Unity Asset Developer
A growing collection of Unity tools and scripts — built for developers who'd rather ship games than reinvent the wheel. Clean editors, preset-driven workflows, minimal code.
Coming soon to the Unity Asset Store
Assets — browse by tool
Manage and control over 1,000 3D animated units at stable FPS with a single system. Behaviors, movement patterns — all configured visually with alternative logic writing.
Performance-wise it is efficient mostly because i don't use the animator, just one of many ways to make the object move but animations are not as smooth as with the animator and there's the catch that, what's won on performance is lost on memory but how much depends on animation length and mesh quality but the weight is made at runtime. About grids the usual pattern should be: create nav mesh then save into a file then set how's the manager play with it, on this point there's the race in parallel problem which is easily dodged if unsafe code is enabled(but telling the user please activate UNSAFE code is kinda problematic in some cases) mostly because you can tell the system "Hey bro this grid is filled by this guy so if someone ask for it just don't ok?" so then a roundabout way is used which add lots of code and jobs but burst is really fast, it's not a problem(all of this is already done just in case, just fixing errors).
Build animated spider charts with full visual control. Preset-driven with a settings file for easy reuse — perfect for stats screens, player comparison, and RPG UIs.
It's a niche tool just like most of what I'll do but it can be used on many games, honestly i thought it was going to be more simple... now about performance, the chart clean and modify textures but not all. Update enter in play only if the stats or preview is modified so that's to keep in mind, also when creating, but most of the performance cost would weight on the texture size, as recommended it should be a size of 512 or at most 1024, as to why, let's say i have a paper and i draw point by point a certain image, but suddenly i want a bigger paper and the image i want, takes the same amount of space(or scale it up), well it's basically that, bigger size more work.
Show damage, score, healing, and feedback numbers that float up from any world or UI position. Highly configurable through presets — no custom code needed per use case.
It's pretty common in games this one, i made my own system for a game and now I'm converting it into an asset, work is in progress but I'll focus on animations.
A complete audio-visual toolkit: a tween engine, a procedural synth sound maker with audio manager, and a UI script that wires sounds, animations and events to UI interactions — all in one package.
In short, it's a GameObject oriented tween engine + synth sound maker + profile setting + UI events hook. Sounds are complicated so don't expect to recreate voice but i set multiple presets to make building easier, you can actually combine sounds(maybe even modify sources, i can probably ask for an audio source and use the presets on this asset to add changes then return a new audio source), all of them are generated at runtime so they weight practically nothing and they are built really fast thanks to a certain Unity function that manage sound generation. About tweens, I'll probably need to reorganize it but it works well and they preform fairly well. I already tried to put it on the store(got rejected because i need to put more images or vids) so now I'll try to fix some parts before re-submitting.