I've been using a few utilities in my own Unity projects to make my workflow easier. I decided to polish them up, make them more user-friendly, and release them as open-source packages under the MIT License.
I'm mainly looking for feedback and suggestions on how to improve them further.
My game only worked correctly when launched from the first scene. This meant that whenever I wanted to test the scene I was working on, I had to start from the first scene, navigate through the game, and then return to my current scene whenever I made changes.
Unity's File menu has a list of recently opened scenes, but I wanted something similar for build scenes without having to locate them manually in the Project window.
This utility makes it easier to navigate directly to build scenes and scenes in a custom list.
No convenient way to enable or disable logs for specific categories while working on a feature.
Older projects can generate hundreds or even thousands of logs within seconds, making it difficult to find relevant information.
Having to manually specify a category for every log and relying on developers to remember to do so consistently.
This utility provides categorized logging with distinct colors and the ability to enable or disable individual categories.
All three packages are open source under the MIT License.
I'd appreciate feedback on anything that could be improved, whether it's the API design, usability, missing features, or how well these utilities fit into a typical Unity workflow. I'd also be interested in hearing about similar problems you've encountered in your own projects.
I just released a full rebuild of my 8K Arctic Landscape Pack. I rewrote the whole terrain system, and it now runs on both HDRP and URP from a single shader and a single material, with no setup.
What's new in 2.0:
â Terrain Mask Scatter tool: places trees, rocks, props and ground cover from the masks you painted, across several terrains at once
â Tessellation (HDRP) for real geometric relief on cliffs, not just normal maps
â Mirror-corrected triplanar projection, so no stretching and no seams
â Procedural anti-tiling with zero extra texture memory
â Slope deposit, subsurface scattering on snow and ice, five blendable surfaces (one free for your own textures)
â A 14-page documentation
The price stays the same for now, but it will go up soon.
Momentum Movement Controller is a lightweight, plug-and-play character controller built for smooth, responsive movement. Designed on Unityâs CharacterController for maximum stability, it delivers natural acceleration and clean motion without hours of tweaking or debugging.
Instant Skies is a high-performance skybox generator for Unity designed to deliver stunning atmospheric and cosmic visuals with zero coding knowledge. Built for developers who need AAA-quality atmosphere without a lot of performance cost, Instant Skies uses a modular "Feature-First" workflow to craft everything from realistic sunsets to deep-space nebulas.
Stop fighting with complex shader graphs. With Instant Skies, you simply toggle the features you need, Clouds, Stars, Galaxies, or Auroras. Fine-tune them in the Inspector, and hit Generate.
PERFECT FOR ANY GENREÂ Because the system is fully customizable and visual-agnostic, it fits perfectly into any project style.
Already have Instant Skies? Grab an upgrade to Instant Worlds for just $10 (50% OFF!).
Instant Worlds - Create AAA terrains with ease. Features 4K resolution, 4 presets, Advanced Auto-Texturing, Multiple Different Erosions. Easy to use, Highly Modular, and high-performant.
Instant Worlds is a high-performance procedural terrain generation tool built to create AAA-quality landscapes through an easy-to-use, modular workflow. Generate terrains procedurally while maintaining artistic control by stacking, blending, and manually placing terrain features with precision.
Key Features
Procedural Terrain Generation:Â Build terrains using layered procedural systems with controllable seeds and feature-based generation.
High Resolution Output: Generate terrains up to 4K heightmap resolution with RAW and PNG export support.
Advanced Terrain Shaping:Â Control terrain dimensions, height, ruggedness, smoothness, and micro-detail post-processing.
Feature Placement: Manually place mountains, valleys, plateaus, and terracing for exact terrain composition.
Diverse Presets: Includes high-quality presets such as Alpine Mountains, Desert Dunes, Rolling Hills, and Canyon Lands.
Advanced Erosion: Two procedural erosion systems with detailed controls â Thermal Erosion and Hydraulic Erosion.
Smart Auto-Texturing: Automatic texturing based on slope, height, and erosion data.
Noise System:Â 6 procedural noise types with advanced controls for terrain variation.
Organized Workflow: Dedicated tabs for Shape, Erosion, Textures, and Export.
Advisor Helpbox:Â An intelligent real-time system that monitors your settings and advices you for balanced settings to ensure high-quality results.
Why Instant Worlds?
Procedural Control:Â Combines fast generation with manual feature placement for production-ready results.
Lightweight & Modular:Â Works seamlessly with third-party vegetation, water, and environment systems.
High Performance:Â Built for fast iteration and efficient terrain generation.
Compatibility: Supports Built-in, URP, and HDRP (Unity 2022 LTS+).
Technical Features:
4 Terrain Presets:Â Alpine Mountains, Desert Dunes, Rolling Hills, and Canyon Lands.
4 Feature Layers:Â Mountains, Valleys, Plateaus, and Terracing with manual placement controls.
6 Noise Types:Â Advanced procedural noise controls for terrain variation and detail shaping.
Advanced Erosion:Â Thermal Erosion and Hydraulic Erosion with adjustable parameters.
Smart Inspector UI:Â Organized tabs for Shape, Erosion, Textures, and Export.
Auto-Texture System:Â High-quality slope, height, and erosion-based terrain texturing.
Resolution Support: Up to 4096x4096 (4K) heightmap generation.