Unity Asset Developer

Tools that turn
weeks of work
into minutes.

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

Swarm AI Manager

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.

Mob AI Pooling Events Efficient Editor Toolkit
// Start the system
SwarmManager.SwarmStart(PlayerTransform);
// Wait to finish, it takes time converting animations
SwarmManager.SwarmIsReady(); // Return true if finished
// Spawn
SwarmManager.SpawnMob_Any(position);
In Development

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).

→ PERF
1,000+ Animated Units Handles large crowds of 3D animated agents with optimized update cycles.
→ EDIT
Custom Editor Window Configure visuals, stats and rules then tie them together directly in the Unity editor.
→ EVNT
Custom Events System Add custom behaviors at certain stats of it's lifetime using the editable script with exposed events.
→ CODE
Simple Runtime Workflow Easy to use after setting up on the editor screens, just start-wait to finish-spawn.

Spider Chart Maker

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.

UI Charts Animation Presets Custom Editor
// Add the chart to the GameObject
var chart = AssetSpiderChart.ChartMaker(uiGameObject, "idPreset", textureSize);
// Add values and labels
AssetSpiderChart.UpdateStats(values, labels);
In Development

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.

→ ANIM
Built-in Animations Charts animate in and update smoothly with configurable duration per preset.
→ PRST
Preset System Save visual styles as presets in a settings file — reuse across scenes without re-configuring.
→ PRVW
Preview System Set preview values to show possible upgrades.
→ EDIT
Custom Editor Tweak grid, fill, colors, labels, chart style, and animation directly inside Unity.
→ CODE
Simple Workflow Pass your GameObject and a preset id/index or nothing to use the configurable default setting. Done.

Damage Numbers

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.

Presets Pooling Custom Editos
// Spawn a floating number
AssetDamageNumbers.ShowDamage(position, "damage");
In Development

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.

→ PRST
Preset-Oriented Define looks for damage, healing, crit, XP, and more — each as a named preset with full style control.
→ ANIM
Animation Curves Control float path, fade, scale pop, and lifetime with animation curves set in the editor.
→ POOL
Object Pooling Built-in pooling keeps performance stable even with dozens of simultaneous number spawns.
→ CODE
1 Line of Code Call Show() with a value and preset. That's the whole API.

UI Toolkit Extension

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.

Tween Audio Synth UI Events Runtime Presets Custom Editor
// After preconfiguration use the enum to play sounds
MySound.SoundName.Play();
// Use the tween setting to animate an object
var tween = target.TweenSetup(settings);
tween.TweenPlay();
In Development

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.

→ TWN
Tween Engine Move, scale, rotate, and fade with chainable tweens, easing curves, and callbacks.
→ SYN
Procedural Synth Maker Design sounds visually, create Audio configurations then generate AudioSource at runtime — no audio files needed.
→ UI
UI Sound Extension Attach sounds, tweena and event callbacks to any UI element, UI events are used to set the timings of the actions.
→ PRFL
Profile Manager Pre-configure and make your own settings and presets on the inspector.
● All assets currently in development — Store release coming soon