🎮 Get these on the Unity Asset Store Sale! assetstore.unity.com/?aid=1101l96nj&pubref=speedupdev Visual Assets assetstore.unity.com/lists/speed-up-development-with-these-assets-visuals-6872394862593?aid=1101l96nj&pubref=speedupdev Game Builder Tools assetstore.unity.com/lists/speed-up-development-with-these-assets-game-builder-tools-6872394862594?aid=1101l96nj&pubref=speedupdev Controllers assetstore.unity.com/lists/speed-up-development-with-these-assets-controllers-6872394907648?aid=1101l96nj&pubref=speedupdev World Building assetstore.unity.com/lists/speed-up-development-with-these-assets-world-building-6872394911744?aid=1101l96nj&pubref=speedupdev Systems and Tools assetstore.unity.com/lists/speed-up-development-with-these-assets-systems-6872394870785?aid=1101l96nj&pubref=speedupdev Polish assetstore.unity.com/lists/speed-up-development-with-these-assets-polish-6872394915840?aid=1101l96nj&pubref=speedupdev 🔴 RELATED VIDEOS 🔴 Awesome REALISTIC DESTRUCTION! (Add it in 5 MINUTES! Rayfire Asset Review) ruclips.net/video/Hd7yBrm2vnc/видео.html EASY Console! Run any Command! (Add Cheats, Set Gravity, Spawn Enemies Quantum Console Asset Review) ruclips.net/video/bOf6CjpuSFs/видео.html Take your game from boring to AWESOME with this Tool! (FEEL Asset Review) ruclips.net/video/Kx2Pi8yAitw/видео.html The PERFECT Pathfinding! (A* Pathfinding Project) ruclips.net/video/46qZgd-T-hk/видео.html Polish your game with my Mouse Cursor System PRO! (Make your game STAND OUT!) ruclips.net/video/wI7ug-6hdcM/видео.html
you missed one of the best Controllers in the Assetstore ever: "invector 3nd Person Controller". You show "Opsive" it s very expensive, and a lot of complicatet. invector is absolutly basic knowledge. for the visuals: with this big amount of offers, the video Part is to short.
Next: *ODIN INSPECTOR* a lot of ppl always say "oh yes this is cool" - it is not! Reason: odin Inspector change his Licence! This is a Pay for it, and pay after you work with it in an Abonnement tool! * I can absolutly recommence everyone to avoid this! * if you really have some success with your game, you will pay, and pay, and pay, and pay, and pay and [.......] pay to Odin Inspector! improve the Mind: there Github Solutions, are *FOR FREE* doing what Odin does! Also odin just use the basic functions of unity, and expand them! *ALL YOU NEED IS ALWAYS THERE* do not use this! do not support robbing Off Licences!
One Thing you missed to: Optimizing. Recommendet: MT Assets easy mesh Combiner. should be in every case here! also it s always good to have a look @ Optimisation. to the last: *WHAT I REALLY MISS* the absolute : *MUST HAVE FREE TOOLS* in the Assetstore. Place nr. 1: Quick Object Replacer. Lifesaver in every case. Nr. 2: Material Changer. Changes Materials in Secundes, schaders to. Nr. 3: Graphy, Analyze the Performance of your Game in Runtime. Have a lot of Options, is 100% must have. Nr. 4: Easy Fly Camera : always good to have a simple, premade script to fly around, no errors very helpful. Nr. 5: Living Birds - just watch it, it s impossible that this is for free... Nr.6 Navmesh Cleaner, you will love it. Nr. 7 Super charakter controller. For Free Char Controller with a Lot of Options and Things. the list is long, but this are some of the best Assets in the Store, all are for free. Every of them to miss, is absolutly painful. shortly: This video is okay, but misses a lot
You should keep in mind to always check the licences for Assets you may want to buy before. Some stuff like Odin for example, while being immensly useful tools, have really nasty stuff in their licence agreements. Just a hint to anybody interested in buying bigger Asset packs.
@@CodeMonkeyUnity well Odin for example switches payment models if your revenue is higher then 200k$ a year from the 50$ per seat perpetual licence to a 250$ per seat annual or 25$ per seat monthly subscription. This includes everyone in your team that works within unity, reguardless if they even interact with any tool build with Odin. This 200k$ revenue also includes funding or any profit your company made within the last 12 months. And while 200k$ is a lot of revenue, I don't like being forced into a subscription. I work for a small studio that is struggeling sometimes, still we are 10 people working part time in my team alone, this already means we would have to pay 2500$ a year for this tool once we recieved any bigger sum of funding or had a successful launch. There are some other tools that do stuff like this. Odin did update it's asset store page to now mention this, but it wasn't always there, so you had to dig to even find this information. I personally use Odin, because I got it through a bundle and didn't realize this until years later. I really didn't appreciate the unclear communication. That's why I tell people they should check out any licence agreement for bigger tools like Odin just to be sure, they know what they sign up for :)
When talking about dotween it's important to note that the non pro version is free and is absolutely an asset that Unity should have by default. If you use unity you need Dotween, simple as. Having such a nice tweening engine changed my entire UI workflow. Now animating ui for gamefeel is so much faster with just one line of tweening. Not to mention the callback power that DoTween has. Instead of doing something like Transform.MovePosition(target) and then checking every frame if we reached the target yet, with Dotween we can just use DoMove(target, time).OnComplete( MyAction). This makes timing based systems so much easier to design, not to mention snappy platforming movement systems. They even have a dedicated nontweening function that just is a timer that ends in an Action callback! If only Invoke() was so effective! In my recent kart racer game, Dotween was absolutely indispensable. You can tween pretty much any value you ever want, one of the most useful being rotations, since you don't need to deal with pesky euler/quaternion errors.
this is unrelated to the video but i find it incredible how when i was 7 i played blueprint tycoon (and really enjoyed it) and now 6 years later I'm learning how to make games from its developer. life's ironic isn't it lol
Thank you very much for featuring my asset YAPP again 😊I saw this very good Synty asset shot with the Romans in your video. In case you want to stage a scene like this, maybe check out my new asset Animation Preview Pro in combination with Photo Session. I've been toying around lately in combination with Synty assets and it's quite a lot of fun to create expressive scenes like Synty does. Actually that evolved from user feedback, people creating comics and such and who needed frame stepping for the staging without entering play mode.
One huge boon for me was the MeshBaker tool. Combined with things like Unity's addressables system, and you can really make some visually great games with a comparatively light memory footprint.
I can suggest adding Interactor to this speed-up list. It has a super fast workflow to create interaction animations (procedural or not). I also got Magica Cloth, but I think I need to learn the setup first, documentation was kinda bad. I want Rayfire too, but it is damn expensive!
@@androider1412 Yeah I know but Rayfire is still $130 lol. Interaction tool is "Interactor", if you're into animated interactions, that's your painkiller. You can check its vid ruclips.net/video/iZe5DaFfTco/видео.html
@@androider1412 You have lots of settings on the components. Then you create prefab with it as preset. After that you can select that interaction while spawning, it adds the component with same settings on it. So yeah later interactions are pretty fast when you create the first one.
For me getting GitHub CoPilot has helped a lot. Its more that is predicts your next lines based on the last sometimes, so if your just iterating if statements it will predict and increase the changing parameter your testing for. This saves a lot of time and potential syntax errors.
Love the video, as usual! @CodeMonkey, What is your opinion on "Playmaker" for game development or starting out for some visual learning, would love to see a video of yours on that breaking its features down and your overall thoughts! Or is Unity's Scripting the better choice?
Great list I'm completely hooked on the System and Tools section Asset store sales seem to be a bigger problem to my wallet now than steam summer sale ^^
Same here, but one Hint: Do not buy to much. Most assets in every case: Enviroments, will need more Time to fix them, than to build it your own. A lot of assets will never be used by you, also if they looking cool - to complicatet - not compatible to other and others. just: really think about what you really need. it is really less, unity can do a lot to you ... without a lot of assets you thin kyou need. some you should have. Enviro for example, this is 100% must have.
@@smokingheadstudiogerman5299 true, I usually only get 3D objects (love synty studio) or visual tools like Skyboxes, water renderer and volumetric fog. Also I mostly buy bundles, if there is at least one item I know I'll need
Hey @Code Monkey, I'm Hudson from Tin Edge Productions. I have a game that I was wondering if you could test play. Thanks for the amazing content, please keep it up!
Loved the video. Going over it again. Perhaps you can do comparisons between assets, such as I would love to see a comparison between NEO FPS vs Unity Starter Asset FPS / TPS etc
For those, the starter assets are only base controllers, no shooting, although I did take that and added shooting here unitycodemonkey.com/video.php?v=FbM4CkqtOuA
The Kinematic Character Controller's author has another package for ECS, Rival. I've been trying to make the switch to ECS even though it's still in the works.
Found this to be below your usual quality. It should've been twice as long with more details about each asset. Your full reviews are awesome, this felt too shortened to basically "look, here's a cool asset, but I won't tell you anything beyond what you could see in 5 seconds on its asset store page."
Yeah this is meant to be a quick highlight of some interesting assets, not a full review of 30 assets, that would be a 20 hour video. It is indeed just me telling you what you can find on the asset store, the benefit is you don't have to go browse the asset store for several hours like I did in making this video. You can just watch a quick video and if anything looks interesting go dive deeper into that asset.
As someone who sees you write coding language so easily and myself not understanding it to the point where it might as well be an actual foreign language, these assets come with a price, but they are my only hope.
Always remember that everyone has they own journey, there's no point in comparing yourself right now with someone else who is on a completely different point in their journey. I've been programming for 25 years and using Unity for 10, with all that experience things do become much easier over time but if you have nowhere near that level of experience then don't feel bad about yourself. Just like I go to the gym but I don't feel bad because I'm so much weaker than someone who has been lifting for a decade. So keep at it, keep writing code and making games, you will continuously get better and better!
Try to use his experience as an inspiration and motivation to learn C#. For example, I really didn't like to write code in my first month learning UNITY, but then CodeMonkey (and others more) showed up on the RUclips and make C# coding more interesting to learn.
Great recommendations! 👍 Btw since you already tested rayfire, can it also be used as a dismemberment system, for shooting/cutting off limbs and heads?
@@CodeMonkeyUnity again: one big fail: you missed one of the oldest, best charakter controllers in the Store: invector 3nd Person. *THIS IS ABSOLUTLY AMAZING* Very professionel done, 100% perfect supportet, and in a LOT of games out there used!
I'm not too familiar with XR development so I don't know what makes a good helpful asset, there's a bunch of them but I don't know what are the pros and cons compared to the standard built-in XR toolset
Thank you so much! the new input system had some interesting features such as changing cursor position, That's a great feature! maybe you can explain if it's safe to use in a multi-platform game. Because this feature is very needed in drag/rotate.
You mean you want the game to move the players mouse? I'm not sure the input system lets you do that, for that you need to interact directly with the OS kind of like I did it in the transparent window video unitycodemonkey.com/video.php?v=RqgsGaMPZTw However that would not be easily multi-platform, you need to manually handle that yourself
@@CodeMonkeyUnity I’m actually really impressed with this tutorial, I didn't know transparent apps could be made with Unity, perfectly explained! Thank you! But moving players mouse I think it's now possible with the new input system, I tested this method InputState.Change() and it works like a charm! I heard it supports cross-platform but I'm not sure if it's true, I hope you will make tutorials about it in the future.
Thanks, these are great recommendations! Since I'm looking for assets which provide a solid foundation for melee combat, I wonder if you maybe know the Invector 3rd person melee combat template? If yes, can you recommend it?
You mean the elevator? That is essentially just additive scene loading, it's actually a topic I haven't covered yet, it lets you load scenes without completely replacing the current scene.
I have a question, how do you know you are ready to use assets. Like i usually dont know where to start with assets. Is there somewhere to learn on how to use them. Not a specific one but in general
It depends on what assets you're talking about. Visual stuff? Use it whenever you want to make your game look good, could be right form the start Systems? Use them whenever there is something that you need to build but don't want to build it all yourself
Unity has a localization package, although I haven't tried it myself docs.unity3d.com/Packages/com.unity.localization@1.3/manual/index.html The store also has a bunch of tools but again I haven't used any of these assetstore.unity.com/?q=localization&orderBy=1 For my Steam games I just used an extremely barebones system that I built myself, just grabbed a line from a text file and used enums to get the text.
What is you opinion on using controllers like the ones listed in the video to make a game? I seems like i should make it myself or at least change the code some.... but i am not a good coder. So it feels like almost cheating to use them as they are. Also, what about the RPG maker? It seems too easy -- like using a premade game and just changing it a little... is this ok for even commercial games? Thanks!
Yes using assets is ok, all that matters is that you make an interesting game unitycodemonkey.com/video.php?v=cQGgexTTyIc If the controller perfectly fits your needs, great, if it doesn't add whatever else you need on top, no need to write everything from scratch (unless you want to)
@@CodeMonkeyUnity thanks, i guess you right. To me assets are totally ok to use, but it is the things like RPG maker that make me think.... just since it is so easy and pre-made it seems to me (i actually have never used RPG maker myself)... Thanks for clearing this up though!
I can't make a weapon shop please help I really need it in my game the UI is covered but what's the code to link the character(In another scene) to the shop and change or place swords in their hands
One way is you can use static fields to share data between scenes, or maybe even use some kind of internal save system unitycodemonkey.com/video.php?v=6uMFEM-napE
maybe. But one Thing you will never get for free: "your Time". unity: Create a material 1 Secund Unreal: 10 - 20 minutes depents on the Material. unity: Create Terrain Layer 1 click unreal ... creating Material, searching for bugs, add layer complicatet to every terrain. unity: want to use Animations with your Charakter ? Humanoid - put it in, that s it. Unreal: retarget hunderts of animations in hours of time. unity: want to have transitions between Animations ? Just draw a line. unreal: Need hours and tons of Time, to build complicatet Animation Montages. unity. as a Beginner, bring a cube to work. Open youtube, choose one of 10 000 Start Toturials, 2 Minutes, 1 C# Script, it walks. Unreal: first: learn hours of "Blue Print Sh..t" Or: do destroy your complete life, by trying to get C++ to run. *IF YOU CAN BRING IT TO RUN* write your script, and see nothing happens. After you create your Controller, search hours for a Solution, to get a Rid of the Unreal Controller what Unreal creates himself without to be asked, in every new Scene. Unity: import a Model: Drag and Drop inside the Project, finish. unreal: awnser 10 000 who wiwll get Millionere Questsions for every Model. unity, import a lod group Model: Drag and drop unreal : importet the Model 3 Times, kill all Materials (just for Fun) , split your Lod Group into 3 different Lods, in singel stand alone MOdels. After this: you need to place them, to place Emptys, to do a Lod group of, to get rid of the Corvax Collider what is made. Unity: invest 1 - 2 Weeks, be a passable Coder. Unreal: invest years, you never will know what to search for in f...ing "Blue Prints". Also you will get annoyed with forced to use Blue prints for every small thing, because nobody want to write Code in Unreal. Unity: know what assets arer for free, and what assets good. unreal more expensive then. Unity: Update your Model ? just overwrite it. Works in runtime to. unreal: - stop your game, delete your model, import it from Scratch again, repalace it... Runtime ? not supportet. Realtime Changes ? not suportet Reimport ? just over Asset Importer..................... Yeah: You wil lhave some Things for free. *ALL OTHER; COST 10 up to 40 $ MORE in UNREAL* and one thing, nobody can ever pay you *THE TIME YOU NEED FOR THE MOST SIMPLE THINGS IN UNREAL* this is truly: the research of Slowlyness. Unity: you get a C# Problem ? Ask the Community. 90% of PPL can help you. More than 60 % are good coders. More than 20 % are professionals. Unreal: "What ? hm ? I never heared of C++ what is this ?" Unity: Learn C# , you can do a lot, also desktop Applications and other Thigns. unreal: Learn Blue Print, do not learn coding, do not get over "Los" in Monopoly, dont get money. if you close Unreal, and have - no - Blueprint left you lost.
Doing everything yourself is an excellent way to learn, If you're still in the beginner stage I would recommend you take that approach so you learn as much as possible. Then once you're past that stage and your goal is primarily to make a game instead of learning then assets can be insanely useful
UI is still one of the biggest issues I have with Unity. My game is UI heavy and I had to abandon it for now because there isn't any great solution for UI in the Unity ecosystem for solo developers who want to make a game like mine.
How so? What are your issues with Unity UI? There's also some other UI tools on the store but I never had any issues or limitations with Unity UI There's also the new UI Toolkit which looks interesting
What I want are easy to use sortable tables, tabs, flyout menu, drag and drop, and responsiveness. I've not been able to find any recommended UI systems that supports all. I tried using the UIToolkit, it's not responsive, doesn't support the table system I want, can't even do a basic table without hacks, drag and drop is also not supported. Tabs too are a big issue. My game is a simulation game that deals mostly with data, lots of it. In fact, sending data back and forth is the main part of the gameplay. I'm not that experienced in Unity development in general, but I do know c# and web development.
That is highly dependent on exactly what you mean when you say "team mate", the basics for AI are all similar, then it just depends on how much you want to add on top of it unitycodemonkey.com/video.php?v=db0KWYaWfeM unitycodemonkey.com/video.php?v=sb9jnpN9Chc
You can manually write a bunch of debug inputs, if (Input.GetKeyDown(KeyCode.T)) RunTestingFunction(); Quantum Console simply makes that insanely easy, just add an attribute and that function/field is automatically added to the list so you can trigger it by using the console, no need for complex input
@@CodeMonkeyUnity Ah ok. Thanks for the clearification. That means Quantum Console cannot access spontaneously ANY function but only the ones which are tagged by a quantum property. But still, I see that this makes life much easier. Nevertheless is there a way to do ANY code injection during runtime (loops, variable value setting, function calls...) ? I mean without any preparation before starting game mode?
Not sure, if that helps you, but you can easily tag any function as "[ContextMenu("Your Function Name")]"... Then you can trigger it inside Inspector's 3-dot menu of the component.
If you are looking for the absolute cheapest price possible then you can just watch my free tutorial and build it yourself unitycodemonkey.com/video.php?v=8Fm37H1Mwxw Assets are always a trade-off of time and money, you can build everything yourself but is that the best use of your time?
Summary cost of all of them is... 3728 euro or $3800 Of course, you don't need to use them all but still... Not to mention that some of them (like Gaia) should be included in the Unity engine by default in 2022 with UE5 on the market.
Kind of silly to count up the total, like I mentioned in the video "not all of these are applicable to every single game" You're not going to pick up the RPG Builder if you're making a RTS game. You're not going to pick up a 3D Animation pack if you're making a 2D game. You're not going to pick up the Car Controller if your game has no vehicles. I don't have psychic powers to be able to tell specifically what game you're making an tailor the video specifically to you and every single unique viewer. Here's a list of helpful assets, if they seem helpful for the project you're currently working on then research them some more and if they seem helpful pick them up, that's it.
I hope they won't include Gaia as Terrain Composer 2 is a lot better. But I have an extensive library of terrain stamps to use in TC2 that i converted from 3D models 😀
@@CodeMonkeyUnity Myaby that's why I wrote: "of course, you don't need them all". But the truth is truth, if you want to make a solid game with Unity you have to spend a lot of money on the asset that for example UE is giving you out of the box like terrain tool. Unity said the same so they canceled their own project and fired people, like a simple proof that this is too time-consuming and expensive - their own words. And they fired people. But hey... we will have malware and lootboxes all over the place in every Unity project xD It's not your fault, it's the company behind you and CEO from hell (mean the EA).
I've made several successful Steam games, the only asset that I absolutely had to buy was A* Pathfinding since Unity's built in NavMesh does not support 2D. Spending $100 once to earn 6 figures with several games seems like an excellent deal to me. So no you don't have to spend a lot (or any) money on assets to make games. Sounds like you need to watch my video on those topics unitycodemonkey.com/video.php?v=HobK9kug-Lo Summary: There's no malware, John left EA for Unity in 2014 not recently, in their own words Gigaya was canceled because "we feel we have already learned everything we could from this project"
Gonna be honest, I feel like this is an extremly uneducated take on this. You don't need any of these or other tools to successfully make games with Unity, that's the whole point. You can pick them up if you wish the functionality they provide to speed up your development process. If they wouldn't do that, you shouldn't buy them. If you feel like making the functionality yourself, then go for it. It is true, that Unity is a bit more barebones than UE but that's also a strengh because it means that the engine is much more compact. In the end it is your decision which engine to use and which tools within that engine to buy, you can absolutly spend big money in both asset stores, but you are never forced to do that. I would however ask you to not spread the uninformed half-truth about the Gigaya project, the Unity CEO and the merger with IronSouce. Please get educated on these topics before trying to stuff them into arguments to make your point seem more valid. Code Monkey has a great video on these topics and I'd highly encourage you to watch it and form your own conclusions once you have a more complete picture of the situation. Otherwise sometimes silence is golden :)
Heh yeah I only mention it where it makes sense which means usually just in my asset lists videos so if you skip those then yeah you might never hear about it. I'll definitely be using it in my next Steam game whenever I start working on that so I'll definitely mention it in some devlog videos. I hope you like it!
@@CodeMonkeyUnity I'll pick it up at some point for sure! Custom cursors has been asked for in my most popular game many times and this would be a easy solution. I'm way too lazy to make complicated systems from scratch! 🤣 Also shill it more bro! Just tag it on at the end no matter what! Not all of us have time to binge all your content some of us have actual games to make hahaha 😜
Heh yeah when I started writing the video I was aiming for 20 but I kept finding more and more awesome assets and ended up with 30, so in the voice over I sometimes still said 20
Man unitys assets business is really not doing too well, been seeing unity asset store ads everywhere. I own a lot of assets and about 80% of what you showed here. Here a word of advice. if yo buy synty stuff, buy it from their website. you get both unity + unreal versions. Same with ramsterZ animations. Get it from their website you get both unity and unreal + the fbx. If you are looking for animations and don't care about root motion, buy them from unreal marketplace. its very easy to retarget and quality of animations are much superior to unity's asset store. If you are buying environments, get it from unreal marketplace the quality there is just mind blowing and its not expensive, there's an asset on unity asset store that transfers unreal environments to unity. Also if you are buying any of these building assets, your not doing much coding anyway. Switch to unreal. The world building tools are state of the art and there a bunch of top tier 200+$ building assets that epic has bought and made free for community. PS : there also about 17million $ worth of paragon assets on unreal marketplace made free by epic. This includes characters, voices, sfc, vfx, tons and tons and tons of animations you can very easily retarget... Point is if you are new to game dev stop wasting you time and money in unity.
That depends on your skillset. I suck at art so for me it's very much the opposite, I use the asset store to buy tons of visuals but I build pretty much all the systems/code myself
🎮 Get these on the Unity Asset Store Sale! assetstore.unity.com/?aid=1101l96nj&pubref=speedupdev
Visual Assets assetstore.unity.com/lists/speed-up-development-with-these-assets-visuals-6872394862593?aid=1101l96nj&pubref=speedupdev
Game Builder Tools assetstore.unity.com/lists/speed-up-development-with-these-assets-game-builder-tools-6872394862594?aid=1101l96nj&pubref=speedupdev
Controllers assetstore.unity.com/lists/speed-up-development-with-these-assets-controllers-6872394907648?aid=1101l96nj&pubref=speedupdev
World Building assetstore.unity.com/lists/speed-up-development-with-these-assets-world-building-6872394911744?aid=1101l96nj&pubref=speedupdev
Systems and Tools assetstore.unity.com/lists/speed-up-development-with-these-assets-systems-6872394870785?aid=1101l96nj&pubref=speedupdev
Polish assetstore.unity.com/lists/speed-up-development-with-these-assets-polish-6872394915840?aid=1101l96nj&pubref=speedupdev
🔴 RELATED VIDEOS 🔴
Awesome REALISTIC DESTRUCTION! (Add it in 5 MINUTES! Rayfire Asset Review) ruclips.net/video/Hd7yBrm2vnc/видео.html
EASY Console! Run any Command! (Add Cheats, Set Gravity, Spawn Enemies Quantum Console Asset Review) ruclips.net/video/bOf6CjpuSFs/видео.html
Take your game from boring to AWESOME with this Tool! (FEEL Asset Review) ruclips.net/video/Kx2Pi8yAitw/видео.html
The PERFECT Pathfinding! (A* Pathfinding Project) ruclips.net/video/46qZgd-T-hk/видео.html
Polish your game with my Mouse Cursor System PRO! (Make your game STAND OUT!) ruclips.net/video/wI7ug-6hdcM/видео.html
how about 2d frogs?
The assets links are not working
you missed one of the best Controllers in the Assetstore ever:
"invector 3nd Person Controller".
You show "Opsive" it s very expensive, and a lot of complicatet.
invector is absolutly basic knowledge.
for the visuals: with this big amount of offers, the video Part is to short.
Next:
*ODIN INSPECTOR*
a lot of ppl always say "oh yes this is cool" - it is not!
Reason:
odin Inspector change his Licence! This is a Pay for it, and pay after you work with it in an Abonnement tool!
* I can absolutly recommence everyone to avoid this! *
if you really have some success with your game, you will pay, and pay, and pay, and pay, and pay and [.......] pay
to Odin Inspector!
improve the Mind: there Github Solutions, are *FOR FREE* doing what Odin does!
Also odin just use the basic functions of unity, and expand them!
*ALL YOU NEED IS ALWAYS THERE*
do not use this!
do not support robbing Off Licences!
One Thing you missed to:
Optimizing.
Recommendet: MT Assets easy mesh Combiner.
should be in every case here!
also it s always good to have a look @ Optimisation.
to the last:
*WHAT I REALLY MISS*
the absolute : *MUST HAVE FREE TOOLS* in the Assetstore.
Place nr. 1: Quick Object Replacer. Lifesaver in every case.
Nr. 2: Material Changer. Changes Materials in Secundes, schaders to.
Nr. 3: Graphy, Analyze the Performance of your Game in Runtime. Have a lot of Options, is 100% must have.
Nr. 4: Easy Fly Camera : always good to have a simple, premade script to fly around, no errors very helpful.
Nr. 5: Living Birds - just watch it, it s impossible that this is for free...
Nr.6 Navmesh Cleaner, you will love it.
Nr. 7 Super charakter controller. For Free Char Controller with a Lot of Options and Things.
the list is long, but this are some of the best Assets in the Store, all are for free.
Every of them to miss, is absolutly painful.
shortly: This video is okay, but misses a lot
You should keep in mind to always check the licences for Assets you may want to buy before. Some stuff like Odin for example, while being immensly useful tools, have really nasty stuff in their licence agreements. Just a hint to anybody interested in buying bigger Asset packs.
@Ebola probably stuff like you have to credit them or you can't sell anything you make with it
What nasty stuff?
Yeah, tell us John...
@@CodeMonkeyUnity well Odin for example switches payment models if your revenue is higher then 200k$ a year from the 50$ per seat perpetual licence to a 250$ per seat annual or 25$ per seat monthly subscription. This includes everyone in your team that works within unity, reguardless if they even interact with any tool build with Odin. This 200k$ revenue also includes funding or any profit your company made within the last 12 months.
And while 200k$ is a lot of revenue, I don't like being forced into a subscription. I work for a small studio that is struggeling sometimes, still we are 10 people working part time in my team alone, this already means we would have to pay 2500$ a year for this tool once we recieved any bigger sum of funding or had a successful launch. There are some other tools that do stuff like this. Odin did update it's asset store page to now mention this, but it wasn't always there, so you had to dig to even find this information.
I personally use Odin, because I got it through a bundle and didn't realize this until years later. I really didn't appreciate the unclear communication.
That's why I tell people they should check out any licence agreement for bigger tools like Odin just to be sure, they know what they sign up for :)
@@JohnSheppard92WasTakenThxYT Out of curiosity how would Odin know you used their tool? Or that you released a game you used it on?
When talking about dotween it's important to note that the non pro version is free and is absolutely an asset that Unity should have by default. If you use unity you need Dotween, simple as. Having such a nice tweening engine changed my entire UI workflow. Now animating ui for gamefeel is so much faster with just one line of tweening. Not to mention the callback power that DoTween has. Instead of doing something like Transform.MovePosition(target) and then checking every frame if we reached the target yet, with Dotween we can just use DoMove(target, time).OnComplete( MyAction). This makes timing based systems so much easier to design, not to mention snappy platforming movement systems. They even have a dedicated nontweening function that just is a timer that ends in an Action callback! If only Invoke() was so effective! In my recent kart racer game, Dotween was absolutely indispensable. You can tween pretty much any value you ever want, one of the most useful being rotations, since you don't need to deal with pesky euler/quaternion errors.
Love the format and recommendations! :)
Thanks Jason!
Idk how you have a speed up development tool without editor physics simulator, literally the fastest tool ever for placing stuff in your maps.
yoo, i was about to comment this too. awesome asset
Hey, thanks for including NeoFPS and for compiling this list. Videos like this make a real difference to getting noticed on the store :)
so you the creator ? i do not have it (i do not work on 1st person) but i seen some Thigns made with.
Looking really cool you did great :)
@@smokingheadstudiogerman5299 Yep, thanks for saying :D
Great job on the asset, it looks really awesome!
this is unrelated to the video but i find it incredible how when i was 7 i played blueprint tycoon (and really enjoyed it) and now 6 years later I'm learning how to make games from its developer. life's ironic isn't it lol
Heh that's awesome! I'm glad you enjoyed the game! Thanks!
So much of this stuff is immediately useful to me. Thanks for making the vid!
Thank you very much for featuring my asset YAPP again 😊I saw this very good Synty asset shot with the Romans in your video. In case you want to stage a scene like this, maybe check out my new asset Animation Preview Pro in combination with Photo Session. I've been toying around lately in combination with Synty assets and it's quite a lot of fun to create expressive scenes like Synty does. Actually that evolved from user feedback, people creating comics and such and who needed frame stepping for the staging without entering play mode.
Thank you so much! I was looking for visual effects assets and this vide helped me so much!
One huge boon for me was the MeshBaker tool. Combined with things like Unity's addressables system, and you can really make some visually great games with a comparatively light memory footprint.
I can suggest adding Interactor to this speed-up list. It has a super fast workflow to create interaction animations (procedural or not). I also got Magica Cloth, but I think I need to learn the setup first, documentation was kinda bad. I want Rayfire too, but it is damn expensive!
rayfire is in sale, you should check that out. what is that interaction tool you mentioned ?
@@androider1412 Yeah I know but Rayfire is still $130 lol.
Interaction tool is "Interactor", if you're into animated interactions, that's your painkiller. You can check its vid ruclips.net/video/iZe5DaFfTco/видео.html
@@rojditbarak5167 wow that was cool, thanks. how does interactor knows what to do like in the video you put ?
@@androider1412 You have lots of settings on the components. Then you create prefab with it as preset. After that you can select that interaction while spawning, it adds the component with same settings on it. So yeah later interactions are pretty fast when you create the first one.
Oh Interactor looks really interesting, can't believe I've never seen it, thanks!
You are an amazing unity channel
For me getting GitHub CoPilot has helped a lot. Its more that is predicts your next lines based on the last sometimes, so if your just iterating if statements it will predict and increase the changing parameter your testing for. This saves a lot of time and potential syntax errors.
Wow I didn’t even know this stuff existed. Huge game changer. Thank you so much for the info🙏😩
Love the video, as usual!
@CodeMonkey, What is your opinion on "Playmaker" for game development or starting out for some visual learning, would love to see a video of yours on that breaking its features down and your overall thoughts! Or is Unity's Scripting the better choice?
Great list
I'm completely hooked on the System and Tools section
Asset store sales seem to be a bigger problem to my wallet now than steam summer sale ^^
Same here, but one Hint:
Do not buy to much.
Most assets in every case: Enviroments, will need more Time to fix them, than to build it your own.
A lot of assets will never be used by you, also if they looking cool
- to complicatet
- not compatible to other
and others.
just: really think about what you really need.
it is really less, unity can do a lot to you ... without a lot of assets you thin kyou need.
some you should have.
Enviro for example, this is 100% must have.
@@smokingheadstudiogerman5299 true,
I usually only get 3D objects (love synty studio) or visual tools like Skyboxes, water renderer and volumetric fog.
Also I mostly buy bundles, if there is at least one item I know I'll need
Awesome assets, thank you!
Fantastic advice! Thanks much!
I need to say this
The unity community is capable of doing a lot of cool things, I just wish they keep going
Hey @Code Monkey, I'm Hudson from Tin Edge Productions. I have a game that I was wondering if you could test play. Thanks for the amazing content, please keep it up!
2:44
WOAH!
I just searched it up, and it has tonnes of SFX!
And it's so cheap too!
2:49
4:59
7:10
8:52
11:13
13:53
Loved the video. Going over it again. Perhaps you can do comparisons between assets, such as I would love to see a comparison between NEO FPS vs Unity Starter Asset FPS / TPS etc
For those, the starter assets are only base controllers, no shooting, although I did take that and added shooting here unitycodemonkey.com/video.php?v=FbM4CkqtOuA
These videos are awesome. Thanks for making time for us.
The Kinematic Character Controller's author has another package for ECS, Rival. I've been trying to make the switch to ECS even though it's still in the works.
Thank you for the very useful video!
I like these kind of videos
Keep it up
Found this to be below your usual quality. It should've been twice as long with more details about each asset. Your full reviews are awesome, this felt too shortened to basically "look, here's a cool asset, but I won't tell you anything beyond what you could see in 5 seconds on its asset store page."
Yeah this is meant to be a quick highlight of some interesting assets, not a full review of 30 assets, that would be a 20 hour video.
It is indeed just me telling you what you can find on the asset store, the benefit is you don't have to go browse the asset store for several hours like I did in making this video. You can just watch a quick video and if anything looks interesting go dive deeper into that asset.
As someone who sees you write coding language so easily and myself not understanding it to the point where it might as well be an actual foreign language, these assets come with a price, but they are my only hope.
Always remember that everyone has they own journey, there's no point in comparing yourself right now with someone else who is on a completely different point in their journey.
I've been programming for 25 years and using Unity for 10, with all that experience things do become much easier over time but if you have nowhere near that level of experience then don't feel bad about yourself. Just like I go to the gym but I don't feel bad because I'm so much weaker than someone who has been lifting for a decade.
So keep at it, keep writing code and making games, you will continuously get better and better!
Try to use his experience as an inspiration and motivation to learn C#. For example, I really didn't like to write code in my first month learning UNITY, but then CodeMonkey (and others more) showed up on the RUclips and make C# coding more interesting to learn.
Great recommendations! 👍
Btw since you already tested rayfire, can it also be used as a dismemberment system, for shooting/cutting off limbs and heads?
Yup there is a Slice feature, I tested it in the review video ruclips.net/video/Hd7yBrm2vnc/видео.html
@@CodeMonkeyUnity again: one big fail: you missed one of the oldest, best charakter controllers in the Store:
invector 3nd Person.
*THIS IS ABSOLUTLY AMAZING* Very professionel done, 100% perfect supportet, and in a LOT of games out there used!
thx a lot
Hello sir, I have a request for you also teach the player to die if they touch the object
You can use my health system unitycodemonkey.com/video.php?v=tf8NhUgORQg
Combine it with some collisions unitycodemonkey.com/video.php?v=Bc9lmHjqLZc
Can you make a video about mobile game tools please. Optimizing, controllers...
can you please make a video similar to this for XR development?
I'm not too familiar with XR development so I don't know what makes a good helpful asset, there's a bunch of them but I don't know what are the pros and cons compared to the standard built-in XR toolset
Thank you so much! the new input system had some interesting features such as changing cursor position, That's a great feature! maybe you can explain if it's safe to use in a multi-platform game. Because this feature is very needed in drag/rotate.
OS API.
You mean you want the game to move the players mouse? I'm not sure the input system lets you do that, for that you need to interact directly with the OS kind of like I did it in the transparent window video unitycodemonkey.com/video.php?v=RqgsGaMPZTw
However that would not be easily multi-platform, you need to manually handle that yourself
@@CodeMonkeyUnity I’m actually really impressed with this tutorial, I didn't know transparent apps could be made with Unity, perfectly explained! Thank you! But moving players mouse I think it's now possible with the new input system, I tested this method InputState.Change() and it works like a charm! I heard it supports cross-platform but I'm not sure if it's true, I hope you will make tutorials about it in the future.
Thanks, these are great recommendations!
Since I'm looking for assets which provide a solid foundation for melee combat, I wonder if you maybe know the Invector 3rd person melee combat template? If yes, can you recommend it?
I haven't used it myself but yup that's one of the highest rated ones that always shows up so it should be great
@@CodeMonkeyUnity I see, thanks!
I want to win the lottery to buy all of these lol
I wish there was a tradable card game (or collectable card game) engine that supported multiplayer that I could buy from the store.
Easy save is the best asset on asset store
I love easy save too. It’s so convenient.
Thank you
ah hell yea buddy thanks
Can you make a video on hidden scene transitions like in portal?
You mean the elevator? That is essentially just additive scene loading, it's actually a topic I haven't covered yet, it lets you load scenes without completely replacing the current scene.
I have a question, how do you know you are ready to use assets. Like i usually dont know where to start with assets. Is there somewhere to learn on how to use them. Not a specific one but in general
It depends on what assets you're talking about.
Visual stuff? Use it whenever you want to make your game look good, could be right form the start
Systems? Use them whenever there is something that you need to build but don't want to build it all yourself
is there complete multiplayer game dev tutorial in code monkey or suggest some of books to learn
I probably won't understand the difference between "Feel" and a regular "cinemachine shake" until I buy "feel"...
You can watch my full review to see all the things it does, it's so much more than just screenshake unitycodemonkey.com/video.php?v=Kx2Pi8yAitw
Any recommendations for storing text externally, that supports multiple languages?
Unity has a localization package, although I haven't tried it myself docs.unity3d.com/Packages/com.unity.localization@1.3/manual/index.html
The store also has a bunch of tools but again I haven't used any of these assetstore.unity.com/?q=localization&orderBy=1
For my Steam games I just used an extremely barebones system that I built myself, just grabbed a line from a text file and used enums to get the text.
@@CodeMonkeyUnity thanks man, appreciated
What is you opinion on using controllers like the ones listed in the video to make a game? I seems like i should make it myself or at least change the code some.... but i am not a good coder. So it feels like almost cheating to use them as they are. Also, what about the RPG maker? It seems too easy -- like using a premade game and just changing it a little... is this ok for even commercial games?
Thanks!
Yes using assets is ok, all that matters is that you make an interesting game unitycodemonkey.com/video.php?v=cQGgexTTyIc
If the controller perfectly fits your needs, great, if it doesn't add whatever else you need on top, no need to write everything from scratch (unless you want to)
@@CodeMonkeyUnity thanks, i guess you right. To me assets are totally ok to use, but it is the things like RPG maker that make me think.... just since it is so easy and pre-made it seems to me (i actually have never used RPG maker myself)... Thanks for clearing this up though!
do you have any thoughts about gigaya?
Sucks that it was cancelled, I covered my thoughts here unitycodemonkey.com/video.php?v=HobK9kug-Lo
I can't make a weapon shop please help I really need it in my game the UI is covered but what's the code to link the character(In another scene) to the shop and change or place swords in their hands
One way is you can use static fields to share data between scenes, or maybe even use some kind of internal save system unitycodemonkey.com/video.php?v=6uMFEM-napE
@@CodeMonkeyUnity save system done thanks you're the best ❤️
Most things that you buy in Unity are FREE in UNREAL Engine. I learned that the hard way after spending a LOT of money.
maybe. But one Thing you will never get for free: "your Time".
unity: Create a material 1 Secund
Unreal: 10 - 20 minutes depents on the Material.
unity: Create Terrain Layer 1 click
unreal ... creating Material, searching for bugs, add layer complicatet to every terrain.
unity: want to use Animations with your Charakter ? Humanoid - put it in, that s it.
Unreal: retarget hunderts of animations in hours of time.
unity: want to have transitions between Animations ? Just draw a line.
unreal: Need hours and tons of Time, to build complicatet Animation Montages.
unity. as a Beginner, bring a cube to work. Open youtube, choose one of 10 000 Start Toturials, 2 Minutes, 1 C# Script, it walks.
Unreal: first: learn hours of "Blue Print Sh..t" Or: do destroy your complete life, by trying to get C++ to run.
*IF YOU CAN BRING IT TO RUN* write your script, and see nothing happens.
After you create your Controller, search hours for a Solution, to get a Rid of the Unreal Controller what Unreal creates himself without to be asked, in every new Scene.
Unity: import a Model: Drag and Drop inside the Project, finish.
unreal: awnser 10 000 who wiwll get Millionere Questsions for every Model.
unity, import a lod group Model: Drag and drop
unreal : importet the Model 3 Times, kill all Materials (just for Fun) , split your Lod Group into 3 different Lods, in singel stand alone MOdels. After this: you need to place them, to place Emptys, to do a Lod group of, to get rid of the Corvax Collider what is made.
Unity: invest 1 - 2 Weeks, be a passable Coder.
Unreal: invest years, you never will know what to search for in f...ing "Blue Prints". Also you will get annoyed with forced to use Blue prints for every small thing, because nobody want to write Code in Unreal.
Unity: know what assets arer for free, and what assets good.
unreal more expensive then.
Unity: Update your Model ? just overwrite it. Works in runtime to.
unreal: - stop your game, delete your model, import it from Scratch again, repalace it... Runtime ? not supportet.
Realtime Changes ? not suportet
Reimport ? just over Asset Importer.....................
Yeah:
You wil lhave some Things for free.
*ALL OTHER; COST 10 up to 40 $ MORE in UNREAL*
and one thing, nobody can ever pay you
*THE TIME YOU NEED FOR THE MOST SIMPLE THINGS IN UNREAL*
this is truly: the research of Slowlyness.
Unity: you get a C# Problem ? Ask the Community. 90% of PPL can help you. More than 60 % are good coders. More than 20 % are professionals.
Unreal: "What ? hm ? I never heared of C++ what is this ?"
Unity: Learn C# , you can do a lot, also desktop Applications and other Thigns.
unreal: Learn Blue Print, do not learn coding, do not get over "Los" in Monopoly, dont get money.
if you close Unreal, and have - no - Blueprint left
you lost.
My game is taking for ever to make because first of all, this is my first real game. And second, I refused to not do everything myself
Doing everything yourself is an excellent way to learn, If you're still in the beginner stage I would recommend you take that approach so you learn as much as possible.
Then once you're past that stage and your goal is primarily to make a game instead of learning then assets can be insanely useful
Can you do review other game engine Like ITS magic engine ?
when are going to make a multiplayer unity tutorial I'm waiting for it
Waiting for it to come out of preview, it's been in 1.0.0-pre for a long time so it should be soon
@@CodeMonkeyUnity yeah
UI is still one of the biggest issues I have with Unity. My game is UI heavy and I had to abandon it for now because there isn't any great solution for UI in the Unity ecosystem for solo developers who want to make a game like mine.
How so? What are your issues with Unity UI? There's also some other UI tools on the store but I never had any issues or limitations with Unity UI
There's also the new UI Toolkit which looks interesting
What I want are easy to use sortable tables, tabs, flyout menu, drag and drop, and responsiveness.
I've not been able to find any recommended UI systems that supports all.
I tried using the UIToolkit, it's not responsive, doesn't support the table system I want, can't even do a basic table without hacks, drag and drop is also not supported. Tabs too are a big issue.
My game is a simulation game that deals mostly with data, lots of it. In fact, sending data back and forth is the main part of the gameplay.
I'm not that experienced in Unity development in general, but I do know c# and web development.
You're going to cost me a fortune! 😆
Make sure you put them to good use!
Hello Sir, How are you?? Sir can you make on a tutorial how to make npc as a team mate like you have used on your zombie game
That is highly dependent on exactly what you mean when you say "team mate", the basics for AI are all similar, then it just depends on how much you want to add on top of it
unitycodemonkey.com/video.php?v=db0KWYaWfeM
unitycodemonkey.com/video.php?v=sb9jnpN9Chc
why isnt digger pro in valheim?
See indie game: : )
See mixamo jump animation: : (
#Awesome
Pls Netcode for Game Objects tutorial
Waiting for it to come out of preview, it's been in 1.0.0-pre for a long time so it should be soon
@@CodeMonkeyUnity but it doesn't show that it's in preview
Do you really need the Quantum Console to manually call functions? Is there no other way?
You can manually write a bunch of debug inputs, if (Input.GetKeyDown(KeyCode.T)) RunTestingFunction();
Quantum Console simply makes that insanely easy, just add an attribute and that function/field is automatically added to the list so you can trigger it by using the console, no need for complex input
@@CodeMonkeyUnity Ah ok. Thanks for the clearification. That means Quantum Console cannot access spontaneously ANY function but only the ones which are tagged by a quantum property. But still, I see that this makes life much easier. Nevertheless is there a way to do ANY code injection during runtime (loops, variable value setting, function calls...) ? I mean without any preparation before starting game mode?
Not sure, if that helps you, but you can easily tag any function as "[ContextMenu("Your Function Name")]"... Then you can trigger it inside Inspector's 3-dot menu of the component.
You can look into C# Reflection, but I'm not aware of any tool that does that for you
Blurring the list in the beginning is just evil.
There's timestamps in the video if you want to skip ahead and see all the topics
When are you going to resume back in making cool contents as before thanks.
What do you mean by "cool contents"?
Mouse cursor asset is too pricey for what it does.
If you are looking for the absolute cheapest price possible then you can just watch my free tutorial and build it yourself unitycodemonkey.com/video.php?v=8Fm37H1Mwxw
Assets are always a trade-off of time and money, you can build everything yourself but is that the best use of your time?
Summary cost of all of them is... 3728 euro or $3800
Of course, you don't need to use them all but still...
Not to mention that some of them (like Gaia) should be included in the Unity engine by default in 2022 with UE5 on the market.
Kind of silly to count up the total, like I mentioned in the video "not all of these are applicable to every single game"
You're not going to pick up the RPG Builder if you're making a RTS game.
You're not going to pick up a 3D Animation pack if you're making a 2D game.
You're not going to pick up the Car Controller if your game has no vehicles.
I don't have psychic powers to be able to tell specifically what game you're making an tailor the video specifically to you and every single unique viewer.
Here's a list of helpful assets, if they seem helpful for the project you're currently working on then research them some more and if they seem helpful pick them up, that's it.
I hope they won't include Gaia as Terrain Composer 2 is a lot better. But I have an extensive library of terrain stamps to use in TC2 that i converted from 3D models 😀
@@CodeMonkeyUnity Myaby that's why I wrote: "of course, you don't need them all". But the truth is truth, if you want to make a solid game with Unity you have to spend a lot of money on the asset that for example UE is giving you out of the box like terrain tool. Unity said the same so they canceled their own project and fired people, like a simple proof that this is too time-consuming and expensive - their own words. And they fired people. But hey... we will have malware and lootboxes all over the place in every Unity project xD It's not your fault, it's the company behind you and CEO from hell (mean the EA).
I've made several successful Steam games, the only asset that I absolutely had to buy was A* Pathfinding since Unity's built in NavMesh does not support 2D. Spending $100 once to earn 6 figures with several games seems like an excellent deal to me.
So no you don't have to spend a lot (or any) money on assets to make games.
Sounds like you need to watch my video on those topics unitycodemonkey.com/video.php?v=HobK9kug-Lo
Summary: There's no malware, John left EA for Unity in 2014 not recently, in their own words Gigaya was canceled because "we feel we have already learned everything we could from this project"
Gonna be honest, I feel like this is an extremly uneducated take on this. You don't need any of these or other tools to successfully make games with Unity, that's the whole point. You can pick them up if you wish the functionality they provide to speed up your development process. If they wouldn't do that, you shouldn't buy them. If you feel like making the functionality yourself, then go for it. It is true, that Unity is a bit more barebones than UE but that's also a strengh because it means that the engine is much more compact. In the end it is your decision which engine to use and which tools within that engine to buy, you can absolutly spend big money in both asset stores, but you are never forced to do that.
I would however ask you to not spread the uninformed half-truth about the Gigaya project, the Unity CEO and the merger with IronSouce. Please get educated on these topics before trying to stuff them into arguments to make your point seem more valid. Code Monkey has a great video on these topics and I'd highly encourage you to watch it and form your own conclusions once you have a more complete picture of the situation. Otherwise sometimes silence is golden :)
Too bad I have absolutely no budget :)
There's also tons and tons of free stuff on the store!
You should feel less shame in shilling your own asset how as it been out for 7 months and im just now hearing about it?
Heh yeah I only mention it where it makes sense which means usually just in my asset lists videos so if you skip those then yeah you might never hear about it.
I'll definitely be using it in my next Steam game whenever I start working on that so I'll definitely mention it in some devlog videos.
I hope you like it!
@@CodeMonkeyUnity I'll pick it up at some point for sure! Custom cursors has been asked for in my most popular game many times and this would be a easy solution. I'm way too lazy to make complicated systems from scratch! 🤣
Also shill it more bro! Just tag it on at the end no matter what! Not all of us have time to binge all your content some of us have actual games to make hahaha 😜
Bruuuuuuuuuuuuuuuuuuuuuuh 30 or 20
Heh yeah when I started writing the video I was aiming for 20 but I kept finding more and more awesome assets and ended up with 30, so in the voice over I sometimes still said 20
@@CodeMonkeyUnity it's fine
30 tools lmao
Man unitys assets business is really not doing too well, been seeing unity asset store ads everywhere. I own a lot of assets and about 80% of what you showed here. Here a word of advice. if yo buy synty stuff, buy it from their website. you get both unity + unreal versions. Same with ramsterZ animations. Get it from their website you get both unity and unreal + the fbx. If you are looking for animations and don't care about root motion, buy them from unreal marketplace. its very easy to retarget and quality of animations are much superior to unity's asset store. If you are buying environments, get it from unreal marketplace the quality there is just mind blowing and its not expensive, there's an asset on unity asset store that transfers unreal environments to unity. Also if you are buying any of these building assets, your not doing much coding anyway. Switch to unreal. The world building tools are state of the art and there a bunch of top tier 200+$ building assets that epic has bought and made free for community. PS : there also about 17million $ worth of paragon assets on unreal marketplace made free by epic. This includes characters, voices, sfc, vfx, tons and tons and tons of animations you can very easily retarget... Point is if you are new to game dev stop wasting you time and money in unity.
first
Systems - okay, other - garbage
That depends on your skillset. I suck at art so for me it's very much the opposite, I use the asset store to buy tons of visuals but I build pretty much all the systems/code myself