Octanta Studio is an independent Unity tools and assets developer, creating visual systems that save time, allowing developers to focus on creativity and game logic rather than repetitive tasks. For example, tutorial hint generators, touch effects, and in-game interactive photos as a mechanic. Key features of our Unity assets:

  • not static images or models, but scripts, logic, and systems
  • quick setup (less than a minute) with the option for deep customization for the Unity project
  • complex logic built on simple operations (for example, animations through mathematical formulas), using only standard Unity components = optimization and long-term stability, independence from external solutions
  • no AI inside, but there is AI-adapted documentation, so developers can ask any available LLM for support and get quick instructions, answers, and tips
  • versatility: all assets support both old and new input systems, PC and mobile, and different rendering systems (because the assets do not rely on 2D or 3D graphics but mainly work with the UI layer).

One-line facts

Founded: 2022. Started as indie game developers, released 2 mobile games and 1 mini browser game at a jam, and in 2024 shifted to Unity assets development based on own experience.
Location: Kyiv, Ukraine.
Team: Representative – Kainis (real name Dariia Tsalikova), Unity dev and studio founder, lead developer and support. Key team member – Shvetsb, sound designer and composer.
Competencies: Unity C#, UI/2D sprite creation as additional materials, sound and music production.
Business Model:

  1. Asset sales via Unity Asset Store. Free mini versions of some paid Unity assets are also available.
  2. Customization service for Touch Effect System buyers (e.g., creating a custom touch effect for a specific project and delivering it via Asset Store update). Pricing and delivery are discussed individually via email.
  3. Game development as a non-commercial activity. This practice helps us understand the needs of developers when creating assets, and it’s a labor of love that is mainly funded by asset sales.
  4. (Open to suggestions but not implemented yet) Annual subscription for Unity mentors and schools to Automatic Tutorial Maker, allowing free distribution of the Unity assets to students as part of the course. A digital coupon is provided, students redeem it on octantastudio.com, and receive the full commercial version by email. We also put together all our publishing experience in a big PDF guide, which is included as an additional resource and is avaliable on our website for free. Pricing for subscription is discussed individually via email. See related page.
  • Email: octantastudio@gmail.com
  • Website: octantastudio.com
  • Discord: https://discord.gg/6SPxKpFZFC

Short Data

Founded: 2022

Location: Kyiv, Ukraine

Team: 2 (remote)

Tech: Unity, C#

License: Commercial & Free tier

Contact: octantastudio@gmail.com, https://discord.gg/6SPxKpFZFC

Studio Portfolio

  • Games (2 mobile + 1 web-based mini-game)
  • Unity Assets (4 paid + 2 free mini versions)
  • Expertise (“Unity Asset Store Publisher Guide” as PDF-presentation)

Unity Asset Store Publisher Guide – Structured Showcase

As Unity asset publishers, we compile all our experience into a single document – from creating the asset itself to specifics of withdrawing funds, promoting assets, using all available Unity tools and supporting programs. We are creating a guide for those who may seek help while just starting their journey as asset publishers, especially in Ukrainian realities. Guide is now avaliable for free on octantastudio.com main page.

The guide is published to:

  1. Capture our experience so we don’t lose it.
  2. Help the community benefit from what we’ve learned.

Octanta Studio Games – Structured Showcase

Brotula game

Brotula game is our first game, created in Unity and released on Google Play in 2022, completely free. It took ~6 months to develop.

Brotula page: https://play.google.com/store/apps/details?id=com.Octanta_Studio.BrotulaRemaster

Brotula Genre: Roguelike, Survival, Turn-Based Strategy

Brotula Setting and Gameplay: The game is about exploring the underwater world at depths of up to 5000 meters and down to the very ocean floor, playing as a genetically modified creature. The player’s goal is to interact with other underwater creatures, fight them, and, upon victory, either borrow their genes for survival (take samples), collect their caviar (the in-game currency/energy used to purchase skills), or take their companion “mermaids” for gene breeding. If the player is defeated, the character is lost, and the expedition restarts with a new researcher. During each expedition, players collect genes, which can be integrated into a new researcher at the start of the next run to survive longer. Before encountering enemies, players must develop skills using caviar, skills reset at the start of each run. Skills fill memory slots in battle. To develop characters, skills, and biomes, we studied real deep-sea research documents. For example, to upgrade the mimicry gene and unlock related skills, players need to encounter octopus-like creatures.

Brotula Gameplay in brief: Players progress downward, exploring randomly generated underwater biomes and encountering randomly generated hostile creatures, which they must fight. The goal is to reach the greatest depth possible.

Brotula Combat System: The combat is a turn-based strategy. Both the player and the enemy have a 9-cell grid, symbolically representing the brain. Before battle, players place different types of skills on the grid (e.g., a cell for the skill “Intimidating Gaze” deals damage). Players plan their setup based on the enemy’s skills, then start auto-battle. Victory goes to the side with the most filled cells remaining. Each skill cell has 1 HP. Healing skills can increase a cell’s HP by +1, attacking skills deal -1 damage, and there are also skills to block or unblock cells. Some cells can be left empty, but they have 0 HP and cannot contribute to victory.

Brotula Design: Visually, the game features the distinctive style of our studio – a monochrome black-and-white palette with a single prominent accent color, in this case, red. It is fully 2D, entirely hand-drawn and hand-animated, with no third-party plugins used. All music and sound design were created by our sound designer, Shvetsb.

Jewellirium game

Jewellirium game is our second game, created in Unity and released on Google Play in 2023, completely free. It took ~8 months to develop.

Jewellirium page: https://play.google.com/store/apps/details?id=com.OctantaStudio.com.unity.template.mobile2D

Jewellirium Genre: Business Simulator, Alchemy, Roguelike

Jewellirium Setting and Gameplay: The game is about a jeweler-alchemist in 15th century Florence who creates unusual prosthetic jewelry in his workshop. He performs operations on clients who come to his hall, implanting the jewelry. However, his work has a dark side – growing raw materials for the jewelry on test subjects. This is a dual alchemical process: the jeweler discovered a formula according to which the human body does not reject precious metals, meaning the body can also grow them from stem cells. Because of this dark secret, the Jolieri family must hide part of their work in the basement, adding a high-stakes element. The jeweler also keeps his main project secret until it is completed – the fully encrusted “perfect human,” whose body is completely covered in jewels. From automatically generated metals of three types (metals, semi-precious stones, precious stones), players craft all possible types of jewelry by combining them in different proportions (e.g., metal + colored stone = ring). Crafted jewelry can be installed on clients, earning money and improving operations. There is also a bargaining system, which allows offering additional services within the client’s budget (e.g., rose oil to maintain the jewelry). Money earned is essential to maintain the life of the test subject in the basement, so they continue generating resources for future crafting. When the silhouette of an inspector appears in the windows, the secret basement must be closed; if the inspector discovers it three times, the game restarts, resetting income and reputation, though unlocked jewelry progress remains. The goal is to craft all possible jewelry and present the “perfect human” to the world without being caught, while managing the public business. A low reputation reduces clients, and insufficient funds prevent supporting the test subject, reducing resources for crafting. The game features randomly generated city events, as well as randomly generated clients. To create the game, we drew inspiration from real unusual jewelry, prosthetics, and armor, as well as Renaissance-era jewelry craftsmanship and surgery. We even visited a modern jewelry workshop to create a complete and authentic picture.

Jewellirium Gameplay in brief: Craft jewelry in the workshop, bargain in the jewelry hall, bring clients to the workshop for operations, and spend money and reputation to upgrade both locations. Open or close the secret basement at the right time: while it is closed, no operations can be conducted or profit earned. If an inspector arrives while the basement is open, and player is caught three times, the workshop closes and the player must start over.

Jewellirium Bargaining system: Each additional service costs roughly 1–10 symbolic coins. The operation and the jewelry itself have a base cost (e.g., 20 coins). If a client has 25 coins, players can choose the optimal combination of extra services to fully utilize their funds. Balancing not just price but also types of services can yield extra bonuses such as reputation, money, or faster operation time.

Jewellirium Design: Visually, the game features the distinctive style of our studio – a monochrome black-and-white palette with a single prominent accent color, in this case, yellow. It is fully 2D, entirely hand-drawn and hand-animated. All music and sound design were created by our sound designer, Shvetsb.

Objectivity mini-game

Objectivity mini-game is our mini-game, created in Unity for Global Game Jam + Ctrl+Alt+Disinfo, and released on the web in 2025. It is completely free and open-source. Development took approximately 1.5 weeks.

Objectivity page: https://globalgamejam.org/games/2025/objectivity-4

Objectivity Setting and Gameplay: The game consists of 10 levels as urban storylines, focusing on a photojournalist navigating the streets of a noir city. The protagonist can hear what people are saying, read newspapers, or listen to the radio. Different information sources are represented as bubbles of different colors, which the main character can “place” onto the camera lens, combining the colors. The goal is to gather data from multiple sources and combine the bubbles to create a balanced lens, through which a photo of the city comes out clear and unbiased – metaphorically forming an objective picture of the world. For example, some social storylines depict authorities presenting deforestation as a necessary sacrifice for progress and job creation, while environmental activists reveal it as money laundering and construction of an elite school unnecessary for the city. The character must consider all perspectives before taking a photo of the city, creating a memory of events. Sometimes the truth lies with only one source, in which case the player should collect bubbles of that color while avoiding other colored propaganda. Pictures taken by the player are displayed in the level gallery in the main menu: if there is a bias, the images appear distorted with a predominance of the wrong color. The player`s task is to find balance amidst this color cacophony.

Objectivity Gameplay in brief: Adjust the length of the camera beam via mouse scroll to collect colored opinion bubbles. Combine colors to reach a target neutral combination. When “objectivity” reaches 100%, take a snapshot via LMB hold – the photo may be perfect or distorted depending on your balance.

Objectivity game uses a simplified version of the Dynamic Photo Camera asset.

Objectivity Design: Visually, the game features the distinctive style of our studio – a monochrome black-and-white palette with a single prominent accent color, in this case, blue. It is fully 2D, entirely hand-drawn and hand-animated, except for some AI-generated backgrounds. All music and sound design were created by our sound designer, Shvetsb.

Aquarius Age

The game Aquarius Age is currently on hold in development.

Octanta Studio Unity Assets – Structured Showcase

Automatic Tutorial Maker

Automatic Tutorial Maker: create customizable learning steps by showing

A tool that automates tutorial creation for any Unity project: recording scene walkthroughs automatically generates visual hints, which can then be customized. Manual creation from scratch is also available.

Automatic Tutorial maker Unity asset preview (default pointers, arrows, tips)

What it does:

  • Developer runs the scene, presses Start Recording, and performs the actions that players need to learn (button presses, dragging objects, swipes, etc). While performing the actions, Automatic Tutorial Maker in real time turns them into tutorial steps with hints. The developer can already see created hints during the process. After pressing Stop Recording, the next scene launch will include the automatically created tutorial (pointers, text).
  • Tutorial step sequence, completion conditions, and visual hints can be edited manually.
  • Multiple input types support (clicks, touch, keyboard, scroll, swipe, etc).
  • Progress saving between sessions with JSON storage, with simple reset for testing.
  • Multiple visual tip types: dynamic pointers, fixed graphics, mixed hints, custom ones, UI and world tips, customizable animations (appear, disappear, idle states).
  • Cross-platform compatibility: desktop (mouse/keyboard), mobile (touch input), Xbox-type joystick.
  • Supports both 2D and 3D projects with automatic object type detection.

Target audience:

  • Unity freelancers who develop many projects and prototypes, each requiring a new tutorial.
  • Unity indie developers who create unusual or non-conventional mechanics that must be explained to players with a proper tutorial to avoid frustration.

Suitable use cases:

  • UI Pointer (hand, mouse, arrow): casual games, mobile clickers, farming sims – highlight buttons or objects to interact with
  • UI Graphic (popup, sidebar, coachmark): RPGs, management games, complex UI systems – explain menus, stats, inventory
  • Gesture graphics (swipe, touch, hold): mobile runners and casual games (Temple Run, Subway Surfers, Cut the Rope) – illustrate required gestures
  • UI Hover highlight: point-and-click adventures, puzzle quests – emphasize interactive objects
  • Iris / Transparent Mask (cutout): onboarding and training – block everything except one button to focus user’s attention
  • World Pointer 3D Arrow: racing, shooters, action – guide players toward a target or checkpoint
  • World Pointer Navigation Arrow: open world or sandbox games – show direction to quest markers or NPCs
  • World Geo Tag (marker above object): quests, survival, multiplayer – indicate an object, item, or teammate
  • World Frame (corners highlight): strategy and building sims – highlight a structure, area, or zone
  • Crosshair Pointer Aim: shooters and action games – teach aiming and shooting mechanics
  • Popup with Confirm Button: RPGs, mobile F2P – step-by-step tutorials requiring player confirmation

Platforms / Unity versions:
2022.3.20f1 and higher (up to Unity 6)
2023.2.20f1 and higher (up to Unity 6)
6000.0.42f1 and higher (Unity 6)

Current version and release date:
First version released on 17.02.2025. Since then actively developed with growing functionality.

License and price:
Standard Unity Asset Store EULA
$40

Links:

Mini-installation:

  • Add the TutorialSystem prefab to your scene
  • Assign your game camera and canvas to the Tutorial Visual Manager
  • Use the ATM Start Recording button at runtime
  • Show required player actions and press Stop Recording
  • Or create steps manually
  • Test steps in runtime
  • Use StepSequencePlayer Reset button to test again.

Dynamic Photo Camera

Dynamic Photo Camera: in-game interactive photos with multi-platform support

Unity asset that enables in-game photography mechanics with extensive photo management and interaction features.

What it does:

  • Enables in-game photography with coordinate and object detection, storing metadata (coordinates, photographed object name or custom description).
  • Allows photo manipulation (drag & drop, rotation, interactive desk placement).
  • Supports flexible quest system integration with photo validation.

Target audience:

  • Unity quest developers.

Suitable projects for photo mechanics:

  • Detective quests – photographing clues, crime scenes, suspicious characters
  • Interactive educational games – documenting studied phenomena (plants, architecture, artifacts)
  • Gameplay based on user-generated content – photos as collectible or shareable items
  • Visual storytelling / cozy travel games – building atmosphere with photo albums and captured impressions
  • Point-and-click adventures – photos as memory aid for puzzles and hints
  • Exploration and adventure games – cataloging rare objects, animals, landscapes
  • Puzzle or quest-based projects – photos as proof of task completion or unlockable progress
  • Social and creative games – photos as a way to share moments or create in-game content

Platforms / Unity versions:
2022.3.13f1 and higher (up to Unity 6)
6000.0.42f1 and higher (Unity 6)

Current version and release date:
First version released on 19.12.2024. Since then actively developed with growing functionality.

License and price:
Standard Unity Asset Store EULA
$20

Links:

Mini-installation:

  • Add PhotoController prefab to your scene.
  • Camera Setup (required). In the PhotoController inspector, assign your Camera to the Current Camera field and disable prefab`s Camera.
  • That’s it – photo system is ready.
  • Recommended. Unpack prefab and move UICanvas content to existing Canvas or vice versa so UI elements don’t overlap.
  • Recommended. In the inspector, PhotoController has references to PhotoSettings and PhotoPrefab for additional settings. The PhotoSettings scriptable object can be replaced with one of the ready-made ones in the SettingsExamples folder or create a new one: Create → Settings → PhotoSettings.

Touch Effect System

Touch Effect System: visual feedback & interactive trail effects for UI

Unity asset that creates visual touch feedback for user interactions. It generates smooth, customizable trails or one-touch effect that follow finger movements and mouse input. The system is particularly well-suited for mobile applications and games requiring touch visualization. The system features platform-specific optimization and extensive shader & sprite customization.

Target audience:

  • Unity developers searching for fast mobile shader effects for mobile, VFX effects, particle effects for mobile apps.

Suitable projects:

  • Mobile applications requiring touch visualization
  • Interactive UI interfaces and menus
  • Action games with slash/cut mechanics
  • Any application needing responsive touch confirmation

Effect types and use cases:

  • Circle, Square, Triangle, Plus: casual mobile games, button press feedback, onboarding tutorials
  • Neon Circle, Neon Square, Neon Hexagon, Neon Triangle, Neon Diamond: sci-fi and cyberpunk interfaces, futuristic HUDs, hacking and strategy games
  • BlobNeon, BrokenGlass, Lightning: fantasy effects, destruction mechanics, magical visuals, electrical power-ups
  • RotatingSquare, RotatingTriangle: action games, technical UIs, navigation arrows, waypoint systems
  • Ring, Ripple, Pulse: water simulation, sonar/radar scanning, detection mechanics, clean UI confirmations
  • MatrixGrid, ForceFieldHex: cyberpunk themes, data visualization, energy shields, tactical displays
  • RippleDrops, RippleGlitter, PulseLove, Phoenix: social or dating apps (hearts), fantasy/magic games (phoenix, glitter), cozy or atmospheric experiences
  • InkTrail, StarTrail, SquaresTrail: drawing apps, handwriting/signature mechanics, magical paths, sci-fi trails, artistic effects
  • BladeTrailCute, BladeTrailNinja: action combat, sword mechanics, slicing gameplay, ninja-themed games
  • GlowTrailHeat, GlowTrailFairy: thermal vision interfaces, scientific visualization, fantasy and mystical experiences

Platforms / Unity versions:
2022.3.13f1 and higher (up to Unity 6)
6000.0.42f1 and higher (Unity 6)

Current version and release date:
First version released on 09.2025.

License and price:
Standard Unity Asset Store EULA
$25

Links:

Mini-installation:

  • Import asset and locate TouchEffects prefabs folder.
  • Add any effect prefab to your Canvas (TouchCircle for simple touch response).
  • Assign Target Canvas or let it auto-detect at runtime.
  • Check if the Input Controller component matches your current Input System (Old/New).
  • System is ready – run scene to test touch effects.

Narrative Designer

Narrative Designer: visualize, systematize and enrich the story with AI

Tool for visualizing and systematizing narrative elements directly in Unity. Store characters, plot points, and lore in one place, track character states and relationships, and export files for team communication or AI prompting.

What it has:

  • Storage and organization of narrative data inside the Unity project instead of external services (characters, events, global context synchronized)
  • Interactive matrix and timeline visualization to track character states and storylines, reducing plot inconsistencies
  • Strategy board for character manipulation with visual relationship mapping
  • Specially designed templates for detailed development of the game world and characters
  • Export in clear HTML format to communicate effectively with your team
  • Export to TXT for AI prompting to help fill and analyze your game world
  • Runtime usage support (f.e, select events for non-linear storytelling)

Target audience:

  1. Visual novel developers
  2. RPG creators
  3. “Tech” solo developers struggling with game world filling
  4. Authors working on narrative consistency

Platforms / Unity versions:
6000.0.42f1 and higher (Unity 6)

Current version and release date:
First version released on 06.05.2025.

License and price:
Standard Unity Asset Store EULA
$30

Links:

  • Store page: https://u3d.as/3wp2
  • Documentation: https://octanta-studio.gitbook.io/narrative-designer-visualize-and-systematize-story
  • Quick guide: https://octanta-studio.gitbook.io/narrative-designer-visualize-and-systematize-story

Mini-installation:

  • Find Assets > OctantaStudio > NarrativeDesigner > NarrativeDesigner.prefab and add it to your scene
  • Create and connect three objects: Character Brain, Character Database, and Global Context
  • Use the Narrative Designer Menu to manage your narrative elements from one place
  • Create events in Character Database to manage story timeline.

Technical Digest (Key Innovations of our Unity assets)

Automatic Tutorial Maker saves a huge amount of time on tutorial development. Instead of manually adding tutorial steps to the script and mixing them with code logic, it automates the process. Consumes +842.4KB of memory in the project. Tutorial recording happens once before the build, and subsequent step-by-step playback of hints has minimal impact on FPS and CPU. The system is based on huge amount of work compiling different input scenarios and corresponding hints so another developer doesn’t have to do it. It’s a complex and versatile system built from simple components to automate routine tasks.

Dynamic Photo Camera is not just a screen capture tool; it’s an in-game photography system that crops textures at the edges to capture a specific area and recognizes and remembers objects using raycast and collision detection. These are simple Unity operations, but combined in a complex way to achieve reliable results (not AI-based recognition). The system is designed for user-generated mechanics to add variety to gameplay. Photo data size: typically 25-26 KB per image. Captured photos are stored in Application.persistentDataPath. The photography process briefly reduces FPS by ~20% for a split second, without long-term performance impact or causing freezes. Is initially set for 3D and has been tested to work in both 3D and 2D modes.

Touch Effect System is a touch interaction system that doesn’t rely on static effect sprites to choose from, but is based on a UI-shader approach. The particles forming a touch effect are materials created from a UI shader, which is mathematically defined. This approach allows Touch Effect System effects to be used in projects with any graphics and render pipeline (UI), and enables customization of touches using simple floats and colors without redrawing anything (shader). The same effect can be customized beyond recognition across different projects, making the system flexible. There is also support for sprite-based particle effects, with a focus on optimization. The system uses advanced caching, pre-calculations, and careful material handling so that rendering an effect takes no more than 0.1ms per Update() cycle. Minimal FPS impact during active touch interactions.

Narrative Designer is a system created as an alternative to external services with limitations, like Notion or Obsidian, designed to visualize complex narrative elements using Scriptable Objects directly within a Unity project. This storage can then serve as the foundation for a storytelling system in the build. Its uniqueness lies in being tailored for cooperation with an AI assistant. At any time, you can export data about the global context, a local event in relation to others, or a character at a specific moment, and use it in external tools – for example, to have ChatGPT generate a cutscene reference or write character-specific dialogue.

Unity assets code:

Example of input versatility in Automatic Tutorial Maker (StepSequencePlayer script)

// Validates interaction type against expected behavior
private bool CheckInteractionType(ClickData step, InteractionTypeEnum expectedInteraction,
                                  float inputDuration, GameObject startObj, GameObject endObj)
{
    switch (expectedInteraction)
    {
        case InteractionTypeEnum.SwipeLeft:
        case InteractionTypeEnum.SwipeRight:
        case InteractionTypeEnum.SwipeUp:
        case InteractionTypeEnum.SwipeDown:
            Vector2 endPosition = sceneReferences.inputController.GetEndPosition();

            var detectedSwipe = sceneReferences.inputController.DetectSwipe(
                clickStartPosition,
                endPosition,
                inputDuration
            );

            return detectedSwipe.HasValue && detectedSwipe.Value == expectedInteraction;

        case InteractionTypeEnum.Click:
            bool notHoldGesture = !sceneReferences.inputController.IsHoldGesture(inputDuration);
            endClickObject = startObj;
            endObj = endClickObject;
            bool sameObject = startObj == endObj;

            isDoubleClickPossible = false;
            lastClickedObject = startObj;
            lastClickTime = Time.time;

            return notHoldGesture && sameObject;

        case InteractionTypeEnum.DoubleClick:
            // Works on both desktop and mobile (no right click on mobile)
            float timeSinceLastClick = Time.time - lastClickTime;

            bool isValidDoubleClick = isDoubleClickPossible &&
                                      timeSinceLastClick <= sceneReferences.tutorialMaker.doubleClickTimeWindow &&
                                      lastClickedObject == startObj;

            isDoubleClickPossible = false;
            lastClickedObject = null;

            if (!isValidDoubleClick)
            {
                isDoubleClickPossible = true;
                lastClickedObject = startObj;
                lastClickTime = Time.time;
                return false;
            }

            if (sceneReferences.inputController.IsHoldGesture(inputDuration))
                return false;

            sameObject = startObj == endObj;
            return sameObject;

        case InteractionTypeEnum.RightClick:
            if (sceneReferences.inputController.IsMobileDevice)
                return false;

            notHoldGesture = !sceneReferences.inputController.IsHoldGesture(inputDuration);
            sameObject = startObj == endObj;
            bool isRightClick = sceneReferences.inputController.GetRightClickUp();

            return notHoldGesture && sameObject && isRightClick;

        case InteractionTypeEnum.Hold:
            bool objectsMatch = (startObj != null && endObj != null && startObj == endObj) ||
                                (startObj != null && endObj == null); // Touch may not have endObj
            return sceneReferences.inputController.IsHoldGesture(inputDuration) && objectsMatch;

        case InteractionTypeEnum.DragAndDrop:
            if (step.GameObjects != null && step.GameObjects.Count > 1)
                return sceneReferences.inputController.IsDragGesture(startObj, endObj, inputDuration);
            else
                return sceneReferences.inputController.IsDragGestureWithoutTarget(startObj, inputDuration);

        case InteractionTypeEnum.PinchIn:
        case InteractionTypeEnum.PinchOut:
        case InteractionTypeEnum.PinchRotate:
            return isPinchDetected && currentPinchType == expectedInteraction;

        default:
            return false;
    }
}

Example of Touch Effect System logic with zero-allocation batch update system + caching (TouchGlowUI script)

// Zero-allocation batch update system
private List<int> pointsToUpdate = new List<int>();   // Indices requiring shader updates this frame
private List<int> pointsToDeactivate = new List<int>(); // Indices to deactivate this frame
private int pointsToUpdateCount = 0;     // Avoids Clear() allocations
private int pointsToDeactivateCount = 0; // Same optimization

// Cached references for ultra-fast access
private List<RawImage> cachedRawImages = new List<RawImage>();
private List<RectTransform> cachedRectTransforms = new List<RectTransform>();
private List<Material> cachedMaterials = new List<Material>();
private List<float> cachedLastUpdateTimes = new List<float>();
private List<bool> pointActiveStates = new List<bool>();
private List<int> pointTouchIDs = new List<int>();
private List<float> pointCustomScales = new List<float>();

// Update loop: processes input + batches material updates at 30 FPS max
void Update()
{
    if (!isInitialized) return;

    float currentTime = Time.time;

    HandleInput(currentTime); // All touch/mouse events handled here

    bool shouldUpdateMaterials = (currentTime - lastMaterialUpdateTime) >= MATERIAL_UPDATE_INTERVAL;
    if ((isInputActive || activeUIPointCount > 0) && shouldUpdateMaterials)
    {
        UpdateUIBatching(currentTime); // Batch update all particles in one go
        lastMaterialUpdateTime = currentTime;
    }
}

Unity Assets Case Studies

Dynamic Photo Camera Unity assets support for various use cases

For Automatic Tutorial Maker:

  1. A tutorial for a short freelance order game was created in under 5 minutes. https://youtu.be/h7TUYHZyGXA?feature=shared
  2. In a couple of hours, a polished system of two training modules was created for Astrology Consultant (a learning app for AI-based astrology data): https://gwelfenlib.github.io/AstroCon/. Most of the time was spent on game design and planning the steps, not on technical implementation. You can interact with the app to see the hints in action.

For Dynamic Photo Camera:

  1. A mini-game called Objectivity was created, which took 3rd place at Global Game Jam in Ukraine and ranked in the top 20 out of 175 games at the Ctrl+Alt+Disinfo hackathon. The game’s core mechanic involves photography and maintaining a clean camera lens for shots. https://globalgamejam.org/games/2025/objectivity-4
  2. The Unity asset has been updated for different developer use cases, such as point-and-click games, split-screen games, or full-screen capture games. While we don’t have materials for these projects, the developers can be found in our Discord channel.

Machine-readable blocks

Unity Assets – FAQPage JSON-LD

Unity Assets – SEO & Technical Meta Data

Octanta Studio – tools & audio assets for Unity

Changelog & Roadmap (Quote verbatim)

  • Aug 2022 – Brotula game released (made in 6 months). It is available, free, and fully functional on Google Play.
  • 2023 – Jewellirium game released (made in 8 months). It is available, free, and fully functional on Google Play.
  • Apr 2024 – Aquarius Age game developement started.
  • Dec 2024 – Dynamic Photo Camera asset released (separated mechanics from the Aquarius Age development process). It is supported and actively developed to this day.
  • Jan 2025 – Objectivity mini game released (made in 1.5 weeks for jam, contains Dynamic Photo Camera mechanic).
  • Jan 2025 – Dynamic Photo Camera mini asset released (free version).
  • Feb 2025 – Automatic Tutorial Maker asset released (designed as a logical extension of the photo system. It was originally intended to be an asset for video recording, but during development it evolved into a tool for recording logical sequences with subsequent playback. Its creation was also driven by players’ difficulty understanding the studio’s games, necessitating more effort to explain them). It is supported and actively developed to this day.
  • May 2025 – Narrative Designer asset released (created as a logical culmination of the CaptureS tool lineup alongside DPC and ATM, enabling easier work with narrative elements through recording and visualization). It is supported and actively developed to this day.
  • Jun 2025 – We announced that: 1. We are ready to provide Automatic Tutorial Maker for free to students within educational courses offered by schools and mentors, and we outlined our vision of collaboration on this page. 2. As publishers, we are also willing to share our knowledge in the form of a lecture or a PDF guide. 3. In any case, we are open to discussing potential collaborations with gamedev schools if needed.
  • Aug 2025 – Development of the Aquarius Age game is paused.
  • Oct 2025 – Touch Effect System asset released (designed as a standalone system, but easily integrates with ATM to create visual hints and rewarding effects for correct clicks. It is also part of the CaptureS lineup). It is supported and actively developed to this day.
  • Oct 2025 – A program has been introduced for customizing Touch Effect System for specific projects on an individual basis.
  • Oct 2025 – For all the time we have been gaining experience in game development → creating assets to simplify the process → eventually we have compiled a Unity Asset Store Publisher Guide from our own experience. We have published a link to it on the main page of the site octantastudio.com, and it is available for free.

Summary at the current time

  • Octanta Studio for players: Brotula and Jewellirium games are available as open-access games. These are completed works with an endless loop, and they can be played offline.
  • Octanta Studio for developers: All our Unity assets are available, plus customization of the Touch Effect System and technical support for other Unity assets, plus publisher’s guide.
  • Additionally, we are open to partnerships, for example with game development schools, with the possibility of distributing assets to interested developers on special terms.
  • All of our projects have been completed, except for Aquarius Age, which is currently on pause.

This page was created as a reference, primarily for machine reading and LLM-based search.

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