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Ultimate Colorizer - Unity Palette Swap Recolor
Create faction colors, rarity variants, outfit dyes, palette swaps, material variants and reskinned Tilemaps without duplicating your source art.
Created Oct 11, 2026
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Ultimate Colorizer - Unity Palette Swap Recolor
Create faction colors, rarity variants, outfit dyes, palette swaps, material variants and reskinned Tilemaps without duplicating your source art.
Created Oct 11, 2026
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Helix Vizforge - Unity Charts and Dashboards
Build interactive charts, graphs, dashboards, financial panels, scientific plots, telemetry overlays and world-space data visualizations without stitching together separate chart systems.
Created Oct 11, 2026
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DataLoom Pro - Unity ScriptableObject Spreadsheet
Stop opening assets one by one. DataLoom Pro turns every ScriptableObject of a type into one editable spreadsheet: every asset a row, every serialized field a column - including nested structs, lists, serialized dictionaries and SerializeReference polymorphic data. Unlike database-style tools, your data never moves. Assets stay plain .asset files: diffable, mergeable, yours. | TRY IT BEFORE YOU BUY IT The demo above is the real workbench running in your browser - the same grid, query language, validation, pipelines and dashboards that ship in the package. Click any feature in the left rail to jump to it. EDIT AT SPREADSHEET SPEED • Virtual scrolling through thousands of rows with a frozen name pane. • Rectangular selections with live count, sum and average. • A drag-fill handle that continues any series (Goblin_01, Goblin_02...). • Inline type-aware editors, multi-row apply and TSV copy/paste straight to Excel. • = formulas with column aggregates, and a real query language: tier=Boss OR (health>500 rarity=Epic), plus @issues and @flagged. SEE YOUR BALANCE, NOT JUST YOUR NUMBERS • Header sparklines show each column's distribution at a glance. • The Insights Dashboard charts distributions, outliers and two-column scatters, with PNG export for design docs. • Snapshot Trends graphs how your averages move across a tuning session. • The What-If Sandbox runs any bulk pipeline against a shadow copy - and proves the real assets were untouched - before you commit. NEVER LOSE DATA Every mutation - manual, bulk, import, sync, merge or AI - flows through one transactional path: a single undo step plus a persistent, revertible change history. Every bulk operation also takes an automatic raw-file backup with one-click restore. Failed batches roll back completely. SHIP HEALTHY DATA Per-column rules (Required, Range, Unique, Regex) tint cells live and roll up into a project Data Health score with one-click auto-fix. The same engine runs headless in CI with JSON, JUnit and SARIF reports and exit-code gating. USE IT IN YOUR GAME - WITHOUT LOCK-IN LoomGen generates deterministic, type-safe access code (Loom.Monster.Keys.DireWolf, enums straight from your columns) with a CI drift check. The optional Loom Runtime module loads your tables in the player (LoomDb.Table().ByName("Dire Wolf")) and writes delta save files that still apply after you rebalance shipped data. Remove DataLoom tomorrow and your assets keep working - they never stopped being plain ScriptableObjects. BUILT FOR TEAMS Semantic 3-way merge resolves .asset conflicts field by field: non-overlapping edits auto-merge, real conflicts get a picker rather than a YAML diff. A review window shows exactly which values changed between two folder states. Flag rows and attach notes in a committable sidecar. Designer mode moves the power tools into an overflow menu and enforces lead-protected columns. Two-way Google Sheets sync ships with a conflict gate that never silently overwrites. AI WITH A SEATBELT The optional copilot (Anthropic or any OpenAI-compatible endpoint, including fully local servers) converts plain English into a schema-validated plan you review as a diff and apply yourself. There is no code path for a model to write your data directly. Twelve MCP tools let agent IDEs read and analyse your data; the server is off until you start it, binds to loopback behind a per-session token, and every write needs an explicit confirm flag. EVIDENCE YOU CAN CHECK YOURSELF The scale benchmark harness ships inside the package. Run Tools > DataLoom Pro > Run Scale Benchmark on your own hardware and data rather than taking a number on trust. KNOWN LIMITATIONS • Editor-only by default. Only the optional Loom Runtime module ships in a build, and only if you use it. • Google Sheets sync is bring-your-own-credentials: you create a free Google Cloud project once. The bundled walkthrough covers it step by step. • The AI copilot is bring-your-own-key and off by default. No key, no copilot. • Semantic merge targets text-serialized .asset files. Force Text serialization is required. • Newtonsoft JSON is required and prompts for confirmation before any manifest change. REQUIREMENTS Unity 6000.0 or newer. Any render pipeline - DataLoom is an editor tool and draws no scene content. THIRD-PARTY CONTENT None. This package contains no third-party fonts, images, audio, icons, shaders, DLLs or native binaries, and no third-party source code. AI-GENERATED CONTENT DISCLOSURE This package was built with AI-assisted development tools. Primarily Claude Code for the C# implementation, with a smaller amount of assistance from GPT-based models via Codex. All generated code was reviewed, edited and integrated by hand rather than shipped as produced. Every store screenshot is a direct capture of this package's own running build. The four marketing key images - cover, card, icon and social - were produced with AI image generation, using those captures as the visual reference. The written documentation and store copy were drafted with AI assistance and edited by hand.
Created Oct 11, 2026
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Dungeon Generator - Unity WFC Procedural Levels
Generate complete, connected dungeons from a seed, then art-direct the result without leaving the scene. Dungeon Generator combines a deterministic wave-function-collapse core with modular 3D construction, live terrain painting, stacked floors, runtime navigation, gameplay hooks, sharing, and editor tooling.
Created Oct 11, 2026
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CozyCrate - Unity Packing Game Template
Build a polished cozy packing game from a complete, playable Unity template. CozyCrate combines tactile parcel preparation with progression, customer management, supply planning, upgrades, bank actions, bills, and a guided campaign. The included starter game moves each order through a clear hands-on loop: inspect the request, organize incoming goods, clean or repair damaged items, choose a carton, arrange items freely, add protection and handling labels, enter the address, fold and tape the box, then ship it for a scored payout. The project is data-driven and source-included. Starter content lives in ScriptableObjects, gameplay rules live in focused C# services, and the interface is assembled from event-driven uGUI views. Replace the art, rebalance the economy, extend the campaign, or use the systems as a foundation for a different packing, sorting, fulfillment, or light-management game. A COMPLETE PACKING LOOP • Intake and organization: move incoming items freely so overlapping orders remain readable. • Condition tasks: clean dirty goods and repair broken goods through focused mini-game interactions. • Free-form packing: position and rotate items continuously inside four visually distinct carton sizes. • Shape-aware validation: alpha-aware silhouettes and logical footprints prevent invalid overlaps without treating every sprite as a full rectangle. • Protection choices: use bubble wrap and packing peanuts when an order needs additional care. • Parcel finishing: fold carton flaps, drag tape across the seam, place handling stickers freely, enter the required address, and move the finished parcel to the conveyor. ORDERS, VALIDATION & FEEDBACK • Order requirements: item lists, quantities, client identity, address, handling rules, and condition states drive each parcel. • Hard shipping checks: missing items, a wrong address, an unsealed box, or no selected carton blocks delivery. • Soft scoring checks: packaging quality and handling mistakes reduce payout and appear in the shift report. • Three play styles: Chill, Normal, and Rush adjust timing, penalties, bills, and campaign pressure. • Clear daily reports: earnings, bonuses, penalties, costs, reputation, and progression are summarized between shifts. PROGRESSION & MANAGEMENT • Eight guided days: the opening curriculum introduces mechanics in context instead of exposing every tool at once. • Procedural continuation: deterministic order progression keeps the game playable after the authored campaign days. • Tablet applications: manage clients, shop upgrades, restock supplies, review bills and authorities, use bank deposits and withdrawals, handle loans, and change settings. • Fourteen upgrades: workspace, storage, tool, automation, comfort, and cosmetic improvements use prerequisites and live effects. • Six starter clients: category pools, reputation gates, purchase gates, payout multipliers, and distinct visual branding support a growing business. DEVELOPER-FRIENDLY FOUNDATION • Editable C# source: runtime, UI, editor tooling, content generators, and tests are included. • ScriptableObject content: items, boxes, clients, consumables, stickers, upgrades, footprint shapes, difficulty profiles, localization strings, and tuning are separated from runtime logic. • Content Wizard: create common content types from guided editor forms and register them with the master catalog. • Validation tools: scan catalog references, IDs, content relationships, build setup, and common configuration mistakes. • First-open welcome window: jump directly to the Boot scene, customer guide, content tools, and setup checks, with hide and disable options. • Single HTML manual: searchable, responsive documentation explains setup, architecture, reskinning, balancing, new levels, content creation, testing, builds, licensing, and extension recipes. STARTER CONTENT INCLUDED • 30 categorized item definitions with authored sprites and varied visual sizes. • 4 carton definitions with distinct open and closed artwork. • 6 client definitions with progression and payout settings. • 14 upgrade definitions with prerequisites and typed effects. • 8 guided curriculum days plus procedural progression. • 3 difficulty profiles. • Handling labels, consumables, item-care interactions, tablet apps, reports, tutorials, generated fallback visuals, and procedural fallback audio. • Boot, Main Menu, and Workshop scenes. TYPICAL WORKFLOW • Open the included Boot scene and play the starter game. • Use the Content Wizard or duplicate an existing definition to add items, clients, boxes, upgrades, or other content. • Register new definitions in the central catalog. • Replace sprites, colors, text, sounds, and balancing values with your own production content. • Add authored day definitions or tune procedural progression. • Run content validation and the included test suites before exporting your game. IMPORTANT BOUNDARIES • The included presentation is a complete starter game and template, not a hosted backend service or multiplayer framework. • CozyCrate is designed around desktop pointer controls; projects targeting touch, consoles, or accessibility-specific input should adapt and verify those interactions. • The package provides editable starter art and procedural fallbacks, not a general-purpose art library for unrelated products. • New third-party art, audio, fonts, services, or packages added by customers remain subject to their own licenses and platform requirements. AI-GENERATED CONTENT DISCLOSURE • Tools used: OpenAI's built-in image generation system (GPT image generation) was used to create original 2D source art for CozyCrate. Claude Code and GPT-based models through Codex also assisted with portions of the C# development. • Affected visual content: the 30 item sprites; carton source art and derived carton variants; menu and workbench backgrounds; panel/button and cat art; packing-peanut textures; tray icons; tutorial-hand art; feature-lock art; and their retained generated source textures. • Post-generation modifications: outputs were selected, chroma-key/background processed where applicable, transparency and edges cleaned, cropped, resized, split into atlases or derived variants, configured as Unity sprites, and integrated into the gameplay and UI systems. • Package notice: a detailed affected-content list is included at Assets/CozyCrate/Third Party Notices.txt.
Created Oct 11, 2026
#6
Orbyteon Dynamic Follow Camera - Unity
Dynamic Follow Camera is a focused Unity camera toolkit for target following, motion-responsive framing, orbit and zoom, and obstruction handling. It includes editable C# source, reusable Camera Profiles, Editor setup tools and a driving demo with Chase/Cockpit views.
Created Sep 28, 2026 · Updated Oct 8, 2026