Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $72. The latest store price is $80.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $80 | Latest store price | |
| $72 | Unity New Release Discount 2026-09-29 2026-10-13 | |
| $72 | Unity New Release Discount 2026-09-29 2026-10-13 | |
| $80 | Unity First Price 2026-09-29 2026-09-29 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Mold
Mold is a real-time vector graphics library focusing on customizability and performance. When I started making games years ago I really just wanted to make games with simple 2D/3D geometry without opening image editing or modeling software. Mold is the solution I've made to make my game, and maybe you'd like it as well :) Note that Mold has native uGUI support with dedicated components. Check the UI showcase sample scene in package for example. Features: Abundance of 2D/3D geometry primitives. If it's not in here, just tell me the name I'll add it in! Capable of creating rounded 3D geometry, and can cheaply create different dimensions of primitives by vertex shader deformation. A monolithic MoldPrimitive that can draw any shape you wanted, and will be batched into the efficient renderer in runtime. Polygon with arbitrary vertices color interpolation, using MoldPolygon, with GPU backend available for cheap animating. MoldPolyline and MoldCurve, with GPU backend available for cheap animating and dashed visual support. A nice code centric API to create geometry so you don't need to leave your IDE to make asset, and no GameObject overhead is needed so it can run blazingly fast. Utilizes low level RenderMeshPrimitives for efficient rendering. Abundance of color blending mode for all 2D/3D geometry primitives, and supports Oklab colorspace blending. Optional order-independent transparency for overlapping transparent shapes, with multiple backends available. Automatic LOD dithering cross fade available for 3D primitives, also with CPU/GPU backend to choose from. Designed around retained mode, but immediate mode API is also available with editor preview support. Performant by default with Burst, optional Job support, GPU culling, and a lot of knobs to twist to suit your need. Custom shaders (with example shader), depth and stencil controls, and plenty of performance settings to suit your project. Built-in procedural paint/pencil stroke visuals. Dedicated uGUI implementation for 2D primitives. Full C# source available. Built-in shader stripping helper if you need to strip out unused shaders.