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By BOBWORKS-XR · MIT
A portable radio rebuilt from original boxes, speaker cylinders and a horizontal carry handle, matched to Blam's grab collider. Plays BOBWORKS-XR's Climb on up (v2), with a five-minute idle return to its starting position. The track is included under MIT with author credit.
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By BOBWORKS-XR · MIT
An original low-poly, grabbable stick with independently burning ends. Light either end with Portable Lighter or another burning stick; each end burns for 80 seconds and can be relit. Includes its flame assets and editable Visual Scripting graph.
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By FireRat · Commercial EULA (purchase from author)
A paid all-in-one Unity shader for Built-in and URP. Create realistic, toon, crystal and galaxy materials with effects including glowing AudioLink-reactive layers, dissolve, outlines, refraction and fur. Its material optimiser strips unused features for leaner builds. Designed by FireRat for desktop, VR and mobile projects. Purchase links are under Full instructions.
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By BOBWORKS-XR · MIT
An original grabbable watchtower torch with a cool-white spotlight and glowing lens. Grab with either hand and press the trigger to switch it on or off. Starts mounted without gravity; the first grab enables physics. No third-party model or textures.
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By Created by OptiC · Custom noncommercial sharing terms; see licence notes
Requires ProBuilder (tested with 6.1.2). A customisable warehouse loft scene with large windows, mezzanine, materials and baked lighting. Install ProBuilder before importing this package.
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By Kijai and Cause — made for OptiC · World-build use and catalogue redistribution permitted
URP water shader with animated normals, cubemap reflections and optional depth colouring and shoreline foam. Kijai and Cause — made for OptiC.
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By BOBWORKS-XR · MIT
An original grabbable lighter with a blue-based, flickering flame that trails slightly with movement. Toggle it with the held hand's trigger, then touch a Burning Stick end to ignite it. No third-party model or flame texture.
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By Elin · MIT
Solves a lightmap resolution that fits a chosen atlas budget instead of leaving you to find it by baking, validates that lightmapped meshes actually have lightmap UVs, and runs the bake in the background so the Editor stays usable.
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By Elin · MIT
Places light probes using one of three strategies - adaptive density from lights and geometry, a grid over the NavMesh or a mesh volume, or positions you paint or supply yourself - and assigns Contribute GI so small objects read their lighting from probes instead of taking lightmap space.
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By Elin · MIT
Shared scene analysis for the SideQuest lighting tools: renderer and material facts, URP pipeline facts, room segmentation, and the JSON report/plan handshake the other four packages build on. Useful on its own for reading a scene; it changes nothing by itself.
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By Elin · MIT
Decides which geometry is large and solid enough to hide other geometry and which should merely be hidden, then derives Unity's three occlusion bake parameters from the scene's own room sizes and doorway widths rather than leaving them at defaults.
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By Elin · MIT
Finds the glossy surfaces in a scene, clusters them into capture points, and sizes each reflection probe's box, resolution, importance and blending against a cubemap memory budget. Probes you placed by hand are never modified.
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By Mr. E · Open licence (maintainer reported)
Choose where players start in your space with a small Visual Scripting graph and a scene object as the spawn point.
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