Hi everyone, I just started to use Unity this year. I have made some courses, about 2D platforming, a little of 3D with first person, and so on. Right now, I can’t use Unity until June because I’m with my final exams, but I want to take advantage of the Unity Asset Store sales.
I would like to ask for your recommendations of Asset store resources for Beginners. What should I buy?
My budget: 40-60$
I have searched some stuff, and this are the things I liked:
I’m interested into stuff for beginners and to make my own scenes and maybe a little of gameplay and so on.
Sorry if its sounds so plain, but I don’t know what more I can say. I thing it would be a good idea to buy something for the sales, or if you think its better to wait and use the standard assets or take the accelerator pack, just let me know.
Thanks for reading and I hope u can help me.
I’ve occasionally purchased an asset on sale because I thought “Hey, I may want to use this some day!” I’ve yet to use any of those assets.
That said, if you have the cash to spare and are just trying to build up a library of assets to use, picking stuff up in sales is a great way to do so. This is best for art assets and for popular editor extensions (things like Playmaker, Behavior Designer, Rewired)… less so for newer, unknown, and specific-use extensions like that character controller, as by the time you get around to using them, you may have a totally different preference for how to handle that task, or dependencies the asset isn’t compatible with.
It’s really your call, though. I can’t recommend you buy any assets without knowing what you want to make and how you want to make it any more than I can recommend what you should eat for lunch today or what you should wear to class tomorrow.
Well, I’m looking for graphics 2D or 3D which I can reuse for different scenes, a proper first person controller and good utity tools for Unity, like the ProBuilder or Playmaker. Sorry for not specyfing what I wanted, I just wanted to hear some recommendations of good assets for beginners! And thanks for the answer mate.
So I went through my list of owned assets to find the ones I can’t live without… and discovered that I barely use any of them! Still, there are a few that I do highly recommend:
Universe - I like the singleton design pattern for managing communication between game elements. The annoying part of this pattern in Unity is having to have an instance of the manager in the scene if you want to customize settings on it or assign elements through the Inspector. Universe removes this annoyance through a clever little system of scene management and prefab usage. Oh, and it’s free.
Advanced Inspector - From the same author as Universe, this paid asset makes managing complex data in your Inspectors much more pleasant. It’s a bit of a trick to figure out how to use it properly, but once you do it’ll save you hours of work and frustration. There are plenty of competing assets, but I’ve been very impressed with the support @LightStriker_1 provides for this one, and I’m happy with the $25 well spent.
Rewired - I bought it on sale when I was trying to make a game played using controllers. Never finished the game, but the interface for Rewired was so much easier than trying to work with Unity’s Input system directly.
Behavior Designer and Playmaker - I’ve never really used either other than tinkering and trying to learn how to use them, but I know they’re powerful tools I want in my toolbox in case I need them. Unity just did a live training session yesterday on using Playmaker which I couldn’t attend because of work, but I plan to watch once it’s up on YouTube. If you’re not primarily a code-writer, these seem like essential tools to me to create complex logic and behavior.
Easy Save - By far, this is the one I use the most. I use a ton of non-MonoBehavior classes in my projects, which Unity won’t serialize out of the box. Easy Save has a great interface and API for allowing painless saving and loading of complex game data to disk that works across any platform. And @JoelAtMoodkie 's support is phenomenal as well.
The only asset I actually use in most projects is Script Inspector 3. Actually I use that one in all my projects; it’s the first thing I do after “New Project,” and I feel like I literally couldn’t stand to use Unity without it. (Yes, I did use Unity before discovering it, but now I’m spoiled and could never go back.)
In a handful of projects where I needed to draw lines, I use Vectrosity. And when I needed to do pixel operations (for example, to make Rocket Plume), there wasn’t anything for it, so I made PixelSurface.
And really, this is how I recommend you use the AssetStore — don’t go to it, looking to shop for things you might need; go to it with a specific need, and look for things to fulfill that.
I’ve wanted to pull the trigger on SI3 for a while, but I just can’t see what it adds to my workflow that makes it worth it. I don’t mind switching windows to get to MonoEdit, and having the option to use breakpoints is nice, even if I don’t use it all that often.
What has SI3 added that you can’t do with just using Unity + MonoEdit?
Really, it’s not one thing — it’s the whole package. Where MonoDevelop feels clunky, Si3 feels elegant.
But if you want specifics, here are some of my favorite features:
Speed! I double-click a script and it snaps open.
Editing code right in the inspector — yes, I do this sometimes, particularly when I just need to change some constant or check a method signature.
Smarter autocompletion that understands the Unity API, the .NET API, and all the MonoBehaviour magic methods.
Greatly improves the inspector for UnityEvents, which I use a lot: adds a disclosure triangle to hide them when not needed, and a little button that jumps directly to the code the event is invoking (which, again, snaps open).
But generally just a better, smarter, faster code editor than MonoDevelop, and since I do a lot of code editing, this has really changed my life.
If you’re not sure you need it, well, Father’s Day is coming up… oh wait, the Asset Store still doesn’t support gifting. Well, maybe buy it for yourself as a special treat. You deserve it.
I am with you re script inspector 3 - you forgot to mention the excellent support. It is a fairly complex asset and is constantly being enhanced, super responsive developer.
SI3 is not adding much you don’t get from mono or vs - in fact it misses debugging currently. Other than that as joe said, it’s not that one stand out feature, you ll need a week to get used to it and after there is no getting back. I have a relatively big screen and SI3 and the scene view share the same window, I am just switching tabs either working in the scene or any open script. Fantastic !