How these are made. Every CSAF product is made with AI. Each entry below repeats the AI disclosure exactly as its store page states it (for example "AI Assisted, Code, Graphics").
Your world has a history. Your history screen is a list of strings. Every project with a world eventually accumulates records: the year the city was founded, the war that ended an age, the plague, the coronation, the voyage.
Paid · Tags: chronicle, generator, history, lore, procedural, sourcecode, timeline, unity, user-interface, worldbuilding · AI disclosure: AI Assisted, Code, Graphics · store page
Unity's Animator window cannot lay out a state machine. Arrange does: pick a controller, see the new layout next to the old one with the crossings counted, and write it in one Undo step.
Paid · Tags: animation, csharp, editor, source-code, tool, unity, unity6, unity-editor, utility, workflow · AI disclosure: AI Assisted, Code, Graphics · store page
Hand-maintained reference lists are always wrong in one of two directions. Too many references, and every refactor drags dead weight. Too few, and you meet CS0246 at the worst time.
Paid · Tags: automation, csharp, editor, gamedev, pipeline, plugin, programming, tool, unity, utility · AI disclosure: AI Assisted, Code, Graphics · store page
Every skill-tree asset on the store is a wiring tool. It gives you nodes, edges, unlock rules and a save format — and then hands you an empty folder to put your icons in.
Paid · Tags: csharp, gamedev, generator, gui, icons, procedural, progression, skill-tree, sprites, unity · AI disclosure: AI Assisted, Code, Graphics · store page
Derive the clips you need from the clips you have. Trim, retime, mirror, loop and clean AnimationClip assets, a whole folder at a time, with exact curves and real.anim files beside the source.
Paid · Tags: animation, csharp, editor, gamedev, source-code, tool, unity, unity-editor, utility, workflow · AI disclosure: AI Assisted, Code, Graphics · store page
Point it at your characters, their parents, their marriages and the dates things happened to them, and it composes the finished illuminated descent chart.
Paid · Tags: character-customization, characters, dynasty, fantasy, genealogy, generator, medieval, procedural, unity, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page
Ductus generates letter tracing lessons from your own font, in Latin, Cyrillic and Greek. Every other tracing asset on the store ships hand drawn paths for one alphabet.
Paid · Tags: alphabet, assets, generator, handwriting, kids, tool, typography, unity, unity-asset · AI disclosure: AI Assisted, Code, Graphics · store page
Point it at a quest your game already knows about, and it draws the finished illuminated journal page. The errand gets its own device. The region gets its own painted roundel, and tints the whole sheet.
Paid · Tags: generator, journal, parchment, procedural, quest, quests, sourcecode, unity, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page
Your game already records what happened. Gazette prints the newspaper. Hand it the day's events — what happened, where, who did it, how much it mattered — and it composes a finished broadsheet.
Paid · Tags: fantasy, generator, narrative, newspaper, procedural, text, tool, unity, user-interface, worldbuilding · AI disclosure: AI Assisted, Code, Graphics · store page
Coloring pages for your coloring or colour-by-number game, generated in the editor: line art, numbers, a reference fill, a region map and one white piece per area, from any seed.
Paid · Tags: 2d, casual, coloring, coloring-book, generator, kids, mandala, procedural, sourcecode, unity · AI disclosure: AI Assisted, Code, Graphics · store page
Valve's Steam Deck review asks that the smallest text in your game is at least 9 pixels tall at 1280x800, and recommends 12. A HUD authored at 1920x1080 or 4K shrinks on the Deck, and nothing in Unity tells you which labels went under.
Paid · Tags: accessibility, csharp, editor, source-code, steam-deck, tool, unity, unity6, unity-editor, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page
A designed racing livery for every car in your roster: scheme, team colours, a number roundel and a universe of fictional sponsors, painted onto your own vehicle meshes.
Paid · Tags: cars, editor, livery, motorsport, procedural, source-code, textures, unity, vehicles · AI disclosure: AI Assisted, Code, Graphics · store page
The printed how-to-play page, composed from your game's own input bindings. It redraws when a key is rebound. Primer draws a saddle-stitched instruction booklet spread: two facing pages of cream stock, printed in two spot inks.
Paid · Tags: controller, gamepad, generator, input, keyboard, procedural, sourcecode, tutorial, unity, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page
Rename a class, move it to another namespace or another assembly, and every [SerializeReference] value of that class goes null in the Inspector. The data is still in your scene, prefab and ScriptableObject files, under the old type name.
Paid · Tags: csharp, data-management, debugging, editor-extension, serialization, source-code, tool, unity, unity6, unity-editor · AI disclosure: AI Assisted, Code, Graphics · store page
Your rename hasn't happened yet You did what the docs say: [FormerlySerializedAs("moveSpeed")] public float speed = 5f; Everything still works. Every value is still there.
Paid · Tags: automation, csharp, editor, gamedev, game-engine, pipeline, sourcecode, tools, unity, workflow · AI disclosure: AI Assisted, Code, Graphics · store page
Unity bakes lighting per scene. A room you build as a prefab and spawn at runtime arrives with no baked lighting at all: a looping hallway, a procedural dungeon or a pooled level chunk is lit only by its lights in real time.
Paid · Tags: 3d, level-design, lighting, lightmap, procedural, source-code, tool, unity, unity6, unity-editor · AI disclosure: AI Assisted, Code, Graphics · store page
Point it at a folder of modular kit prefabs. It reads the meshes and writes the connection sockets for you. Then drop a piece near another one and it snaps, rotation resolved.
Paid · Tags: csharp, level-design, level-editor, modular, snapping, source-code, tool, unity, unity6, unity-editor · AI disclosure: AI Assisted, Code, Graphics · store page
Your leaderboard already works. It just has nothing to show. Every leaderboard asset on the store sells you transport — Nakama, PlayFab, Steam, Unity Gaming Services, dreamlo, RankHub.
Paid · Tags: asset-pack, generator, gui, high-score, leaderboard, monument, procedural, score, stone, unity · AI disclosure: AI Assisted, Code, Graphics · store page
Point it at your recipe table and it draws the whole crafting screen: every reagent, every result, every connection. There is no atlas, no sprite sheet and no imported texture anywhere in the art path.
Paid · Tags: 2d, crafting, game-design, generator, gui, icons, procedural, unity, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page
Typecase is a pixel font tool for Unity 6 with 3 ways to read a PNG sheet into a real TextMesh Pro font asset, keeping the colours you drew. Royalty free for your games.
Paid · Tags: bitmap-font, fonts, pixel-art, pixel-fonts, source-code, textmesh-pro, tool, unity, unity6, unity-editor · AI disclosure: AI Assisted, Code, Graphics, Text · store page
Vellum — illuminated item cards, drawn from your own item data Every item in your game draws its own card. Not eight frames repeated across five hundred items.
Paid · Tags: fantasy, generator, inventory, items, procedural, sourcecode, tooltip, unity, user-interface · AI disclosure: AI Assisted, Code, Graphics · store page