Rigged Dice - Physics based determined dice roller
By TolgaDurman
Rated 5.0/5 from 5 ratings on Unity.
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: $14.99. The latest store price is $14.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $14.99 | Latest store price | |
| $14.99 | Unity Permanent Increase 2026-09-05 2026-09-12 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Rigged Dice - Physics based determined dice roller
- Art & Visuals > 3D
Every roll is simulated ahead of time in a hidden physics scene. Once the simulation finds a throw that settles cleanly, your visible dice replays that exact trajectory, with the graphic rotated so the face you asked for ends up on top. The motion is genuine rigid body physics, so dice tumble, knock into each other and rattle off the walls of your tray. You only decide what they say when they stop.
What you get:
Six dice: d4, d6, d8, d10, d12 and d20, with white bodies, black markings and normal maps.
DiceRoller.Roll(dice, 20) lands a 20. DiceRoller.Roll(dice) rolls honestly and reports what came up. Both take the same path through the simulation, so a player cannot tell them apart.
DiceRoller.RollAll(...) throws several dice in one simulation, so they collide with each other instead of being rolled separately and composited.
OnRollEnd hands you the face on top once the dice has visibly stopped, for fair rolls as well as rigged ones. There are C# events too, plus IsRolling and AllRollsEnded for gating your UI.
Every roll is checked before you see it: settled, flat, on the table, not resting on another dice. A roll that fails is thrown again with a different impulse until one comes out clean.
Make your own dice. Face maps store a direction and a tangent per face, so any face-transitive solid can be rigged exactly, and you assign values by clicking faces in the Scene view.
Four AI agent skills ship with the package, covering scene setup, rolling from code, tuning the simulation and building custom dice. Point a coding agent at your project and ask it to set the dice up.
Two demo scenes are included. One rolls all six dice together with a slider per dice, the other rolls whichever dice you click.
Targets the Built-in Render Pipeline. Materials use the Standard shader and need converting for URP or HDRP.