Core Frameworks is what we are focused on making for the Unity Asset Store, we see a high demand for assets like these.
I badly need a tool that groups the components in “folders” so that I dont have a camera with 30 components, many of them have are the same but with different values for different effect groups, handling this in editor is a total mess.
This would just be a cosmetic thing, codewise the stuff would be accesed the same way, but would save a lot of mental health issues to me.
I am hoping an environmental artist would do a desert vegetation pack. Realistic, and Nobiax quality!! ![]()
Hi.
What do you want to see in the “scripting” or “extensions”?
Send your suggestions for extensions and scripting packages me in PM.
If your suggestion is demand and interesting - it will be realized!
Ive been combing through the asset store and buying assets trying to find something this (just the vehicle physics):
Trying to make a game similar but old school stationary top down style, like this (Slick n Slide):
Can anyone recommend some assets that can make this work for me? Necessary to hire someone?
Thanks in advance!
And what maximum format of texture do you want ? Do you need 4096*4096 ? Or is it ok with 2048 ?
More Post-FX!
I’d love to see more screen-based sun shafts or volumetric lighting effects.
For example, I’ve seen in “The Lord of the Rings: War in the North” (0:44) a different approach to sun shafts, where the shafts were all parallel instead of coming from a specific point. It was a sort of “diagonal lighting bleed/bloom” which was very nice to the eye.
I still have to find such post-FX in the store, or an advanced version of the Sun Shafts post-FX.
One AI pathfinding thing that has been severely neglected is 2D platformer pathfinding. There’s a bunch of general-purpose pathfinding solutions for 3D and top-down 2D, but absolutely nothing for 2D platformers, which require a more specialized solution. While I do know someone who is trying to do something about that, I think there should be at least a few options out there, especially if they’re robust and versatile.
I just discovered another missing thing in the asset store system itself: I can’t find an overview of how many seats I have of any assets! I wanted to know how many I had for PlayMaker, and the only way I could figure out the number was by adding it to my shopping basket, which showed how many I already had. That’s just not the way it should be. If there’s an overview page somewhere, I’d like to know where this button is hidden. If there isn’t, get to it.
I have three, by the way ![]()
EDIT: Found it. Gravatar-based images were for some reason not loading, which also made the account dropdown invisible. So I’ll modify my wish to simply show the number of licences available right in the list of assets when browsing locally, rather than to have to dig around in the account panel on the website ![]()
If the modular caves could have end caps that were simply walls instead of corridors, wouldn’t that do the same? Maybe ask the creators if they could add little components to make them usable as standalone caves too. I guess some of them need exterior parts too though, as the ones I’ve noticed are interiors only.
ii want to see a system like this. (soldier of fortune gore system)
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and not based on ragdolls so a dismembered body can still play animations.
I think you could use Bloody Mess for this.
isnt that one based on ragdolls? also could i add more damage zones?
When limbs come off, they’re ragdolls. But the main model (or at least what’s left of it) can still play animations, as shown here.
It also has slots to define your own damage zones.
Hi there,
Since the beginning of Unity i saw so many threads asking for a decent buoyancy system and no one ever came with a decent system to make something like a ship simulator, there was some attempt but they all failed miserably for realistic behavior of ship on heavy waves.
I know that a real physic based buoyancy is impossible on current hardware but a spring system coupled with rigid body is perfectly well since we just need to make it look right after all most so call simulator out there are cheating buoyancy and it look perfectly fine for a game.
Even 10 years old game such as the classic Silent hunter series did it in a pretty convincing way, so i would like to see a buoyancy asset that can handle ships correctly and i would be willing to pay 150$ for this kind of package if well done and supported.
Even top package sell on the asset store have buoyancy wrong and they barely work in very low waves.
So is there any brilliant mind left in the programing department or they all died with the 1990 simulation buzz?
Even the blender community is putting us ashame look at this :
Regards
Hi,
I love all your stuff, But i have some suggestions.
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NO charge backs!. Pls can you check users. Can you not allow to buy any suspicious persons. I can wait for payout more but without chargebacks.
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Many troubles users have after import from asset store: not import settings, they have to dace about plugins folder (replacing it to Assets and sometimes errors gone only after deleting and restore plugins folder)
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More statistics like what package they download because i have package for 4.6 and for 5.2 i need to know is it have reason to still make package for 4.6
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Statistic of purchasing with filters and periods with total amount.
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I can use Google analytics but only for one asset, can you make more link for analitycs.
Thanks.
Hi there,
Is there someone planning to make a similar card game like Gwent from the Witcher 3 as a kit, doesnt need to be very complicated just the coding structure and basic AI for players to practice before playing online against real people.
The game i have in mind is not related to fantasy genre but more military stuff but with a similar deck layout of 22 cards.
Someone who could make a basic asset without any fancy graphics just to let other build their own type of card game would probably make some nice money with it, i would be willing to pay 100$ for such an asset.
Regards
My most wanted feature by far, is an faster way to change trivial stuff like pack description, images and price, so offers and new promotional material can be used immediately.
Also a section with asset developer comments, with known fixes and tips on issues that may need user attention, until the next update is released.
Speaking on behalf of a number of people: Level 11 for the masses. The word “soon” has pretty much lost all meaning now ![]()
You need to make sure you don’t end with 5000 assets in the same leaf category (last category level) as it happens to the AppStore or Google Play. I use Search when I know what I’m looking for but I love diving into the Asset Store by category and explore what’s there. I don’t like when I end the last menu level and I need to paginate hundred of assets. BTW, I really like recent improvements to the Asset Store page. Thanks for that, good job!
For instance I have two World Maps, one 2D and the other 3D (Globe). Both “compete” in the same category (Scripting/GUI). I would like to have the option there to subdivide between assets focusing on 2D and 3D.
Perhaps one solution to a potential discoverability problem could involve the tags to refine the menu tree and create new automatic subcategories.
EDIT: this seems not to be a problem for now since there’re still not so many assets in many of the categories although some of them are begging to clutter.
Thanks Asset Store team for having this amazing ecosystem.