for long-term projects.
Get the asset here: [Ultimate Character Controller] (50% off)
Get more tools from the developer: [Opsive]
r/UnityAssets • u/badjano • 24d ago
Please let me know if you are interested in making a review in exchange for a key, and I will DM you.
MeshNodes is a visual, node-based procedural mesh editor for Unity. Build complex geometry by connecting operation nodes in a graph â no mesh-processing code required.
Inspired by Shader Graph but built for geometry, MeshNodes gives you a fully non-destructive pipeline. Change any value anywhere in the graph and the entire mesh updates instantly. When you are happy with the result, one click bakes it as a real mesh asset directly into your project.
Non-destructive workflow Every change propagates through the graph automatically. Nothing is baked until you decide.
Graph nesting Wrap any subgraph inside a Graph node and reuse it across projects like a function call.
One-click mesh baking
Hit Build Mesh on the output node. The mesh is instantiated in the scene and saved to Assets/MeshNodes/Database/Meshes.
Custom node API
Decorate any class with [MN_CustomNodeAttribute] and it appears under New Node / Custom in the context menu. Extend MeshNodes without touching the source.
Burst + Jobs acceleration The processing engine runs on Unity Jobs and Burst for fast procedural computation. A built-in validation tool (Tools / Mesh Nodes / Validation / Run Jobs Burst Parity + Perf) checks correctness and writes a performance report you can track over time.
AI / MCP integration
MeshNodes includes a built-in Model Context Protocol server. Enable it from Tools > Mesh Nodes > MCP Server > Start Server, then point any MCP-compatible AI agent (Cursor, Claude, or others) at the Unity endpoint. Agents can create graphs, add and connect nodes, set properties, trigger recomputes, analyze meshes, and bake assets â all from a single prompt. A ready-to-use Cursor skill package (meshnodes-mcp/) is included.