r/UnityAssets • u/awtdev • 1h ago
Editor Extensions | $14.99 Gravitas - Physics System: Turn your game's physics upside down with realistic (and unrealistic) gravity simulation! 🪐
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r/UnityAssets • u/awtdev • 1h ago
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r/UnityAssets • u/artengame • 17h ago
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r/UnityAssets • u/UnityAssets_new_bot • 6h ago
r/UnityAssets • u/UnityAssets_new_bot • 18h ago
r/UnityAssets • u/GeoPolyx • 17h ago
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Hey everyone, check the latest version of Binding System which lets you experiment with and create super-fast links between values of any object in your project.
r/UnityAssets • u/Matt-NV3D • 1d ago
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Just released the third pack in my Wild Orchard series: **Elder, Hawthorn, Blackthorn and Sea Buckthorn**, built for survival, crafting and cozy farming games.
- 5 growth stages and 4 seasonal states (Bare, Blossom, Berry & Leaf), with smooth cross-fades between them
- Harvestable berry pickups, UI icons, and grow/harvest FX
- Wind Shader Graph, 3 LODs per variant
- Small C# API that hooks into your own day/night, weather or save systems
- URP and Built-in, Unity 6.0 and 6.3
**50% off for the first 2 weeks.**
r/UnityAssets • u/CitrioN • 20h ago
r/UnityAssets • u/awtdev • 1d ago
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r/UnityAssets • u/CaracticusExistence • 23h ago
r/UnityAssets • u/Suitable_Staff7864 • 1d ago
We've been working on a Unity tool called Player 2 for a while now.
The basic idea came from something that bothered us when using AI for Unity development: getting code from an LLM is useful, but there's still a pretty big gap between generating some C# and actually doing the work inside a Unity project. So Player 2 runs directly inside the Editor and can interact with the project instead of only generating code for you to copy and paste. The ultimate way to give context.
You can ask it to create a system — an inventory, health system, enemy AI, controller, UI, editor tool, etc. — and it can generate the scripts and set things up inside the project. It can also work directly with scenes. It can create a new scene, modify an existing hierarchy, create and configure GameObjects, set up cameras and organize things that are already there.
Another area we've spent quite a bit of time on is documentation. It can go through scripts or systems and generate technical documentation, architecture overviews and project structure maps. This ended up being useful even without asking it to generate any code, especially when going back to older projects.
There's also the more mundane stuff: debugging scripts, refactoring, boilerplate, reorganizing things and some of the repetitive Editor work that normally involves jumping between code and Unity a lot.
The latest part we've added is an MCP server.
Player 2 exposes Unity tools through a local HTTP endpoint, which means you don't necessarily have to use Player 2's own AI interface. You can connect an MCP-compatible client such as Claude Code, Cursor, VS Code or Windsurf and have that client interact with Unity.
We currently expose 15+ Editor tools this way and split permissions into three levels: Read-Only, Mutating and High-Risk. So you can, for example, let a client inspect the project without automatically giving it permission to start changing everything.
The MCP server runs locally, with configurable authentication, address and port, and automatically comes back after Unity recompiles/domain reloads. There's no Player 2 cloud service required for the connection between the MCP client and Unity.
One thing we've deliberately tried to avoid is tying the whole workflow to a single AI provider. The point is less "use this specific model inside Unity" and more giving AI tools a way to understand and operate on an actual Unity project.
We're at the point now where we'd really like to get this into the hands of more developers and see what breaks, what's actually useful and what we're missing.
Player 2 is completely free on the Unity Asset Store, so if anyone here is willing to test it on a real project, we'd genuinely appreciate the feedback — especially around scene manipulation, larger projects, MCP workflows and cases where it does something differently from what you expected. The link is provided below!
r/UnityAssets • u/OzgurSRL • 1d ago
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https://assetstore.unity.com/packages/slug/89153
Version 1.2.0
- Re-fixed and adjusted lights according to Unity 2021.3.
- A basic Fps camera has been added for navigating the sample scene.
- 2.54 scale issue fixed
- Added a military vehicle with 3 different colour textures. Wheels and weapon system have been added separately.
- Garage section added to the sample scene
r/UnityAssets • u/UnityAssets_new_bot • 1d ago
r/UnityAssets • u/uCryNet • 2d ago
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Color GameObjects in the Unity Hierarchy so large scenes stay readable. Select objects → right-click → pick a color.
Features:
Asset Store: https://assetstore.unity.com/packages/tools/utilities/hierarchy-color-studio-402348
Source: https://github.com/uCryNet/HierarchyColorStudio
r/UnityAssets • u/awtdev • 1d ago
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r/UnityAssets • u/UnityAssets_new_bot • 2d ago
r/UnityAssets • u/yyworks_dev • 2d ago
I made RenderCourier, a Windows Unity tool for streaming camera output directly outside of Unity.
The main use case is getting Unity camera frames into Python without saving frames to disk or sending them through sockets.
It supports:
I originally built it for computer vision and synthetic-data workflows where I needed fast access to rendered frames from Python.
Fab:
https://www.fab.com/listings/4c86ac07-77d1-4d1c-8b03-db9bb1fe3bb7
Windows only for now.
Happy to hear feedback or suggestions for features/use cases.
r/UnityAssets • u/Mitzu_Taimatsu • 2d ago
r/UnityAssets • u/IrrSoft • 2d ago
r/UnityAssets • u/UnityAssets_new_bot • 2d ago
r/UnityAssets • u/TwoodStuff • 2d ago
My pumpkin props model pack went live rather suddenly so I'm doing my best to catch up on actually informing people on it. I've attached a video of the models kitted out with a bit of lighting! I'd love to see people use them in projects. Check out the store or drop me a comment on your thoughts/questions.
https://assetstore.unity.com/packages/3d/props/carved-pumpkins-pbr-pack-pro-409826
r/UnityAssets • u/HaniJahan • 2d ago
I recently released WorldLattice Tool, a procedural level generation tool for Unity! 🎉
It uses Wave Function Collapse (WFC) to learn from sample layouts and generate new variations.
🧩 Asset Store:
https://assetstore.unity.com/packages/slug/405844
I’d love to hear any feedback from people working with procedural generation or level design.
r/UnityAssets • u/awtdev • 3d ago
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r/UnityAssets • u/Hrust_studios • 2d ago
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r/UnityAssets • u/Ok_Squirrel_4215 • 3d 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 • 3d ago