【パブリッシャー丸ごとセール第103弾】9月20日 0:00 〜 9月26日(木) 23:59まで
Imphenziaのアセット50%オフ
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『Blasters Large』$21.95 => FREE(9月26日 23:59まで無料)
クーポンコード:IMPHENZIA
【Fresh Asset sale】⏰️ 9月19日 〜 10月2日 23:59まで NEW!!
200を超える最新の人気アセットがお買い得。秋のフレッシュアセットセール開催 🎉
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クーポンコード:SEP10BER
※ 有効期限:2024年9月30日まで、複数回利用可能、セール品以外にも使えます
【Humble Bundle】 その他 ソフトウェアバンドルはこちら
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Blender用のワールド構築ツールキット。地形、液体、人間、植物など豪華なアセットバンドル
価格:$30で31アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
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『SYNTY'S POLYGON GAME DEV ASSETS BUNDLE 3 REMIX』 ⏰️ 10月15日(火) 3時まで
ゲーム開発でお馴染みSynty Studiosの豪華な3Dモデルバンドル!25ドルで23アイテム手に入る
This parkour controller allows you to achieve the AAA-level parkour vaults, mantles, and jumping in your project without the learning curve.This asset requires Motion Matching for Unity (MxM), our Motion-Matching Locomotion Controller (MMLC), and our Parkour Animations Set and can't work without them.** While ALL features shown in the demo or listed in this description are complete and functional, this asset is still in Beta as it is in early and active development and all planned features have not been implemented. If you wish to participate in the roadmap and discuss/request features, the link to our Discord is at the bottom of this description**The Motion-Matching Parkour Controller (MMPC) is an MMLC plugin that adds AAA-quality parkour mechanics to our Motion-Matching Locomotion Controller (MMLC). It is currently in BETA.Current Features:Completely automatic parkourable surface detection based on colliders. No modifications to environment should be required in most cases.Seamless integration into MMLC3 height variations of Vaults (from waist high to overhead fence clears)3 height variations of Mantles (from waist high to overhead platform climbs)Landing VariationsQ: Why so many requirements/dependencies?A: Two reasons, driven by our focus is on creating the highest quality game mechanics and adding capabilities to the Unity Asset Store that weren't previously available. The first reason is that many of the building blocks (for example, MxM) for a subset of the features needed already exist on the store and are already widely owned. The second reason, and the reason driving why this asset requires two of our other assets, is that we're trying to take the most modular approach to releasing our products. Because of this, instead of releasing a single all-encompassing controller (at a high price) that would surely contain many features, animations, and mechanics that any given project or developer wouldn't need (and yet would have to pay for), we're releasing our animations and specific-mechanic controllers separately to ensure you can purchase only the components you want.
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