Unity Plugins

Welcome to my Unity assets. Please let me know of any feedback or bug reports.

Return Policy: If you are not amazingly satisfied for any reason within 14 days of purchase and I can’t fix your problem, contact me with your order information for a full refund.

Weather Maker – 2D and 3D Weather System


Procedural Lightning – GPU Based, Highly Robust


Fingers – Simple yet Powerful Gestures for Unity


Magic Mirror Reflection – Great Performance


Fast Line Renderer – Line & Particle System on the GPU


Pyro Particles – Fire and Spell Effects!


Rain Maker with Advanced Lighting


EZ Thread – Easy Threads, Simple Script


Simple LUT Color Adjuster – Runs Right in the Editor


Advanced Polygon Collider – Simplified Vertices


Sprite Sheet Creator – Animator or Scene to Sprite Sheet


Volumetric Lightsaber with Animation + Sounds

VolumetricLightsaber

Simple Sound Manager – Robust, Powerful, Easy


Simple Lightning / Electricity Effect


Spawning Pool – Fastest and Easiest Cache


Tween – Tiny, powerful and free Tween framework


Earth Planet – Separate Layers, Atmosphere


Animated Line Renderer – Great for Beam Weapons


Free Parallax 2D – Super Easy Integration


83 comments on “Unity Plugins
  1. Daniel says:

    Hi Jeff and thanks for Simple LUT Adjuster,

    Will it be possible to receive a png of the Neutral LUT you used so that I can make some LUTs based on it?

    Thanks,
    Daniel.

  2. Narmada Balasooriya says:

    I would like to contact you for a research that I am working on with several other researchers in Canada. We would like to have a discussion with you.

    Please reach out to me via email.

    Thank you.

  3. Matej says:

    Thanks for the simple and useful Tween script.

    I noticed a counter-intuitive behavior and I’m not sure if it’s a bug or a feature.

    If a tween has a certain delay but it has zero duration then the complete callback is called immediately after Tween.Start() and not only after the delay has passed.

    It’s not a big deal and can be worked around easily, I just thought you’d want to know.

  4. John Knipe says:

    Hi,

    I require border lines to be drawn on a 3d textured map and dotted trade routes over land and water. Can you recomend your asset or another ?

    Thanks

    John

  5. Jonas S. says:

    Is the Finger Script still supported and up to date?

  6. Jose Angel says:

    There’s a problem with Magic Mirror and unity when the Virtual Reality is Supported (Project Settings -> Player -> XR Settings). I have the oculus sdk but I think is related to Georgina’s problem.

    The preview in the editor is correct, but in the game window. I can’t find the cameras rendering in the eyes (the Game window is left eye).  If VRMode is enabled in the mirrorCamera, cameraLookingAtThisMirror.stereoActiveEye is always the left one

  7. Georgina says:

    Hi, I met a problem when I tested the Magic Mirror Pro – Recursive Edition on google cardboard. It just has scenes on the left eye side and the other eye does not have any mirror scenes. But I did render it for the both eyes. Could you please tell me how to solve this problem? Thank you very much.

  8. Hi,

    We had purchased your product sometime back  and we were trying to implement UI objects dragging on the basis of mouse and touches but were unable to do so. I tried going through your demos as well but there you move a 3D object.

    Any idea how to do it with your plugin where I want to move UI objects placed in a Canvas with render mode Screen Space Overlay and Canvas scaler match width and height set to 1.

     

    Thanks

    Ravinder

  9. Marth says:

    Hello, Jeff! I’d like to be able to have the lightning strike in precise points on my sidescroller, but am having difficulties with getting it to strike exact spots. Would I have to modify some of the code to eliminate the y randomness? Or is there a way to get the silly thing to respect the 0 variance I’m trying to get it to do? I don’t mind the lightning looking different each time, so long as it always hits the spot I’m trying to mark as the end point with a gameobject.

    The rest is working great and looks fantastic for me! Cheers for your hard work, it’s much appreciated!

  10. Andrew says:

    Hi sorry but I am new to Unity so maybe my incorrect config.  I NEVER get a complete swipe from your GestureRecognizer call back.  I get FAILED and POSSIBLE ONLY.  I have wasted more time that is has been worth tweeking various settings and your sample scene also does not work.  Can you recommend a next step?  From my own simple tests on Input events I can generate raw swipe data so whats the problem here?

    • jjxtra says:

      Hi Andrew! Thanks for stopping by. DemoSceneSwipe is working for me. Can you try bringing the asset into a blank Unity project and try again? Also ensure you have the latest version of the asset. I’m happy to take a look at your project too or Skype, just email me – [email protected].

  11. N.B.Jack says:

    Do you have any plans for adjusting the Fast Line Renderer to work in VR projects? It’s really nice, but I notice when I render both eyes of a headset, only one display gets the results. I’m sure this is just some artifact of the high-speed rendering process, but I’d love it if you can tweak this at some point to allow it to render in both eyes.

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