Lean Common is a lightweight collection of scripts and media used by all Lean assets.
Here's a list of all my other assets, please check them out!
You can also view this list on my Asset Store page.
Lean GUI is a colllection of components that extend Unity's GUI system, allowing you to rapidly enhance the user experience (UX) of your game's UI.
Quickly polish your games using Lean Transition. This asset allows you to easily tween or animate almost anything in your game, making it transition smoothly.
Paint all your objects using Paint in 3D - both in game, and in editor. All features are optimized with GPU accelerated texture painting, so you can enjoy consistent performance, even if you paint your objects one million times!
Quickly optimize the performance of your games using Lean Pool. Within minutes you can use this lightweight asset to preload, recycle, and limit the spawning of your prefabs.
Quickly make the space scene of your dreams using Space Graphics Toolkit. This huge collection of space effects can be customized and combined in any way you like, allowing you to quickly make realistic or fantasy worlds. Each feature has been heavily optimized to run on almost any device and platform.
Rapidly develop your game with consistent input across desktop & mobile using Lean Touch. This lightweight asset comes with many modular components, allowing you to customize them to your exact project needs!
Lean Localization is a localization library that's designed to be as simple to use as possible for both designers, and programmers.
Lean GUI Shapes allows you to quickly add lines, rounded boxes, polygons, and much more to your GUI!
Unlock the full potential of your 2D games using Destructible 2D, this asset allows you to quickly convert all your boring solid sprites into fully destructible ones!
This pack contains 26 high detail PBR planets, all finished using the powerful planet features of Space Graphics Toolkit (SGT). This is a standalone package, so SGT is not required. You can even use the included features to turn your own planets into beautiful worlds!
Lean Touch+ is an extension to the popular Lean Touch asset, adding many more example scenes.
Unity sounds only emanate from a single point source. This is great for explosions and footsteps, but quite often you need something more advanced. Volumetric Audio is an easy to use package that allows you to define boxes, spheres, capsules, paths, or meshes that sounds can emanate from.
This class contains useful methods used in almost all LeanTouch code.
This method creates an empty GameObject prefab at the current asset folder
This method allows you to create a UI element with the specified component and specified parent, with behavior consistent with Unity's built-in UI element creation.
This method gives you the time-independent 't' value for lerp when used for dampening. This returns 1 in edit mode, or if dampening is less than 0.
This method allows you to destroy the target object in game and in edit mode, and it returns null.
This method gives you the actual object behind a SerializedProperty given to you by a property drawer.
This class wraps UnityEngine.Input and UnityEngine.InputSystem so they can both be used from the same interface.
This component will automatically destroy a GameObject after the specified amount of time.
The GameObject that will be destroyed.
None/null = This GameObject.
The amount of seconds remaining before this GameObject gets destroyed.
-1 = You must manually call the DestroyNow method.
You can manually call this method to destroy the current GameObject now.
This component stores a list of points that form a path.
The points along the path.
Do these points loop back to the start?
The coordinate system for the points.
The amount of lines between each path point when read from LeanScreenDepth.
This allows you to draw a visual of the path using a LineRenderer.
This component stores information about a 3D plane. By default this plane lays on the XY axis, or faces the Z axis.
Should the plane be clamped on the x axis?
Should the plane be clamped on the y axis?
The distance between each position snap on the x axis.
The distance between each position snap on the x axis.
This component rotates the current GameObject based on the current Angle value.
The current angle in degrees.
Should the Angle value be clamped?
The minimum Angle value.
The maximum Angle value.
If you want this component to change smoothly over time, then this allows you to control how quick the changes reach their target value.
-1 = Instantly change.
1 = Slowly change.
10 = Quickly change.
The Angle value will be incremented by the specified angle in degrees.
The Angle value will be decremented by the specified angle in degrees.
This method will update the Angle value based on the specified vector.
This method will immediately snap the current angle to its target value.
This component allows you to spawn a prefab at the specified world point.
The prefab that this component can spawn.
If you call Spawn(), where should the position come from?
If you call Spawn(), where should the rotation come from?
This will spawn Prefab at the current Transform.position.
This will spawn Prefab at the specified position in world space.