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Absolutely love the asset, being new to Indie development (and Unity). This asset unlike some is easily integrated into existing project giving you a jumpstart at creating amazing looking game.
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b
Very impressed and satisfied...
7 years ago
brian1gramm1on previous version 5.0
I had been using free assets to make my Privateer remake, but when this went on sale, I snagged it up. And it was TOTALLY worth it. Not one issue with his product...well, the textures are darker than I'd like. I use the blue the most bc its the brightest. But his scripts, models, prefabs, etc. all are amazing and well worth the price. I recommend DKPs products for sure.
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S
Great work, I'm still working through it
7 years ago
Stephen1701on previous version 5.0
I can't give a full review yet as I'm still looking at everything.
I must say that the pre made ships are great, all of the jump gates and star bases are great too and I could find a use for all of them.
The addition of the missile, with script and sound effects is a great help too, as these missiles will work great in the game.
So far there is one problem I've run into with this collection, and it's to do with the starship components. While there are a lot of components, and I'm sure I can make many combinations, all of the components are of a similar construction. By that I mean they are angular flat panels, while this isn't a problem in itself, it does mean that all starships share a similar visual appearance, so you can say they were all built by the same race, but I want to make ships for other races too, and they will all look similar in construction.
Do you have any other component packs where the components are designed in a different style to this? So I can use them for my second alien race?
If not I'll just have to be creative with this current one.
Thanks again
UPDATE - 06/12/2018
Thanks again for this great asset. I've been playing around with exploding my starships that I've build using the individual components supplied in this pack. And I have to say that it is very easy to do, and looks brilliant! My new exploding ship is really bringing my game to life.
The only problem is, at least I can't see a way around this, is that there is no option to automatically to scale the explosion to the size of my ship. My ships is huge and the explosions were tiny. I had to scale the prefabs of the explosions themselves, it looks great, but won't look right for ships of other sizes. So I'll just add some code to scale it for me when they get instantiated.
Are you making any new packs with components to make ships? I'd love a second set of components to make ships with a different look about them.
Cheers
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n
Good assets, but package structure needs improvement.
8 years ago
ninjapretzelon previous version 5.0
Lots of assets and modular parts, and most parts batch efficiently, but takes a lot of stripping away MeshColliders and scripts and things to make them usable. I really like these assets, will be using them in projects, but it did take me much longer than I'd like to go through all the assets and repackage them so I could more easily fit them into my projects.
First let me sling some praise out there:
+++++ Lots of variety. LOTS of variety. 118 total components.
+++++ Even though they are split by intended use, most visually work together.
++++ TINY models- very little redundant data in each individual FBX.
+++ Comes with PSD templates for creating custom textures
++ Component prefabs split into Collider/NoCollider versions
++ easy to build ships using the Collider versions by dragging into a scene and nudging.
++ can use the NoCollider version in generation scripts if you don't need the colliders.
+ Example prebuilts have a mesh-combined version and a component version for reference
+ Comes with some extra assets besides the modular spacecraft
+ A good amount of Particle effect assets for various space effects
+ A handful of sound effects
And now I have to nitpick- but I'll disguise it by offering suggestions to improve the package.
Two major improvements:
First big improvement I can suggest: Separate the package into Core and Demo folders. Place the Models, Materials, Textures, Sounds, and ship/stargate prefabs WITHOUT SCRIPTS into the Core folder. Place all scripts, scenes, and 'manager' prefabs into the Demo folder- sorry to be harsh, but I do not have a use for your code other than the demo showing the assets in motion, I already have code for my game, and want to fit your assets into it.
Ironically, there are a number of assets in the Demo folder that fit better outside of it, maybe put these in an "Extras" folder (and toss the PhotoshopTemplates in there as well)
The "BlueGreenNebulaSkybox" material and its source textures
The "RocketLevel03" model
The "Rocket" particle effect textures/sounds
The "Torpedo" spritesheet/material/sound
The additional explosion particle effects.
Just keep the scripts/scenes/heavily coupled prefabs away from the assets, and I'm happy.
Second big improvement: Due to the age of the package, I doubt this can easily be addressed, but there seems to be a LOT of dead space in the texture atlases, and tons of cases for reuse of existing texture space, rather than having many duplicate components. I would wager that the number of textures could be cut in half or a third from what it is with some simple UV optimizations (mirrored sides of components sharing texture space, and better packing overall). 411mb of textures (png) is still nothing to scoff at, especially if you want to have a large variety of objects on the screen, you want to load as few textures into memory as possible.
For now, I am only using the RED Textures and only the PNG normals, and using a recoloring shader I have to create extra variants, cutting the total texture size down to a much more managable ~40mb before further compression. The only variation between textures is the primary metal and light color as far as I can tell anyway.
Smaller improvements:
1. The organization of prefabs is fairly inefficient. Sort them by "Type" of [ Ship, Dock, Base, Gate ] instead of by "Color.Size", and it will make it much easier to browse the provided assets.
2. The icons are nice to have, but having them all in one or two sheets would be a good improvement. Even better would be if the ships were separate from their backgrounds, so I could use my own icon backgrounds with the ship icons laid on top.
3. Consider having some sort of support for region-based recoloring of the provided textures, like textures that lay out different regions in different colors, or just provide the source PSDs with all of the layers.
I really do like these assets- If I did not, would I have spent 2 hours typing this up? Probably not :)
Thank you for selling it, and I hope you can take this feedback into consideration.
Last words:
I'd really like to rate these assets higher, but the packaging is so sloppy I can't justify a 4 with the time I have spent on repackaging.
If an updated, improved package structure gets released that addresses my package concerns, or source PSDs that can be used for recoloring, I'll bump up to 4 stars.
If it's possible to get a version of the models that use 1 or two textures of the same size instead of 4, I will bump to 5 star.
Again, thank you for this asset.
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J
Great value for money
9 years ago
Jonjaydee69on previous version 4.0
This asset pack is great value for money. I would recoment this pack to anyone making a space game. so far I have made over 50 ships and can easily make more, to buy 50 ships would have cost me a fortune. You also get the added bonus of jumpgates and stations plus a script to destroy them.
I would like if there was another pack like this but with more "alien" looking moduals, if you make one I will buy it :)
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D
Modular Space Ships and So Much More!
9 years ago
Dianajmcpheeon previous version 4.0
This asset is a lot of value for a very reasonable price.
I had bought the pack for the low poly spaceships, and I am pleased with them. The textures are a bit cartoonish, but my project was inspired by retro arcade shooters, and so this fits my needs fine. The emissive channel makes the textures really look good in low ambient light, better than the videos in my opinion.
The pleasant surprise for me was finding that the package also includes scripts and effects for spaceship construction, warp gate operation, and explosions with debris. There are even torpedoes and missiles included in the package, though I haven't had time to play around with this yet. There are also scripts and prefabs for managing the many visual effects.
I would recommend this asset without hesitation to anyone who is looking for low-poly spaceships.
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Sorry but no answer in support forum, so I come here.
How do I get a ship and make it explode outside the demo? I´ve tried with the ship and calling to the function and even with the autodestruction but the ship just moves. I understand I have to add something but don´t know what. Please help me with the asset is just great. Thank you.
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Reply from publisher:
replied 9 years ago
To destroy a starship outside of the demo scenes, you need to have the "StarshipDestructionManager" prefab in the scene where you want the starships to explode. Then on the starship prefab that you want to destroy, check the "Self Destruct" bool variable on the "GenerateDebrisOnDestroy" Script/Component or call a function that sets that bool to TRUE from another script. Let me know if this helps.
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