As I’ve been working on Nebula Gladiator VR, Fly Around and Zap Aliens, and Fail to Win, I’ve relied heavily on the Unity Asset Store. It is a great way to avoid reinventing to wheel. Unity itself all the basic tools you need (physics, animation, etc.), but to get a good starting point for your game, it is pretty much essential to add some packages from the Asset Store. Many of the packages cost a small amount (I have five packages ranging between 5 and 20 dollars), but many are free as well. Anyway, I’ve played around with a lot of Unity packages and found a few to be particularly useful. I’ve limited this list to just code and effect packages, since those tend to be more generally applicable.
This is what I’m using for the ragdoll transitions in Fail to Win. In a 3D game where your avatar can get hurt (which is almost all of them), using ragdolls is a lot easier than creating death animations. It also tends to respond better to forces than pre-set animations. This tool by BzSoft, makes it even easier by automatically turning a character into a ragdoll when, for example, you fall from a really high ledge. Then, when things calm down, the avatar get back onto his or her feet. Also, it’s free.
I am using this to do the zapping part of Fly Around and Zap Aliens. I used to have a simpler procedural lightning effect, but this looks way better. It has a surprising amount of configuration, so if you need anything that even somewhat resembles lightning or sparks, you can probably use this. Despite that, it is super easy to set up. It only costs $9.
This solved a frustrating problem. I tested everything in the Editor, and it worked great. Then I made a build and deployed it to my phone. I opened it up to find the game broken. I could dig around and find the log file, but finding problems that way takes more time, and you may have to dig through a lot more. I then added this to my project and could open the log from my phone with a simple circle swipe gesture. It looks like the Unity console. It also displays the frame rate, memory usage, and other stats. This could be super useful for collecting information from beta testers. This package is free.
So, I’m not much of an artist, and even if I was, I wouldn’t want to go into Blender or Maya and design a level just to test a simple idea. So I spent a lot of time carefully aligning primitives (mostly cubes) into rooms. The Standard Assets Prototyping package helped a little, but it still lacked the kind of control I needed. ProBuilder is a free package that lets you model directly withing the Editor. Granted, it would not be ideal for anything as complex as character design, but it is fantastic for level design.
This is the priciest package I’ve listed so far as $90, but if your game involves a lot running around and climbing on stuff, this may make your animations look a thousand times better. I got tired of having floating feet when walking on slopes, so I was really excited to finally have a way to fit my animations seamlessly to the stage just like in AAA games. This package does a lot more than stick feet to floors. Climbing, opening doors, pressing buttons, and pretty much anything else that involves animation and an avatar’s surrounding are going to look a lot better with FinalIK. I’m even using it in Fly Around and Zap Aliens, although I had to be sure to turn it off every time you become a ragdoll; otherwise, weird stuff happens.
Another BzSoft package that makes it easy to create a more fun game. It lets you cut a mesh along a plane, or even along the path of a knife (or sword). It is a super satisfying effect in VR. That’s why I added it to Nebula Gladiator VR. A VR sword isn’t going to meet any resistance except maybe when a family member or roommate walks through the living room at the wrong time and gets hit with a controller, so a VR sword should cut cleanly through anything it hits. It got even better when I wrote a simple script that forces the pieces to fly away from each other after being cut.
I’m amazed this package still works, since it hasn’t been updated since 2010. It is free, and simply makes people look at stuff. There may be some other similar packages that do the same thing and are more up to date, but most of the time, this package should be all you need. It is super easy to set up and is another subtle effect that really makes a game look so much better.
It is a nice-looking glow effect that can be added either to individual objects or to a whole scene. I’m probably going to add it to Fly Around and Zap Aliens soon. I’ve played around with it before, and it is really easy to set up. They even have a free version. The upgraded version is only $10, and offers some extra control, but the free version is already super useful.
This is a Unity Essentials pack, so there’s a good chance you have already been using it, but I had to list it here because of how useful it is. I am using its explosions in Fail to Win, but a lot of its more subtle effects like dust and sparks can add the right kind of detail to a game. Most games are going to have a good reason to use at least one of those effects.
Another Unity Essentials package, but worth mentioning. When used right, this could help make your game look less like an obvious computer rendering and more like a cinematic masterpiece. I discovered it doesn’t work so well on mobile, but on other platforms, it helps give the finishing touches.
A Final Note
Many of these tools were things I discovered when I was noticing details in my games that made them seem like ugly amateur indie games instead of modern quality masterpieces. Thank you to all the creators of these tools. The asset store is a fantastic resource. I’ve both sold and purchased tools on the asset store, and the system is great. I, of course, haven’t tried everything on the asset store (there are thousands!), so I’m curious if any of my Unity gamedev readers here have used a Unity package they consider a must-have. If so, please share in the comments below.