Skip to main content

Productivity Upgrade - Unity Asset Store [ July, 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.😁.
Well a new month has arrived and it's time to see more of those cool assets on the Unity asset store.

8.Stats Monitor - Stats Monitor is the most feature-packed and customizable FPS counter and performance measuring tool on the asset store! It offers an easily deployable tool that provides an abundance of features such as various framerate-, memory-, and system information to test your Unity game project.
7.Pooling Toolkit - Pooling Toolkit is a package that facilitates better management of resources by allowing the reuse of objects. It includes tools that are easy to use yet highly configurable, allowing you to focus on what's important - developing features.
6.SciFi Industrial Level Kit 2.0.- Designed to be a useful, ever growing set of valid solutions to boost creativity for end users.It presents a modular, easy to combine system of objects, structures and PBR/IBL lighting solutions which allow the creation of different sci-fy, hi-tech industrial themed scenes.
5.Puppet3D - Puppet3D is a professional rigging toolset for Unity.
Features :
- AUTORIG - Rig it in a minute! Makes rigging a biped really fast.
- Create bones and skin them to any character or asset.
- IK & FK - Make IK controls for the limbs, which can blend between IK and FK.
And Many More.
4.Super Invoke - Super Invoke is a powerful and simple framework that allows you to time-control any kind of operation.
- Delay parameterless and parameterized methods in one line of code.
- Create sequences to manage complex multi-step operations.
- Repeat methods as many times as you want (infinite too).
3.City-Building Game Kit - Starter Version - Develop mobile city-building games. Add your own game features, menus, art. 100% source code included. No Unity Pro license needed.
2.Time Rewinder - This package provides a scripting system to manage time rewind. You only need to attach one script on all objects that could rewind in the time. You can set maximum rewind time and keep or not the velocity of the given object after rewinding's exit.
1.Aircraft Flight Physics Toolkit (helicopters and airplanes simulator) - Aircraft Flight Physics Toolkit features realistic aerodynamics and flight simulator for airplanes, helicopters and many other vehicles, includes also ready to use prebuilt examples for drag-and-drop in your project and components for include weapons, hud, weather, atmospheric simulator, sky with light scattering and aeronautical construction fully integrated with Unity Editor.
Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
If you have any questions that you might have about shaders, C# or Unity development in general don't be shy and leave a message on my facebook page or down in the comments.

Comments

Assets Worth Checking Out

POPULAR POSTS

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…