
Comprehensive sample projects demonstrating Data-Oriented Technology Stack (DOTS) functionality including the Job System, Entity Component System, Physics, Netcode, and rendering. Covers beginner fundamentals through advanced patterns with documented code examples, video walkthroughs, and learning materials for developers adopting high-performance architectures in Unity 6.2.
https://www.pkglnk.dev/entitycomponentsystemsamples.git 
AutoLOD automatically generates levels-of-detail (LOD) for 3D models on import and optimizes entire scenes hierarchically. It features a pluggable framework supporting multiple simplifiers including UnityMeshSimplifier, Simplygon, and InstaLOD, with configurable settings at project and per-model levels. The package includes useful utilities like LODGroupExtensions and asynchronous processing capabilities to streamline performance optimization workflows.
https://www.pkglnk.dev/autolod.git 
An efficient and versatile input system for Unity.
https://www.pkglnk.dev/unity-technologies-inputsystem.git 
AssetGraph is a visual toolset lets you configure asset workflow visually in Unity. It is intended to create rule-based configuration using graphs to create and manage efficient workflow around assets.
https://www.pkglnk.dev/assetgraph.git 
Author XR in XR EditorXR provides a basic set of authoring tools and a framework for using and developing spatial authoring environments. This package adds the VR View to the Unity Editor, allowing users to take advantage of VR devices like Oculus Rift and HTC Vive in edit mode and work directly on their project and scenes in VR. It is also possible to build EditorXR and its tools and workspaces into Player builds for use on devices like Oculus Quest or to incoroprate authoring components into end-user experiences.
https://www.pkglnk.dev/editorxr.git 
Project Auditor is an experimental static analysis tool that analyzes assets, settings, and scripts of the Unity project and produces a report containing: Code and Settings Diagnostics, the last BuildReport, and assets information. Note that this package is not officially supported by Unity and it is not on Unity's roadmap at this time.
https://www.pkglnk.dev/unity-technologies-project-auditor.git 
The WebRTC package provides browsers and mobile applications with Real-Time Communications (RTC) capabilities.
https://www.pkglnk.dev/webrtc.git 
An integrated solution for authoring / importing / simulating / rendering strand-based hair in Unity.
https://www.pkglnk.dev/hair.git 
Examples of various Unity 2D Physics components and features.
https://www.pkglnk.dev/physicsexamples2d.git 
A real-time SDF generator. Use a Mesh or a dynamically deforming SkinnedMesh as input to generate a 3D SDF texture.
https://www.pkglnk.dev/mesh-to-sdf.git 
The PlayableGraph Visualizer is a tool that displays the PlayableGraphs in the scene. It can be used in both Play and Edit mode and will always reflect the current state of the graph. Playable nodes are represented by colored nodes, varying according to their type. Connections color intensity indicates its weight.
https://www.pkglnk.dev/playablegraph-visualizer.git 
Library of tech features used to realize the digital human from 'The Heretic'.
https://www.pkglnk.dev/digital-human.git 
This package contains plugin binaries of DCC tools for using MeshSync, which is another package for synchronizing meshes/models editing in DCC tools into Unity in real time.
https://www.pkglnk.dev/dcc-plugins.git 
Editor script which implements an inspector for the BuildReport class
https://www.pkglnk.dev/buildreportinspector.git 
The Editor Iteration Profiler is an Editor tool which monitors domain reloads. It makes use of the Profiler and works by collecting and storing the relevant frames of the domain reload. Main features: ▪ Enter/Exit playmode domain reload monitoring ▪ Script Compilation monitoring ▪ Ability to export its data or Profiler data to a number of formats such as CSV, HTML, JSON, etc.
https://www.pkglnk.dev/editoriterationprofiler.git 
This package contains a virtual geometry solution for rendering a scene's static objects with a GPU-driven pipeline that supports triangle cluster LODs and two-pass occlusion culling at a triangle level.
https://www.pkglnk.dev/virtualmesh.git 
The High Precision (HP) framework allows Unity to render very large worlds by providing a standard way of addressing the limitations of the single-precision floating point system that is used to position and render GameObjects within the engine.
https://www.pkglnk.dev/high-precision-framework.git 
Tools for diverse contextual generation and placement of synthetic humans.
https://www.pkglnk.dev/synthetichumans.git 