Customizable Photo Frames by PolyKebap
Number of textures: 8
Texture dimensions: 1024 x 1024
Polygon count of [film striped frame]: 408
Minimum polygon count: 6
Maximum polygon count: 408
Number of meshes/prefabs: 8
Rigging: No
Animation count: 0
UV mapping: Yes
LOD count: 1
Types of materials and texture maps: PBR
If your rooms feel too generic and bland, this pack will help you fix that quickly. Make your rooms feel like home with these simple, yet effective photo frames! The pack features several different styles and includes cute art to get you started.
They are easy to customize, so you can swap in your own pictures quickly. They are also built to be scalable, meaning you can resize them without any weird stretching or ratio problems.
These are lightweight thanks to simple design, and therefore perfect for mobile or VR projects too.
Price $0.00
50+ Modern Lamps by PolyKebap
Number of textures: 0
Polygon count of [Lamp_1] (the big one with 12 arms): 162
Polygon count of [Lightbulb]: 92
Minimum polygon count: 16
Maximum polygon count: 406 (swirly ceiling lamp)
Number of meshes: 42
Number of prefabs: 65
Rigging: No
Animation count: 0
UV mapping: No
LOD count: 1
Types of materials and texture maps: PBR
🌟 What’s inside?
- Pretty Hanging Lights for the ceiling.
- Tall Floor Lamps for the living room.
- Tiny Desk Lamps for your bedroom or study.
- Glowing Wall Stripes for a futuristic look.
- Spotlights if you would like to highlight a painting or another asset.
- Garden Lamps for outdoors.
✨ Why it’s great:
- Easy to use: Just drag a lamp into your game and it's ready!
- Not laggy: The shapes are simple so your game stays fast.
- On and Off: Each lamp has a "Light_ON" material to make it glowy and "Light_OFF" for an off state.
🛠️ How to use it:
- Open the folder called Prefabs.
- Pick your favorite lamp and drag it into your scene.
- Enjoy!
Price $15.00
Flowers | 50+ Colorful Stylized by PolyKebap
Number of textures: 0
Polygon count of [Model Name]
Minimum polygon count: 14
Maximum polygon count: 2172
Number of meshes: 32
Number of prefabs: 173
Rigging: No
Animation count: 0
UV mapping: No
LOD count: 1
Types of materials and texture maps: PBR
Building a game world can feel a bit empty until you add the small details. If you’re working on a home or office, this pack will help you cozy things up without any extra fuss.
I have included over 50 flower and container combinations. It is also easy to create a custom arrangement. I’ve kept the poly count low so your game stays fast, and everything is set up as a prefab so you can just drag, drop, and get back to the fun parts of your project.
Price $7.00
Market Kit: Upgradable Kiosk System by PolyKebap
Number of textures: 3
Texture dimensions: 1024x1024
Polygon count of [Kiosk]: 354
Number of meshes: 9
Number of prefabs: 6
Rigging: No
Animation count: 0
UV mapping: Yes
LOD count: 1
Types of materials and texture maps : PBR
Low poly stylized kiosk with two variations and 5 color options each. Optimized low poly meshes.
Kiosk model could be use from outside as a shop. Or from inside too.
You could easily create an upgradable system, starting with cardboard boxes, moving on to a wooden stall. Then a bigger stall and then a kiosk. You could use the small props, the ones already included in this pack, to create even more levels of upgrade.
Or you could use all of them on a scene at the same time to build a market scene. Festivals, city centers, beaches, etc. any scene that needs a kiosk, could benefit from this pack.
If you like my style, I've got a coins pack that could go well with kiosk pack:
Stylized Coin Pack (FREE)
Price $15.00
Hierarchical Tag Forge by CarryForge
Features: See Description
Supported OS: Supported for use with Windows
Link To Documentation: Documentation
Why use Hierarchical Tag Forge?
Hierarchical Tag Forge is a production-grade, Unreal-style hierarchical gameplay tag framework for Unity. It gives you a single, consistent vocabulary you can use across your entire project; abilities, AI states, items, units, weapons, buffs/debuffs, events, UI flows, quest flags, and more; while keeping runtime lookups fast, deterministic, and scalable as your content grows. Instead of relying on fragile string comparisons, scattered enums, one-off manager scripts, or concrete type references, you maintain a centralized Gameplay Tag Database and query it efficiently at runtime through optimized access patterns designed for real game workloads.
A core focus of Hierarchical Tag Forge is performance: the runtime APIs and query evaluation are structured for zero-GC allocation during gameplay querying, enabling frequent checks and complex evaluations without avoidable garbage collections; ideal for AI, combat, state machines, and systemic gameplay.
///KEY STRENGTHS///
Hierarchical organization: Define tags in a clean parent/child structure (e.g., Ability.Magic.Fire.Fireball) that scales to large projects.
Fast runtime access: Designed for repeated tag checks in hot gameplay loops.
Zero-GC querying: Query evaluation is built to avoid per-call allocations during runtime usage.
Three ways to use tags (choose your workflow):
- Code-authored tags: declare tags directly in code for fully code-driven pipelines.
- Editor-authored tags + generated code references: create tags in the Tag Manager, bake, then reference them in code via generated constants.
- No-code / Inspector-driven: select and use tags through custom property drawers, prebuilt components, and assets without writing tag strings manually.
Automated code generation: Bake generates a flat static class containing constant tag references, giving you clean, typo-proof access in code without hand-authoring declarations.
Editor-first authoring: Dedicated tooling for daily tag creation, browsing, and maintenance.
Tag pickers & property drawers: Inspector-ready UX for selecting tags and containers safely; no string entry, no guessing.
Query Builder UI: Build and visualize tag queries in-editor rather than hand-authoring complex logic.
GAS-style Requirements Query asset: Author requirement logic like Require All, Require Any, and Block Any (great for ability gating, interactions, equipment rules, and state constraints).
Reactive gameplay support (built-in, minimal setup):
Hierarchical Tag Forge includes a practical “ownership” component out of the box:
- A tag owner surface to represent “this object currently has these tags.”
This enables common production patterns; doors, interactables, devices, UI states, buffs, or world triggers, to be driven by tags immediately.
Production validation/baking: Catch hierarchy issues, collisions, and invalid data early, before runtime.
Scales with content: Works whether you have dozens of tags or tens of thousands.
///HIERARCHICAL TAG FORGE INCLUDES///
Gameplay Tag Database (core asset):
A centralized database asset that stores and organizes your hierarchical tags. This becomes the source of truth for your project’s tag vocabulary.
Tag Manager (Editor Window):
A purpose-built editor tool for creating, organizing, searching, and maintaining your tags quickly. Designed for day-to-day production iteration.
Tag Pickers / Property Drawers:
Inspector-ready UI for selecting tags and tag containers safely and quickly; no fragile string entry, no guesswork.
Query Builder UI:
An editor interface for authoring and inspecting tag queries. Useful for designers and programmers alike when building complex condition logic.
Tag Requirements Query (GAS-style):
A dedicated “requirements” style asset for common gating logic:
- Require All
- Require Any
- Block Any
Ideal for abilities, interactions, equippables, AI behaviors, quest conditions, and UI state gating.
Code-Declared Tags:
Support for declaring tags in code for stable global references and structured workflows.
Bake + Automated Code Generation:
A bake workflow that validates your database and can generate code for easy runtime access. Generated output includes a flat static class of constant tag references, enabling a workflow where users:
- author tags in the Tag Manager,
- bake,
- reference tags in code via generated constants (no string typing, no manual declarations).
Validation & Baking Pipeline:
A bake/validation pass to ensure your database is internally consistent and runtime-ready.
Demo Scene + Template Code:
A complete demo scene with prebuilt example code that demonstrates the expected usage patterns across the system. The examples are designed to be directly reusable with minimal changes.
Performance TestHarness (Profiling):
A dedicated TestHarness intended for profiling and validation, including stress scenarios such as 100,000s of queries across 1,000s of owners per frame, so users can measure real runtime cost and confirm the zero-allocation query approach in their own project context.
Choose your preferred integration style:
- Add an observer component to react to tag state via rules + UnityEvents.No-code / Inspector-driven: use drawers + prebuilt components/assets.
Add a tag owner component to objects that own tags. - Generated constants: author tags in-editor, bake, and reference them via a generated flat static constants class.
- Code-authored tags: declare tags in code directly.
Use tags at runtime via tag fields, tag containers, and queries; driving AI decisions, ability gating, item rules, animation states, quest flags, UI flows, and more.
Use the demo + TestHarness to accelerate integration and validate performance.
///WHAT HIERARCHICAL TAG FORGE IS NOT///
It is not an ability system, inventory system, quest system, or AI framework.
It does not replace your gameplay architecture; it provides a high-performance vocabulary layer that makes your systems cleaner, more consistent, and easier to scale.
///DISCLAIMERS///
- None of the assets shown in videos/screenshots are included unless explicitly stated.
- Runtime performance depends on project scale, usage patterns, and hardware; the system is designed to minimize allocations during querying and keep lookups efficient for frequent gameplay checks. While all querying is allocation free some allocation is required for mutation such as adding and removing tags from a container, using bulk tag changes will keep allocation to a minimal during those scenarios.
- General knowledge of C# concepts such as events, ref/in keywords is required to use this asset fully.
- All performance benchmarks were tested on the following processor:
12th Gen Intel(R) Core(TM) i9-12900K (3.20 GHz)
///SUPPORT/ CONTACT///
If you run into issues or have feature requests, contact me directly. For bug reports, please include:
- Unity version
- Summary of the problem
- Steps to reproduce
- Screenshots (if applicable)
Email: anthony.halstead@carryforgestudio.com
Discord: https://discord.gg/9RCShGqktS
Website: https://carryforgestudio.com
YouTube: CARRY FORGE - YouTube
Price $20.00
Per Object Shadow by 0xStudio
- Generate separate ShadowMap for up to 16 groups of objects
- Drawing PerObjectShadow as fullscreen blit
URP Cascade Shadow Maps are rendered centered around the camera. When the ShadowDistance is large or objects are far away, the shadow precision becomes very low. Per Object Shadow allows you to generate separate ShadowMap for up to 16 groups of objects, enabling high-precision shadows.This feature is commonly used to generate high-precision self-shadowing for the main character.
Price $0.00
Stylized Rocks Free Demo Pack by 3DMarkus
Number of textures: 21 textures
Texture dimensions: 4096
Vertex Count: 100-5000
Number of meshes/prefabs: 7 prefabs
Rigging: No
UV mapping: Yes
LOD information: Yes, 3 LOD stages
Types of materials and texture maps: PBR stylized materials
This is a free content that you can use in your projects.
Here is the full pack with demo level and full setup.
✅ No AI used
📧 SUPPORT EMAIL: 3dmarkus.art@gmail.com
Includes:
7 unique prefabs
up to 3 LOD stages.
Collisions
Price $0.00
Stylized Rocks and Cliffs Pack by 3DMarkus
Number of textures: 46 textures
Texture dimensions: 2048-4096
Vertex Count: 100-5000
Number of meshes/prefabs: 28 prefabs
Rigging: No
UV mapping: Yes
LOD information: Yes, 3 LOD stages
Types of materials and texture maps: PBR stylized materials
✅ No AI used
📧 SUPPORT EMAIL: 3dmarkus.art@gmail.com
Includes:
Demo scene with terrain and grass.
Presets for materials: clean rock surface and with top grass layer.
28 unique prefabs
11 texture set (BC, Normal, RMA)
up to 3 LOD stages.
Collisions
Price $19.99
FCS29: Japanese Anime Voices by VoiceRec
Audio file types: wav
Sample rate: 44100 Hz
Bit depth: 16 bit
Loopable: No
Additional: mono
The 29th of the female voice series!
Japanese Anime Voices: Female Character Series Vol.29 is collection of 126 high quality recording voices.
The voice samples pack is perfect for Japanese RPG/ACT/ADV/STG game and so on.
Such as a battle, talk, greetings, emotion collecting.
・126 voices, wav files at 44,100 Hz, 16 Bit, Mono.
・These voices were recorded in a studio using professional voice actors and high quality microphones.
※The character image is not bundled with a product.
Price $29.99
FCS28: Japanese Anime Voices by VoiceRec
Audio file types: wav
Sample rate: 44100 Hz
Bit depth: 16 bit
Loopable: No
Additional: mono
The 28th of the female voice series!
Japanese Anime Voices: Female Character Series Vol.28 is collection of 126 high quality recording voices.
The voice samples pack is perfect for Japanese RPG/ACT/ADV/STG game and so on.
Such as a battle, talk, greetings, emotion collecting.
・126 voices, wav files at 44,100 Hz, 16 Bit, Mono.
・These voices were recorded in a studio using professional voice actors and high quality microphones.
※The character image is not bundled with a product.
Price $29.99
Stylized Smash Hit FX — Comic-Style Hit Effects Pack by Shirokage Asset Works
- Unity Version: Recommended 2022.3 LTS or later.
- Render Pipeline: Supports Built-in and Universal Render Pipeline (2D Renderer).
- Color Mode: Standard (LDR) and HDR supported.
- System: Uses Unity’s built-in Particle System.
- Customization: Scaling is supported via the top-level parent Transform (Scaling Mode: Hierarchy).
Note for URP Users:
- Please ensure the 2D Renderer is configured.
- To achieve the intended glow in HDR presets, enable HDR on your Camera and active a Global Volume with a Bloom override.
- This package does not include Renderer2D assets or project-wide URP settings to avoid overwriting your current configuration.
Elevate your game's combat feedback with punchy, comic-style visual effects!
Stylized Smash Hit FX is a collection of high-quality 2D hit effects designed to add powerful impact to your strikes, blows, and projectiles. With three clearly defined intensity levels, you can easily differentiate the weight of every attack in your game.
Key Features:
- 3 Intensity Levels: Includes "Weak," "Medium," and "Strong" presets to match your gameplay mechanics.
- High Visibility: Designed with strong contrast and brightness to ensure effects stand out against any background.
- Fully Customizable: Easily adjust colors, scale, and speed via the Inspector to fit your project's unique style.
- Lightweight & Optimized: Built using the standard Particle System, making it ideal for both PC and mobile projects.
What’s Included:
- hit_weak: Perfect for rapid strikes or light attacks.
- hit_mid: Balanced visuals for standard combat.
- hit_strong: Massive impact for finishing moves or heavy hits.
- Variants for Built-in, URP LDR, and URP HDR are ready to use.
Whether it’s a critical hit or a simple jab, these effects will make every collision feel satisfying. Best when paired with camera shake and hit-stop!
Price $6.99
Crystal Snow 2D: Sparkling Snowflake System by Shirokage Asset Works
Specifications:
- Unity Version: 2022.3 LTS or higher recommended.
- Render Pipelines: Supports Built-in and 2D URP (Manual shader adjustment required for URP).
Package Content:
- Scripts: Highly optimized C# spawner scripts (Namespace organized).
- Prefabs: 3 pre-configured snow presets and sparkle effects.
- Sprites: Multiple high-quality snowflake variations.
- Documentation: Comprehensive PDF manual with setup guides.
- Demo: 1 sample scene showing full setup and parallax background.
Support:For questions or inquiries, please contact: shirokageassetworks26[at]gmail.com
Crystal Snow 2D: Sparkling Snowflake System is a professional sprite-based effect designed to bring deep, immersive snowy atmospheres to your 2D games.
Using a sophisticated dual-layer spawner system, it creates natural parallax depth by independently controlling foreground and background snow. The built-in Sparkle Effect visually replicates the shimmering light reflecting off ice crystals, adding a magical touch to your scenes.
Key Features:
- Dual-Layer Parallax: Independent control for Foreground and Background snow.
- Dynamic Sparkle Effect: Customizable timing and colors for shimmering snow.
- Wind & Motion Physics: Advanced spawn logic adjusts positions based on wind intensity, combined with organic horizontal sway.
- Weight-Based Spawning: Easily set the appearance probability for different snowflake designs.
- 3 Ready-to-Use Presets: Default, Calm, and Dramatic settings included for instant setup.
- Fully Customizable: Fine-tune scale, fall speed, and rotation to match your game's mood.
Price $6.99
Render Graph Migrator by NullReferenceHero
Technical details:
KEY FEATURES:
Automatic Legacy Code Detection
Scans project for ScriptableRenderPass implementations
Detects Execute() methods requiring migration
Identifies CommandBuffer operations and render targets
Code Analysis Engine
Parses C# source files
Extracts fields, methods, and class structure
Calculates migration complexity (Simple/Medium/Complex)
Render Graph Code Generator
Generates PassData classes automatically
Creates RecordRenderGraph() implementations
Converts RTHandle to TextureHandle
Implements AddRasterRenderPass and AddComputePass patterns
Supports Blitter API for blit operations
Migration Dashboard
Project-wide scanning
Configurable folder exclusions
Complexity indicators
Quick preview and apply buttons
Migration Wizard
6-step guided process
Batch file selection
Customizable options
Real-time progress tracking
Code Preview Window
Split view (original/generated)
Diff view with change highlighting
Syntax-aware display
Copy and save functionality
Backup & Rollback System
Automatic backup creation
Unique backup IDs
One-click full rollback
Backup history tracking
Validation System
Generated code validation
Warning and error reporting
Migration issue detection
Export & Reporting
Detailed migration results
Per-file status tracking
Export reports to file
SUPPORTED PATTERNS:
CommandBuffer.Blit operations
RenderTexture and RTHandle usage
Compute shader dispatches
DrawRenderer calls
SetRenderTarget operations
Custom render targets
OUTPUT:
Clean, readable C# code
Proper using directives
Unity 6 Render Graph compatible
Follows URP best practices
Render Graph Migrator is a powerful editor tool that automates the migration of legacy Scriptable Render Passes to Unity 6's new Render Graph API.
FEATURES:
Smart Code Analysis
Automatically detects and analyzes legacy render passes in your project. Identifies Execute() methods, CommandBuffer operations, and render targets that need migration.
Intelligent Code Generation
Generates modern Render Graph code including:
PassData classes for resource management
RecordRenderGraph() method implementation
Proper TextureHandle and RTHandle usage
Blitter API integration for blit operations
Migration Dashboard
Central hub for managing migrations with:
Project scanning with exclusion filters
Complexity classification (Simple/Medium/Complex)
One-click preview and apply
Step-by-Step Wizard
Guided migration process:
Select features to migrate
Configure options (backup, naming, output)
Preview generated code
Apply changes with confidence
Code Preview
Side-by-side comparison of original and generated code with:
Split view mode
Diff view with highlighting
Copy to clipboard
Save as new file
Safe Migration
Automatic backup before changes
One-click rollback to restore original files
Validation of generated code
Batch Processing
Migrate multiple render passes at once with detailed progress tracking and results reporting.
REQUIREMENTS:
Unity 6 (6000.0) or later
Universal Render Pipeline (URP)
PERFECT FOR:
Upgrading existing URP projects to Unity 6
Learning Render Graph API patterns
Teams migrating large codebases
Price $21.99
Quick SFX by Liminal
- Unity Version: 2021.3 or newer
- Tool Type: Editor-only
- Runtime Code: None
- Platforms: All platforms supported by the Unity Editor
- File Output: WAV (Unity-compatible)
- Dependencies: None
Quick SFX runs entirely inside the Unity Editor and does not add any runtime components or affect game builds. All sounds are generated locally and exported as standard WAV files.
Quick SFX is a lightweight, Editor-only Unity tool that lets you create sound effects using procedural synthesis — directly inside the Unity Editor.
It’s designed for speed, clarity, and iteration. Whether you’re prototyping, polishing UI feedback, or tuning gameplay feel, Quick SFX helps you generate usable sound effects in seconds without leaving Unity or relying on external tools.
The workflow is simple: choose a preset, tweak parameters or randomize variations, preview instantly, and export WAV files ready to use in your project.
Quick SFX focuses on practical sounds developers need most — clicks, confirms, jumps, hits, explosions, pickups, and more — with smart defaults and visual feedback that make sound design approachable even for non-audio designers.
✨ Key Features
- (Jump, Explosion, Laser, Pickup, Click, Confirm, Error, etc.)Built-in presets for common gameplay and UI sounds
- Create subtle variations while preserving characterRandomize & Mutate
Generate completely new sounds - Instantly revert to previous resultsUndo / Redo history
Explore variations safely - Visual feedback for sound shape and durationRealtime waveform preview
- Ideal for tuning UI and gameplay feelTime Scale control
Shorten or lengthen sounds without changing pitch - Optional auto-play on parameter changesFast preview
Play instantly with a button or Spacebar - Export standard Unity-compatible WAV files directly into your projectExport WAV
🎯 Ideal For
- Indie developers
- Game jams and rapid prototyping
- UI and gameplay sound design
- Developers who want fast, practical sound effects without complex audio tools
Price $14.99
Low Poly Modular Bathroom Pack (550+ Props) by Anastasita3D
Additional Features:
- Average triangle count: 1,200
- 1 Texture: Compact 512x512 pixels for optimal performance.
- Rigging: No
- Game-Engine Ready: All models are optimized for smooth integration and high performance.
This package contains a collection of low-poly modular props for creating bathrooms. The included example scenes demonstrate how the assets can be combined. All props are customizable, easy to rearrange, and suitable for mobile projects, casual games, stylized interiors, and quick prototyping. Clean topology and consistent style make the assets flexible for any bathroom layout.
Price $19.99
2D Pixel Art Planets Pack by Mokawyler
- Sprite type: 2D Pixel Art
- Total planets: 50
- Planet sizes: 64×64, 48×48, 32×32, 16×16 pixels
- Space backgrounds: 4
- Suns: 4
- Celestial elements: 10 (asteroids, meteor, comet, satellite, etc.)
- File format: PNG
- Resolution: Pixel-perfect
- Transparency: Yes
- Animation: No
- Render Pipeline: Built-in (URP/HDRP compatible as sprites)
- Platforms: PC, Mobile, Console
- Dependencies: None
- Scripts: None
- Shaders: None
This Pixel Art Planets Pack provides a complete collection of high-quality space assets designed for 2D games, mobile projects, UI elements, and space-themed scenes.
The pack includes 50 planets, each available in 4 different sizes (64, 48, 32, 16 pixel ) to easily adapt to various resolutions and gameplay needs.
In addition, you’ll find space backgrounds, pixel art suns, and a variety of celestial elements such as asteroids, meteors, comets, and satellites.
All assets are created in a clean pixel-perfect style, making them ideal for retro, arcade, or stylized games. The sprites are lightweight, easy to use, and compatible with Unity’s Built-in Render Pipeline without requiring any additional setup.
Included content:
- 50 pixel art planets (4 sizes each)
- 4 space backgrounds
- 4 pixel art suns
- 10 celestial elements (asteroids, meteor, comet, satellite, and more)
Perfect for:
- 2D space games
- Mobile and indie projects
- UI icons and menus
- Educational or casual games
Price $12.99
Realistic Modern People Pack by Chandan kumar singh
Key Features
- 11 fully rigged humanoid characters
- Compatible with Humanoid Animation System
- Optimized for URP & Built-in Render Pipeline
- High-quality PBR textures (Albedo, Occlusion, Normal maps)
- Includes both male and female characters
- Ideal for crowd scenes, NPCs, simulation, casual mobile/PC games
Technical Specs
- Format: .fbx + Unity prefab setup
- Number of Prefabs-11
- Number of textures-149 PBR
- Number of Meshes-90
- Number of Materials-56
- Animation- 2 Demo Animation
- Texture Resolution: 2K
- Rig: Humanoid-compatible, ready for Mixamo or custom animations
- Unity Version: Tested with Unity 2022.3.62f3
- LOD- No ( Contact for LOD requirement )
Mesh count
1. Katherine- 18657 tris
2.Serena- 17517 tris
3.Anna-19235 tris
4.Rosita-20241 tris
5.Nina-19400 tris
6.Kevin-18432 tris
7.Bob-14672 tris
8.Chen-18477 tris
9.Smith-16649 tris
10.David-17680 tris
11.Max-16999 tris
Contact info-
cgwings812@gmail.com
chandansingh512@gmail.com
Bring life to your game or simulation with this collection of realistic, fully-rigged human characters!
The Realistic Modern People Pack includes 11 diverse male and female characters in modern, casual clothing — ideal for populating city streets, training simulations, VR/AR experiences, supermarket or shop-based games, and urban environments.
Each character is optimized for real-time use and suitable for PC, console, mobile, and VR projects, making the pack a versatile choice for performance-focused games and simulations.
Price $29.99
Rat 1 Monster by Soba4ka
Number of textures 71
Texture dimensions 4096
Maximum polygon count 23 953
Number of meshes/prefabs 3
Rigging: Yes
Animation count 17
Animation type list
UV mapping: Yes
LOD information No
Types of materials and texture maps PBR
Low poly model.
ONLY DEFAULT UNITY SHADER
YES HDRP/URP
Animations:
17 custom:
- Attack x5
- Idle x2
- Dead х2
- Walking - F, L, R, B
- Hit x1
- Jump x1
- Run x 2
Textures:
4K PBR Textures(tga)
71 textures
Full body:
Verts: 32 277
Faces: 23 953
Tris: 47 156
Additional bones that are added to skeleton:
Tail1, Tail2, Tail3, Tail4, Tail5, Tail6, Tail7, Tail8, Tail9, Tail10
Loincloth, Loincloth1, Loincloth2, Loincloth3
Belt1, Belt2, Belt3, Belt4, Belt5
Jaw1, Jaw2
Tong2, Tong3, Tong4, Tong5
Ears, Ears1, Ears2, Ears3, Ears5, Ears6, Ears7, Ears8
Modularity:
The model is modular, you can remove or add various parts of the character, including to optimize or eliminate the intersection of the body with clothing
Price $70.00
Spanish City Pack by 300Mind
- 87+ Modular Prefabs
- Triplanar Shader (no UV mapping required)
- Texture Sizes: 256×256 up to 2048×2048
- Optimised Low-Poly Geometry: Ranges from 50 to 25,000 triangles per mesh - Compatible with Unity 2022.3+
- Designed for stylised low-poly environments, Unity asset packs, and efficient 3D level design
=== FBX MESH POLY COUNT ===
SM_Arches_Big_02 -> Tris: 212
SM_Balcony_b_2m -> Tris: 876
SM_Balcony_b_4m -> Tris: 1836
SM_CafeGate_Arc -> Tris: 3808
SM_Column_Short -> Tris: 168
SM_Concrete_Piller -> Tris: 116
SM_CornerBar -> Tris: 20
SM_Doorway_a_2m -> Tris: 392
SM_MainGate_Left -> Tris: 936
SM_MainGate_Right -> Tris: 936
SM_Platform_Groundtile -> Tris: 2
SM_Platform_Stairs -> Tris: 188
SM_Platform_Wall_a -> Tris: 62
SM_Platform_Wall_a_corner -> Tris: 60
SM_Prop_Chimney_a -> Tris: 186
SM_Prop_Shade -> Tris: 175
SM_Prop_Window_Med -> Tris: 36
SM_Prop_Window_Short -> Tris: 36
SM_Prop_Window_Tall -> Tris: 36
SM_roof_a_corner -> Tris: 32
SM_roof_a_mid -> Tris: 20
SM_roof_a_mid_1m -> Tris: 20
SM_Roof_Window -> Tris: 238
SM_trim_a_1m -> Tris: 72
SM_trim_a_2m -> Tris: 96
SM_trim_a_corner -> Tris: 120
SM_trim_b_1m -> Tris: 56
SM_trim_b_2m -> Tris: 64
SM_trim_b_corner -> Tris: 80
SM_Wall_Lower_1m -> Tris: 4
SM_Wall_Lower_2m -> Tris: 4
SM_Wall_mid_a_1m -> Tris: 2
SM_Wall_mid_a_2m -> Tris: 2
SM_Wall_mid_b_1m -> Tris: 12
SM_Wall_mid_b_2m -> Tris: 12
SM_Wall_mid_decor_a_1m -> Tris: 46
SM_wall_window_a_2m -> Tris: 144
SM_wall_window_d_2m -> Tris: 152
SM_wall_window_e_2m -> Tris: 174
SM_WaterEntry_A -> Tris: 518
SM_Dustbin -> Tris: 308
SM_Dustbin_Cap -> Tris: 428
SM_Nature_IvyGround -> Tris: 232
SM_Nature_IvySmall -> Tris: 156
SM_Nature_Ivy_Window -> Tris: 1388
SM_Props_Flower -> Tris: 2
SM_Props_FlowerPot -> Tris: 264
SM_Props_FlowerPot2 -> Tris: 104
SM_Props_lanternwall -> Tris: 786
SM_Props_StreetLight -> Tris: 2704
SM_Props_StreetLight_Single -> Tris: 576
SM_Props_WoodPole_WaterDecor -> Tris: 92
SM_Prop_Bottle -> Tris: 200
SM_Prop_BuntingLines -> Tris: 152
SM_Prop_BuntingLines2 -> Tris: 85
SM_Prop_CafeChairs -> Tris: 446
SM_Prop_CafeTable -> Tris: 160
SM_Prop_CafeTable_2 -> Tris: 160
SM_Prop_Crates -> Tris: 444
SM_Prop_Crates2 -> Tris: 812
SM_Prop_Docks -> Tris: 1044
SM_Prop_Fence -> Tris: 192
SM_Prop_PaperScrap -> Tris: 32
SM_Prop_StoneBench -> Tris: 1122
SM_Prop_StoneBench2 -> Tris: 498
SM_Prop_Tent -> Tris: 138
SM_Prop_Vase_A -> Tris: 554
SM_Prop_Vase_B -> Tris: 444
SM_Tree -> Tris: 4518
SM_Tree2 -> Tris: 2958
SM_Tree3 -> Tris: 3158
SM_Water_Fountain -> Tris: 1836
SM_Dustbin -> Tris: 308
SM_Dustbin_Cap -> Tris: 428
SM_Nature_IvyGround -> Tris: 232
SM_Nature_IvySmall -> Tris: 156
SM_Nature_Ivy_Window -> Tris: 1388
SM_Props_Flower -> Tris: 2
SM_Props_FlowerPot -> Tris: 264
SM_Props_FlowerPot2 -> Tris: 104
SM_Props_lanternwall -> Tris: 786
SM_Props_StreetLight -> Tris: 2704
SM_Props_StreetLight_Single -> Tris: 576
SM_Props_WoodPole_WaterDecor -> Tris: 92
SM_Prop_Bottle -> Tris: 200
SM_Prop_BuntingLines -> Tris: 152
SM_Prop_BuntingLines2 -> Tris: 85
SM_Prop_CafeChairs -> Tris: 446
SM_Prop_CafeTable -> Tris: 160
SM_Prop_CafeTable_2 -> Tris: 160
SM_Prop_Crates -> Tris: 444
SM_Prop_Crates2 -> Tris: 812
SM_Prop_Docks -> Tris: 1044
SM_Prop_Fence -> Tris: 192
SM_Prop_PaperScrap -> Tris: 32
SM_Prop_StoneBench -> Tris: 1122
SM_Prop_StoneBench2 -> Tris: 498
SM_Prop_Tent -> Tris: 138
SM_Prop_Vase_A -> Tris: 554
SM_Prop_Vase_B -> Tris: 444
SM_Tree -> Tris: 4518
SM_Tree2 -> Tris: 2958
SM_Tree3 -> Tris: 3158
SM_Water_Fountain -> Tris: 1836
=== TEXTURE INFO ===
Texture_1 -> 1024x1024
Texture_2 -> 1024x1024
T_Concrete_Dark -> 1024x1024
T_Concrete_Light -> 1024x1024
T_Fabric -> 1024x1024
T_Ivy_Flowers -> 256x256
T_Ivy_Leaf -> 256x256
T_Noise -> 2048x2048
T_Noise_Steel -> 1024x1024
T_Roof_Tiles -> 1024x1024
sky_36_2k 1 -> 2048x1024
Support and Feedback
We value your feedback and are here to help!
Reach out to 300 Mind via our contact page or Mail us.
Thank you for choosing Spanish City Pack. We hope this documentation helps you. Happy Gaming!
Created for artists, game developers, and level designers, España delivers 87+ modular prefabs, handcrafted props, preassembled buildings, and flexible shaders so you can quickly build lively Spanish towns, sunlit cafés, charming waterways, and colourful streets.
The pack captures the warmth of Mediterranean architecture, white stucco walls, terracotta pots, wooden windows, flower-filled balconies, and detailed urban elements, all optimised for smooth performance across PC, console, VR games, and mobile low-poly projects.
Key Features
- 85+ Unique Prefabs: Modular walls, towers, roofs, balconies, arches, gates, and decorative elements.
- Easy Snap-Fit Modules: Combine modular parts to create buildings and street layouts in seconds.
- Included Demo Scene: Explore a complete Spanish-themed environment that showcases how the assets can be used.
- Triplanar Surface Shader: Skip UV mapping and customise materials in seconds with clean, seamless results.
- Built for Efficiency: Runs smoothly in low-poly stylised environments, making it great for Unity projects and 3D level creation.
Props & Modular Architecture
- Prebuilt Buildings: 4 ready-to-use Spanish structures with variations.
- Buildings & Structures: Houses, roofs, platforms, waterways, balconies, arches.
- Props & Decorations: Window shade, wooden poles, crates, paper, stone benches, lanterns, and bunting lines, Chairs & Tables.
- Foliage & Nature: Ivy, small plants, and Wall-side greenery, Flowers.
Price $9.99
