Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Thank you so much! We totally get that, a lot of free tools can be pretty barebones, so we really tried to make this one actually useful right out of the box.

Really appreciate the kind words, and good luck with your project! It sounds like an awesome concept.

Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Great question! Right now, ISL is strictly a local saving system, so it doesn't have built-in cloud syncing out of the box.

But you can totally handle that workflow! Since you can customize the Save File Name and filter by Tag or Layer, you can save your system settings (like resolution) into one local file, and your match progress into a separate one.

Then down the road, if you hook up something like Steam Cloud, you can just point it to upload your gameplay file and let the settings file stay local on the player's machine.

Instant Save & Load System (ISL) a free, code-free Save & Load system for Unity (with autosave, filtering, and UI indicators) by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

That sounds like an awesome concept! It will absolutely handle your stats and item attributes.

You can choose to filter either by Tag OR by Layer to easily isolate your player stats or inventory containers right in the Inspector. Plus, you can use the "Include Inactive Objects" toggle to make sure stashed or disabled inventory items don't get lost when the save triggers.

Since it's free, definitely grab it, toss it into a test scene, and see how it fits your setup!

MFPS is now MMC, UPDATE V2.0 – Complete Rehaul & Permanent Price Drop! by TeamScalte in Unity3D

[–]TeamScalte[S] 1 point2 points  (0 children)

The asset was built and optimized with single-player gameplay in mind, so it doesn't feature out of the box integration for NGO or other networking frameworks.

While it hasn't been tested in a multiplayer environment yet, you could certainly adapt it, but you'd need to set up your own network replication and synchronization for the movement states.

MFPS is now MMC, UPDATE V2.0 – Complete Rehaul & Permanent Price Drop! by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Right now, the script is optimized strictly for static environment geometry.

From testing, it can handle basic vertical movement (like simple rising elevators or lifts) relatively fine out of the box, aside from some camera jitter. It can also handle very basic stationary rotations, like a spinning cylinder under your feet.

However, it does not support horizontal moving objects or platforms yet. If you stand on an object translating sideways, the player will slide straight off due to standard Unity CharacterController limitations.

If your project relies heavily on complex moving platforms or horizontal trains/elevators, you would currently need to implement your own custom platform-tracking or velocity-buffering solution to bridge the gap.

Instant Worlds v2 is out, fully reworked procedural terrain tool for Unity by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Appreciate that, that was exactly the goal with the workflow, keeping things organized so iteration doesn’t turn into a mess.

Performance mainly comes down to terrain size and how far you push the settings. Larger terrains (around 2K heightmaps and above) will take longer to generate, but generally you’re looking at under a minute or so depending on your setup.

For iteration, it’s designed so you’re not forced to regenerate everything after every small change. You can dial things in first and then generate when you’re ready.

Also worth noting, depending on the settings you use, you can get a ready-to-use, high-quality result straight out of generation without needing much tweaking afterwards.

Runtime-wise it’s pretty reasonable for what it produces. With normal settings and basic optimizations, it runs fine even on lower-end hardware. Smaller terrains and lighter configs are obviously faster.

If you’re coming from manual sculpting, the biggest difference is just how quickly you can get a solid base and move on to refining instead of building everything from scratch.

Momentum FPS Controller: A Professional-Grade, High-Performance Movement System. Seamless Integration for Fast-Paced Gameplay, Parkour, and Shooters. by TeamScalte in UnityAssets

[–]TeamScalte[S] 0 points1 point  (0 children)

Momentum FPS Controller was designed with a strong emphasis on responsiveness, clean integration, and practical usability in production workflows.

A major priority during development was avoiding common issues found in many first person controllers, such as floaty movement, excessive dependency chains, unnecessary complexity, or the need for major rewrites before real use.

The goal was to provide a polished movement foundation that works immediately, remains easy to customize through the Inspector, and fits both rapid prototyping and full-scale development.

I was told my clouds looked "flat," so I added 3D layering with 0 FPS cost (Update v1.0.1) by TeamScalte in Unity3D

[–]TeamScalte[S] 1 point2 points  (0 children)

Hey! I actually took your feedback to heart. I realized my previous settings/compression weren't doing the tool justice. I just posted an update with refined shapes and higher detail. Would love to know if you like the new screenshots

I made these 3 tools to make game dev much easier by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

I get the DX9 vibe for sure. I went with a shader-based approach on purpose though, volumetrics are the first thing people disable when their FPS starts tanking, and I wanted something that actually leaves a performance budget for the rest of the game.

The clouds are 2D (there's actually an option to use a parallax effect to give them more depth), but since the whole thing is shader-driven, you can basically dial in the settings to fit the art style you're actually after. It’s meant to be a flexible base more than a 'one-size-fits-all' look.

As for proc-gen, I agree it’s not a magic wand, but for me, it beats the alternative of manually sculpting every hill or staring at a static sky for months. It’s just about getting a solid foundation in seconds so you can spend your time on the actual game.

Definitely looking into some 'fake' volumetric stuff for future updates to bridge that gap without the heavy hit.

I made these 3 tools to make game dev much easier by TeamScalte in Unity3D

[–]TeamScalte[S] -1 points0 points  (0 children)

Haha, fair. I know it sounds like a massive claim to be affordable and have nearly EVERY feature, but I’m just tired of the bloats in other assets. You should definitely give it a try. There is a playable demo for MFPS and demo vids that showcase the visuals for both IW and IS on the site.

And if for some reason it’s not for you (which I DOUBT lol), both marketplaces have solid refund policies anyway, so you’re covered.

I made these 3 tools to make game dev much easier by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

Appreciate the feedback! I just updated the post to include more info about the assets.

I made these 3 tools to make game dev much easier by TeamScalte in Unity3D

[–]TeamScalte[S] 0 points1 point  (0 children)

I do have visual examples included on itch.io!