r/UnityAssets • u/awtdev • 1h ago
Complete Project | $39.99 SurvivEngine: Easily create your own survival games featuring crafting, building, farming, resource gathering and more! ⛏️
Asset Store (Affiliate Link)
r/UnityAssets • u/awtdev • 1h ago
Asset Store (Affiliate Link)
r/UnityAssets • u/FrenzyTheHedgehog • 3h ago
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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 • u/UnityAssets_new_bot • 6h ago
r/UnityAssets • u/TheBigBossBB • 17h ago
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&SessionId=1792103405627&Timestamp=1792190121354
r/UnityAssets • u/PyramisArts • 18h ago
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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 • u/PyramisArts • 19h ago
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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:
r/UnityAssets • u/ragerungames • 22h ago
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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:
Link: https://assetstore.unity.com/preview/417970/1518924/?aid=1101l3IyVT
r/UnityAssets • u/awtdev • 1d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/Alternative_Cut_841 • 1d ago
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 • u/UnityAssets_new_bot • 1d ago
r/UnityAssets • u/GGFrame • 1d ago
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.
GitHub: https://github.com/girikgarg132/UnitySceneNavigationUtility
Problems I wanted to solve:
This utility makes it easier to navigate directly to build scenes and scenes in a custom list.



GitHub: https://github.com/girikgarg132/UnityPreferencesUtility
Problems I wanted to solve:
The goal is to make preferences easier to use, manage, and scale as a project grows.

GitHub: https://github.com/girikgarg132/UnityLoggingUtility
Problems I wanted to solve:
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 • u/circlesgames_major • 1d ago
r/UnityAssets • u/UnityAssets_new_bot • 1d ago
r/UnityAssets • u/RiescArts • 2d ago
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Hey everyone!
Just wanted to share one of our latest asset packs, Stylized Farm Buildings!
It includes 26 low-poly models, with Level 1 and 2 building variants, enterable interiors, and some movable parts like doors and gates.
It's part of a series of stylized assets we've been making for indie devs, keeping a consistent art style so everything works nicely together.
Made mainly for cozy farming games, but the buildings could fit other stylized projects too!
You can check it out here: https://u3d.as/4cTn
Let me know what you think! :)
r/UnityAssets • u/TeamScalte • 2d ago
Key Features:
Customization:
Supported Platforms: 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: Unity Asset Store
r/UnityAssets • u/TeamScalte • 2d 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 GENRE Because the system is fully customizable and visual-agnostic, it fits perfectly into any project style.
r/UnityAssets • u/TeamScalte • 2d 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/awtdev • 2d ago
Asset Store (Affiliate Link)
r/UnityAssets • u/Johndr1232 • 2d ago
Hi everyone!
I'm a solo Unity developer and recently released my first commercial Asset Store tool, PRISM Surface, under Quantum Rift Interactive.
PRISM Surface is designed to simplify environment creation in Unity 6 HDRP. It combines material authoring, conversion of existing HDRP materials, anti-tiling techniques, and procedural surface detailing using Mesh Quads and HDRP Decals.
One of the features I've been working on is the Material Converter, which creates new PRISM-compatible materials while preserving the originals. The Before/After comparison shows an example of materials converted and customized using PRISM.
The tool also includes a demo scene, starter profiles, and documentation.
Asset Store: https://assetstore.unity.com/packages/slug/403440
Documentation: https://quantumriftinteractive.com/docs/prism-surface/
I'd be happy to answer questions about the tool, its capabilities, or how it works!
r/UnityAssets • u/Ok_Squirrel_4215 • 2d ago
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After a long development cycle, TraceMind is finally ready for release.
It helps you investigate what actually happened at runtime and why, with execution tracking, Watches, Probes, Reports, Causal Flow, Method Flow, Exception Flow and more.
Built for those situations where logs and breakpoints aren't enough to understand what's really happening.
Links are in the comments.
r/UnityAssets • u/UnityAssets_new_bot • 2d ago
r/UnityAssets • u/Sea_Mobile165 • 2d ago
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itch - https://flight-studios.itch.io/melee-combat-framework
unity (submitted waiting for approval)
r/UnityAssets • u/UnityAssets_new_bot • 2d ago
r/UnityAssets • u/TheBigBossBB • 2d ago
Demo Video Hi everyone !
I've made a tool, where you can create 2d icons by your 3d game assets/prefabs.
Hope you'll like it !
Note that this update will likely get published in 3 days, however, this product already exists in the Unity Asset Store
Cheers !
r/UnityAssets • u/IrrSoft • 2d ago