Pooled Audio Event System: A pooled audio toolkit with reusable SoundEvents, optional AudioSource-style wrappers, voice limits, distance culling, distance layers, loop virtualization, mixer routing, and multiplayer support

u/numbered_panda — 6 days ago

Secondary motion physics with collisions and automatic bone/weight generation

Can be used for hair, tails, body parts, chickens, you name it.

Customizable physics, custom physics system that does not use rigidbodies but will interact with unity colliders.

This lets objects interact with the body and hair, and hair the cleanly rest of the body or swing to the other side of the characters shoulders.

u/numbered_panda — 18 days ago
▲ 64 r/UnityAssets+2 crossposts

I built an entire PSX motel just to showcase my retro water system. Was it worth it?

Totally necessary side quest

u/numbered_panda — 7 days ago

I tried to make a multiplayer game in a week

I got this far.. Cause who dont like dying in the woods with friends?

u/numbered_panda — 2 months ago

Pooled Audio Event System: A practical Unity audio toolkit for cleaner gameplay sound. Define reusable SoundEvent assets, play pooled 2D/3D audio, manage loops, limit spam, cull and change sound based on distance, route mixer buses, and debug your audio without scattering AudioSources across objects

u/numbered_panda — 2 months ago