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


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

99 comments on “Unity Plugins
  1. Jérémy says:

    I have more data.

    I added the MagicMirrorPrefab to the scene and obtain the log:

    Culling was prepared but not used nor disposed
    Assertion failure. Value was not Null
    Expected: Value was Null
    DigitalRuby.MagicMirror.MagicMirrorScript:RenderReflectionInternal(ReflectionCameraInfo, Transform, Vector3, Single, StereoTargetEyeMask, RenderTexture, Single) (at Assets/MagicMirror/Prefab/MagicMirrorScript.cs:293)
    DigitalRuby.MagicMirror.MagicMirrorScript:RenderReflection(ReflectionCameraInfo, Transform, Vector3, Single, Single) (at Assets/MagicMirror/Prefab/MagicMirrorScript.cs:214)
    DigitalRuby.MagicMirror.MagicMirrorScript:RenderReflectionCamera(ReflectionCameraInfo) (at Assets/MagicMirror/Prefab/MagicMirrorScript.cs:684)
    DigitalRuby.MagicMirror.MagicMirrorScript:QueueReflection(Camera) (at Assets/MagicMirror/Prefab/MagicMirrorScript.cs:155)
    DigitalRuby.MagicMirror.MagicMirrorScript:OnWillRenderObject() (at Assets/MagicMirror/Prefab/MagicMirrorScript.cs:443)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    Culling was not prepared, please prepare cull before performing it.
    Assertion failure. Value was Null
    Expected: Value was not Null
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.Experimental.Rendering.HDPipeline.ReflectionProbeCullResults.Cull () (at Library/PackageCache/[email protected]/Runtime/Lighting/Reflection/ReflectionProbeCullResults.cs:47)
    UnityEngine.Experimental.Rendering.HDPipeline.HDRenderPipeline.Render (UnityEngine.Experimental.Rendering.ScriptableRenderContext renderContext, UnityEngine.Camera[] cameras) (at Library/PackageCache/[email protected]/Runtime/RenderPipeline/HDRenderPipeline.cs:1046)
    UnityEngine.Experimental.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Experimental.Rendering.IRenderPipelineAsset pipe, UnityEngine.Camera[] cameras, System.IntPtr loopPtr) (at C:/buildslave/unity/build/Runtime/Export/RenderPipeline/RenderPipelineManager.cs:33)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


    If I press the start button (game view), I have this log:

    Culling group was not disposed. You have to call Dispose explicitly from the main thread. This will likely result in a crash.


    Also, at random time in edit mode, unity crash with message ( if I open the task manager, Memory is full ) :

    D3D11: Failed to create RenderTexture (1119 x 894 fmt 27 aa 1), error 0x8007000e


  2. Are you still consulting?  We need a sky, very much like your weather-system asset you wrote for Unity3D.  The difference is we’re looking for physics based accuracy on the light from the sky to illuminate objects on the ground; rather than a visually pleasing sky box for a game.  Critical part of this will be to provide scientific references for the approach so that we can defend the approach in our papers (which you’re more than welcome to be a co-author on and you’ll be able to add consulted for scientists at Agricultural-Research-Services branch of USDA (the largest think-tank for agricultural research in the world).  We can help dig up papers that go through the math on how to compute color-temperature and illumination based on thickness of atmosphere (which is dictated by time-of-year, time-of-day, elevation, lat.-long., haze/fog in air/atmosphere) as well as any other help you might need.  Note these cooperative research grants take a while to setup (figure 60-90 days).

    Given where you’re at, it appears that it’s likely fairly straight forward to extend your system to provide the functionality we’re looking for once we get you the supporting research documents.  However, judging from these papers that we’ve begun surveying, we also recognize it’s not a trivial exercise or we’d just do it ourselves so if you’re interested we’d need to setup a cooperative research grant to get you paid for your efforts.  Please contact me at your earliest convenience if this is a job you have time for and would like to tackle.

    • jjxtra says:

      Thanks for the information. Let’s move this to email. Contact me at [email protected] and we can see if this is a good fit. Please let me know via email how many hours you would anticipate along with hourly rate, along with a detailed requirements document. I have a rough idea from this post but would need a detailed spec before giving a bid. Thank you!

  3. Arie says:

    Will This

    Weather Maker – Unity Weather System, Sky, Water, Volumetric Clouds and Light”
    Work with unity 5.4 as my 64 bit system is under repairing (and will take around 7 weeks to be repaired) so I can only use unity 5.4 32 bit . Please Tell me if This will work with unity 5.4 or not if yes then I’ll definitely get it.

  4. Daniel Krotov says:

    Please disregard my last comment. I had an Action class as well which was conflicting. Adding a namespace on mine corrected the problem. Sorry to have wasted your time.

  5. Daniel Krotov says:

    Hi Jeff…I just purchased your “Fingers” plugin and upon importing it into my project, I am getting a series of errors and just wanted to know if you have seen them before and whether there was a solution. I will look more on Google to see what I can find, but thought I would post here first. If I find the solution before I hear from you I will surely let you know.

    I am currently using Unity 2018.2.4f1. The 5 errors are as follows:

    Assets\Fingers\Prefab\Script\Gestures\TapGestureRecognizer.cs(41,51): error CS1503: Argument 2: cannot convert from ‘method group’ to ‘Action’

    Assets\Fingers\Prefab\Script\Components\FingersJoystickAnywhereComponentScript.cs(230,67): error CS1503: Argument 2: cannot convert from ‘System.Action’ to ‘Action’

    Assets\Fingers\Prefab\Script\Gestures\GestureRecognizer.cs(767,49): error CS1503: Argument 2: cannot convert from ‘method group’ to ‘Action’

    Assets\Fingers\Prefab\Script\FingersScript.cs(792,70): error CS1661: Cannot convert lambda expression to type ‘GestureRecognizer.CallbackMainThreadDelegate’ because the parameter types do not match the delegate parameter types

    Assets\Fingers\Prefab\Script\FingersScript.cs(792,98): error CS1678: Parameter 2 is declared as type ‘System.Action’ but should be ‘Action’

  6. 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?


  7. 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.

  8. 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.

  9. John Knipe says:


    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 ?



  10. Jonas S. says:

    Is the Finger Script still supported and up to date?

  11. 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

  12. 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.

  13. 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.




  14. 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!

  15. 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].

  16. 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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