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Productivity Upgrade - Unity Asset Store [ Paid Assets, May 2018 ]

Productivity Boost - Assets That Help Make A Better Game In Less Time
*Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your entire workflow more streamlined as well as deliver output faster.😁

8.Nokobot Utilities- It comes with an assortment of utilities that can be standalone assets by themselves. A Meshbaker is included as well as a  Pivot Manipulator tool (which is a god send), Some more tools are included as well. Check this is asset out if you make 3D games as this one will fit perfectly into your workflow.
7.Odin - Inspector & Serializer - Puts your Unity workflow on steroids, It comes with it's own serializer which can essentially serialize anything. Along with that editor is overhauled and also custom editor extensions are really easy to make with it's API and on top of all this it even comes with input validation which is really useful designers and artists. Make the most of your valuable time by checking out this asset.
6.Hierarchy Pro + Presets & Selections - An asset that crams loads of information in such a tight space but still does it elegantly and in an unobtrusive way. A real must have for a project of any scale and scope. It allows you to find issues in assets way earlier just because of all the info you are shown ,Which is always a good thing.

5.Ultimate Screenshot Creator -The best way to create screenshots for game promotional purposes.
Works in the devices themselves by the functionaluty provided rather than a print screen function being used. It works in the Editor as well as on the target platform deployed.
So Android, iPhone users can take a screenshot and will get a JPG or PNG as output which in turns can be sent and shared to other people (potential customers).
Need anymore explanation? I think not.

4.Maintainer -Keep your project neat and clean with this asset.It has 3 core features :
1.Finding & Fixing Problems & Issues
2.Find Asset References In Whole Project
3.Cleans Up Garbage
It also includes a public API so that you can modify it to fit more closely with what you want your workflow to be.

3.Advanced PlayerPrefs Window - It reads all your PlayerPrefs and presents them in such a way that you can create, change, delete and save them with just one click. This prevents you from having to code up a print statement to check the current sate of a PlayerPref. It is tremendous life saver when you are dealing with loads of PlayerPrefs. This is such an important feature that I'm surprised that Unity haven't implemented it in the engine themselves.

2.Mad Compile Time Optimizer -Drastically improves your compilation time sometimes up to a 70% reduction can be achieved. This asset organize the folder structure in such a way that promotes faster compilation times. It is a very well tested asset and the latest version is very much reliable. Get this asset if you want a great way to better utilize your time by preventing long build times.

1.Script Inspector 3 - A super fast code editor (IDE) inside the Unity Editor itself.It comes with context-sensitive auto completion for C# scripts and a rich set of additional tools.
It can even outperform other IDEs including Visual Studio.
You no longer have to fight with an external IDE to write your scripts.
Semantic, Syntactic as well as Error highlighting is available. Get this in your armory of assets if you want a seamless coding experience within the Unity editor itself.

Check out more such Unity Asset Store Gems : HERE
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Assets Worth Checking Out


Pixelation Shader - Unity Shader

Pixelation Shader This is the correct way (one of many) of showing pixelation as a post-processing effect. This effect will work in any aspect ratio without any pixel size scaling issues as well as it is very minimal in terms of coding it up.

In order to get this to work 2 components have to be set up:
1) The pixelation image effect
2) The script - which will be attached to the camera

So let's get started by creating a new image effect shader.
We will take a look at our Shaderlab properties :
_MainTex("Texture", 2D) = "white" {} That's it, Everything else will be private and not shown in the editor.
Now we will see what are defined along with the _MainTex but are private.
sampler2D _MainTex; int _PixelDensity; float2 _AspectRatioMultiplier; We will pass _PixelDensity & _AspectRatioMultiplier values from the script.
As this is an image effect there is no need to play around with the vertex shader.
Let's take a look at our fragment shader:
fixed4 frag (…

Toon Liquid Shader - Unity Shader

Toon Liquid Shader This is how the shader will end up looking :
This shader is pretty neat and somewhat easy to implement as well as to understand. Since we will be adding some basic physics to the toon water as it is moved about we will have to support that in the vertex shader as well.
So let's start by looking at the properties :
Properties { _Colour ("Colour", Color) = (1,1,1,1) _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 [HideInInspector] _WobbleX ("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ ("WobbleZ", Range(-1,1)) = 0.0 _TopColor ("Top Color", Color) = (1,1,1,1) _FoamColor ("Foam Line Color", Color) = (1,1,1,1) _Rim ("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0,10)) = 0.0 } Just the usual stuff that we are used to. The only thing that may stand out is the [HideInInspector] tag, This works j…

Curved Surface Shader [ Unity Implementation ]

Curved Surface Shader This is the shader that we will be having at the end of this tutorial.
 The curved surface shader is capable of achieving really varied visual effects from showing space-time curve due to gravity to a generic curved world shader that is seen in endless runners like Subway Surfers.
The concepts that you learn here can open you up to a new way of looking at shaders and if you didn't think they were the coolest thing ever already, hopefully let this be the turning point.😝.

Both the examples show above use the same exact material is just that different values have been passed to the shader.
Start by creating a new unlit shader in Unity and we will work our way from there.
First we define what the properties are:
_MainTex("Texture", 2D) = "white" {} _BendAmount("Bend Amount", Vector) = (1,1,1,1) _BendOrigin("Bend Origin", Vector) = (0,0,0,0) _BendFallOff("Bend Falloff", float) = 1.0 _BendFallOffStr("Falloff s…

Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…

Alto's Adventure Style Procedural Surface Generation Part 1

Alto's Adventure Style - Procedural Surface Generation This game appears to be a strictly 2D game but if you have played it enough you will notice that some of the art assets used look like it's 3D ( I don't know if they are tho ). If you haven't played the game you are missing out on one the most visually pleasing and calming games out there ( There is literally a mode called Zen mode in the game ).
Anyway, I am going to show you how to make a procedural 2D world ( without the trees, buildings and background ) like in Alto's Adventure.
But you may notice I have a plane which is in in the Z-axis giving a depth to the surface which is not there in Alto's Adventure but if you want to know how to do it then that will be in part 2.
To achieve the same effect of Alto's Adventure ( I'm leaving that up to you ) only minimal changes are needed to the code that I am going to explain.
We are going to be using the plane mesh in unity for creating the 2D surface as th…