r/UnityAssets

▲ 11 r/UnityAssets+1 crossposts

Which historical era would you like to see next?

Hi everyone!

Last month I shared my Stylized Medieval Army Pack, inspired by 15th-century Medieval Europe.

Recently, I shifted my focus further north and created a Stylized Medieval Vikings Pack, complete with longships, warriors, and Norse inspired assets.

I always try to keep my work as historically accurate as possible, with a few intentional exceptions for style and fan service (like the iconic Viking horns, even though they're not historically accurate).

I've really grown attached to this art style and feel much more confident working in it, so I definitely plan to create more packs in the future. Right now, I'm working on a Stylized Japan/Shogunate Pack featuring samurai and other feudal Japanese units.

That brings me to my question:

Which historical era or civilization would you like to see next?

I already have a few ideas, but I'd love to hear your suggestions. Whether it's Ancient Rome, the Mongol Empire, Crusaders, the Aztecs, Ancient Egypt, or something?

u/LastCallDevs — 1 day ago
▲ 83 r/UnityAssets+3 crossposts

Ive just released my tool to easily remove texture repetition for free!

Hello everyone! Ive been working on my texture repetition remover asset Repetitionless which is a tool that minimises repetition on materials, and I have just released a free version!

The free version of the asset includes many features with some being:

  • A lot of customisation with different techniques to reduce texture repetition which can be configured per layer
  • Full terrain support for up to 4 terrain layers in one pass
  • Support for Unity 2021.3+ and all render pipelines
  • Full documentation
  • More stuff listed on the asset page

The free version has the majority of these features with the main differences being the full version supports up to 32 layers and the layers can be used on non-terrain objects, has sub-graphs for the shader features, and integrations with other assets. You can view the exact differences on the store page. All the main customisation and features is available in the free version though!

I hope you guys enjoy the asset :)

You can check it out here:

u/Chazburger_ — 3 days ago
▲ 80 r/UnityAssets+1 crossposts

I made a modular catacombs pack

Hi gang!

I made a ps1/psx inspired modular catacombs pack. Models are made in Blender, and the scene is prepared in Unity.

Textures are pretty small, 256x256, and very crispy sharp. The models are pretty low poly as well.

The pack is on launch sale at the moment, so check it out if you're interested!

https://assetstore.unity.com/packages/3d/environments/catacombs-retro-style-modular-environment-pack-388272

u/Rockdesert — 4 days ago

PIDI - Stylized Grass, Weeds and Wild Flowers Bundle: 200+ game-ready grasses, flowers and weeds. Low poly & hand-painted, in 4 tint variations each (over 900 prefabs in total!) plus a custom vegetation shader with hue control for endless flower color customization. URP / HDRP / Legacy RP ready

u/IrrSoft — 2 days ago

MSMotion: Create complex, FX-driven animations in minutes—without writing a single line of code.

Hey everyone,

If you've ever spent hours writing custom scripts just to perfectly time a character animation with particle effects, sound cues, and camera shakes, we built something at Maharaja Studio to completely eliminate that workflow.

We just released MSMotion, a tool designed to let you build absolutely any complex animation sequence you can imagine, directly in the Editor, in just minutes.

The main goal was absolute freedom and speed, removing the scripting barrier so you can focus entirely on the visual composition and timing of your game's movements.

Key Features:

  • Zero Scripting Required: Perfectly sync your base animations with FX, audio, and camera shakes entirely through a visual timeline.
  • Scene-Independent FX: Your effects and composed animations are not tied to a specific scene. Build your sequence once and use it anywhere in your project.
  • Infinite Flexibility: You have unlimited control to swap, override, or update any FX at any time, on the fly, without breaking your underlying animation setup.
  • Built-In Animation Editor: Tweak, refine, and edit your animation keyframes directly within the Unity Editor. There is no need to bounce back and forth to external 3D software just for minor adjustments.
  • Limitless Creation: Whether it's a multi-stage boss attack with complex particle movements, a stylized cinematic cutscene, or an intricate ability, you can compose it all in one centralized place.

If you want to speed up your visual development and stop wrestling with timing scripts, I'd love for you to check it out.

Links:

u/One_Influence256 — 3 days ago
▲ 69 r/UnityAssets+2 crossposts

Procedural UIX: A sprite-free UI shape generator with precise control and gradients

Hey everyone,

Like many of you, I got completely tired of managing massive sprite atlases just to get clean rounded corners, simple gradients, or basic geometric shapes in Unity. Dealing with pixelation when scaling UI is a massive pain, so I spent the last few months building Procedural UIX.

It’s currently live on the Asset Store for $14.99 (introductory price, may increase later).

🚀 What is Procedural UIX?

It is a lightweight, flexible UI solution for creating fully procedural, resolution-independent shapes directly inside Unity’s UI system. You can design modern UI elements without relying on sprite atlases, keeping sharp visuals, smooth edges, and excellent performance across all platforms.

Whether you’re building buttons, panels, icons, or decorative UI elements, it gives you precise control over shape appearance, borders, gradients, and effects—all in real time.

✨ Key Features:

  • 10 Procedural Shape Modes: Circle, Triangle, Rectangle, Pentagon, Hexagon, Heptagon, Octagon, Decagon, Dodecagon, and Heart.
  • Precision Control: Independent corner radius control, adjustable border width, and arbitrary thickness for strokes/outlines.
  • Perfect Anti-Aliasing: Crisp, smooth edges with zero extra performance cost.
  • Styling & Effects: Edge falloff for smooth anti-aliasing, soft shadows, or glow effects. Supports UI masking.
  • Colors & Gradients: Solid colors, plus Linear, Radial, and Corner gradients.
  • Sprite Overlays: Overlay sprites or textures on top of procedural shapes and combine them with gradients.
  • Fill Modes: Horizontal, Vertical, and Radial fill support.
  • SRP Ready: Out-of-the-box support for Built-in, URP, and HDRP.

📦 Technical Details:

  • Fully procedural rendering (no sprites required).
  • Resolution-independent (scales infinitely without pixelation).
  • Lightweight and highly optimized.

I'd love for you to check it out! Thanks so much for your time, and I look forward to hearing your honest feedback and seeing what you build with it!

[Asset Link]

u/anony-mous-47 — 6 days ago
▲ 49 r/UnityAssets+2 crossposts

Made a small Unity asset I kept needing in my own projects: Sprite Drop Shadows

Sprite Drop Shadow is a plug-and-play unity package that automatically creates and mantains synchronized drop shadows for the SpriteRenderer component.

The asset supports runtime sprite changes, parent alpha inheritance, and independent sorting order control, so shadows always stay visually consistent with the source sprite.

Get it on: https://eagle-studio.itch.io/sprite-drop-shadows

Next up: Particles, Sprites and UI Images!

u/VirtualEagle04 — 6 days ago
▲ 15 r/UnityAssets+1 crossposts

My take on car physics in Unity #4 Finally, high-quality engine sound will no longer be a problem.

Hey everyone! My last post was about coming up with a new approach to car sound in Unity. I got a ton of support and saw there's real interest in this technology. I've significantly improved and optimized the approach, the core idea stays the same: in short, I extract a harmonic map from a real engine recording and play it back using additive synthesis. The method isn't very demanding on recording quality, unlike granular synthesis, but the result still sounds great!

I went deep into optimization. The whole synthesis runs under Burst, uses every possible trick and optimization, so the synthesizer is super optimized, while still working with the standard AudioSource. By popular demand I turned this into a separate project and released it as an asset on the store. It's still a small part of my bigger project where I'm building vehicle physics, which I wrote about in my previous posts.

I'm also giving away free copies of the asset to anyone interested on my Discord, though Unity only allows me to hand out 16 copies per year. Happy to answer any questions!

u/I_samson_I — 9 days ago
▲ 6 r/UnityAssets+1 crossposts

Economy Engine 1.0: Create items, currencies, trading/shop interfaces, loot tables and more using robust editor windows. NO CODE REQUIRED.

u/PrototoolsDev — 8 days ago
▲ 40 r/UnityAssets+2 crossposts

Ive added MapMagic support to my texture repetition remover Unity asset!

Hello everyone! Ive been working on my texture repetition remover asset Repetitionless which is a tool that minimises repetition in textures via many different shader techniques, and I have just released an integration for MapMagic!

The asset includes a bunch of stuff with a few things being:

  • A lot of customisation with different techniques to reduce texture repetition which can be toggled per layer
  • Full terrain support for up to 32 terrain layers in one pass
  • Sub-Graphs to implement the features into your own shaders
  • Support for Unity 2021.3+ and all render pipelines
  • Full documentation
  • More stuff listed on the asset page

Ive been loving working with and using this asset honestly you guys should check it out! It is great to see the terrains have less texture repetition and honestly just to get away from the TerrainLit shader since that can be janky sometimes

If it looks interesting, check it out here :)
https://wilschack.itch.io/repetitionless

u/Chazburger_ — 11 days ago
▲ 24 r/UnityAssets+2 crossposts

[Free] 15 Dark Fantasy RPG UI Sound Effects (44.1kHz, 16-bit WAV)

Hey devs!

I just released a free sampler pack featuring 15 game-ready user interface sounds for dark fantasy, medieval, and gothic RPG projects.

🚫 100% Human-Made: No AI tools or generative models were used. Every asset is synthesized and designed from scratch.

Includes: Quest accepts, menu scrolls, gold loot drops, shop buy/sell items, dice rolls, and lite level-ups.

Specs: Lossless WAV, 44.1kHz, 16-bit, Mono & Stereo, mixed with headroom between -1dBFS and -10dBFS.

License: Free for both personal and commercial game projects (No attribution required).

👇 Download Link:

👉 [ https://r4orce.itch.io/dark-fantasy-free-rpg-ui-sound-pack ]

u/Otherwise_Type_8563 — 10 days ago

COZY - Stylized Weather: a beautifully hand-crafted stylized weather system.

Create stunning weather patterns for your game worlds! From time-of-day to annual seasons, from puffy clouds to raging storms, from sunny days to dense fog, COZY does it all with ease! Focus on your scene's colors and easily tweak all variables for ultimate customization!

Get the asset here: [COZY: Stylized Weather] (50% off)

Get more tools from the developer: [Distant Lands]

u/akheelos — 11 days ago
▲ 20 r/UnityAssets+2 crossposts

What do you guys think of this showcase video?

Does it make it clear to you guys what the asset is about? And what do you have to say about it as feedback

u/cooler68 — 13 days ago
▲ 2 r/UnityAssets+1 crossposts

I love Apple Swift Charts, so I fully rebuilt them in Unity the last 10 months

Finally. This has been in the making for the last 10 months and I didn't tell a soul. My personal mammoth project.

I used to develop professional realtime financial charting software back in 2001, spent 10 years on it. These days I was not happy with the charting solutions that Unity had so far. They are mostly hobbyist, overly flashy, convoluted or deprecated.

I personally love how Apple does charting. Swift charts are incredibly thoughtful, have great defaults, an amazing API and are so versatile, all on a single conceptually sound architecture. For Unity that was missing so far.

Until now. I present: Chart Guru - a nearly 100% compatible Swift Charts implementation, from defaults to look and feel, and API down to the last modifier and overload. This is enterprise-grade charting at your fingertips.

The whole package is hyper-optimized, has near-zero GC, works with canvas, IMGUI & UI toolkit. In BIRP, URP and HDRP. There are more than 40 sample scenes. Many data sources come bundled in, like Yahoo finance, Json/CSV etc.

The hardest parts were not the rendering bits I expected. Drawing bars, lines, pies, axes, labels, etc. is a lot of work, but it’s at least straightforward work. The weird part was trying to bring over the feel of Swift Charts into Unity without just making a strange C# imitation of Swift.

Swift Charts leans heavily on SwiftUI. You get layout, modifiers, animation behavior, view composition, accessibility, all that stuff as part of the ecosystem. Unity is a very different beast: components, serialized fields, editor tooling, uGUI, UI Toolkit, render pipelines, play mode, GC spikes. So “parity” turned into a lot of judgment calls. What should map directly? What should be Unity-native? What is just SwiftUI magic that does not make sense here?

The Swift importer was probably the biggest rabbit hole. I wanted to paste in Swift Charts-ish snippets and turn them into Chart Guru C#. That means understanding things like .chartXAxis, .foregroundStyle, .value, AxisMarks, gradients, dates, closures, nested modifiers, ordering, defaults, etc. It’s not a full Swift compiler, obviously, but it also very quickly stopped being “just some regex.”

Performance has also been a constant fight. Charts seem simple until they’re live-updating. Then every axis tick, label, legend item, tooltip, stacked layout, transition, and data-label animation becomes a possible tiny allocation. A lot of the work ended up being scratch buffers, pooling, stable mark updates, cached formatted strings, and tests to make sure warmed-up runtime paths stay at zero managed allocations.

I am super happy with how it turned out. If you think that sounds like a useful tool, check out Chart Guru on the Asset Store :-) Looking forward to all feedback and suggestions!

u/RobertWetzold — 12 days ago

PIDI - Stylized Grass, Weeds and Wild Flowers Bundle: Over 200 models of stylized grasses, flowers and weeds for all kinds of games. Low poly & hand-painted, in 4 different tint variations each plus a custom vegetation shader with dynamic hue parameters for the flowers. URP / HDRP / Legacy RP ready.

You can get it right now on the Asset Store with a 50% off, over 200 models for less than $50!

PIDI - COSY: Stylized Grass, Weeds and Wild Flowers Bundle | 3D Vegetation | Unity Asset Store

u/IrrSoft — 13 days ago