Casual Low Poly Tent pack - Created with FastMesh Asset by Fast Mesh
Contains 20 Models:
ClosedTent-1: 1540 tris
ClosedTent-2: 672 tris
ClosedTent-3: 676 tris
ClosedTent-4: 624 tris
ClosedTent-5: 3124 tris
FieldTent-1: 424 tris
FieldTent-2: 787 tris
FieldTent-3: 624tris
FieldTent-4: 1779 tris
FieldTent-5: 672 tris
OutdoorTent-1: 806 tris
OutdoorTent-2: 1262 tris
OutdoorTent-3: 464 tris
OutdoorTent-4: 580 tris
OutdoorTent-5: 792 tris
Tent-1: 2944 tris
Tent-2: 4072 tris
Tent-3: 1456 tris
Tent-4: 1852 tris
Tent-5: 2472 tris
File Formats: FBX
Number of meshes/prefabs: 20
Number of textures: 0
Minimum polygon count: 424
Maximum polygon count: 4072
Rigging: Not applicable
Animation: Not included
UV mapping: No
LOD information (count, number of levels): No LOD
These 3D models, all created with "Fast Mesh - 3D Asset Creation Tool", demonstrate the ease of creating Low Poly meshes.
Price $0.00
Lowpoly Handpainted Tower by Quackforge
Technical Details
- Number of Textures: 1
- Texture Dimensions: 2048x2048
- Polygon Count of Tower:566 faces (total)
358 faces (tower)
112 faces (rocks)
96 faces (platform) - Minimum Polygon Count: N/A
- Maximum Polygon Count: 566 faces
- Number of Meshes/Prefabs: 1 (Tower with detachable platform and rocks)
- Rigging: No
- Animation Count: 0
- Animation Type List: N/A
- UV Mapping: Yes (Non-overlapping)
- LOD Information: None
- Types of Materials and Texture Maps: Diffuse
Overview
Enhance your game environments with this Low Poly Handpainted Stylized Tower, perfect for a wide range of projects from fantasy to RPG games. With a charming handpainted aesthetic and an optimized low poly design, this tower is ideal for developers looking to add a touch of whimsy and detail to their scenes.
Features
- Handpainted Aesthetic: Beautifully textured with a unique handpainted style that adds character and warmth to any environment.
- Optimized for Performance: The tower has only 566 faces, ensuring smooth performance even in scenes with multiple assets.
- Versatile Design: Suitable for various genres, including fantasy, adventure, and RPG games
- Customizable Components: Easily modify your scenes by detaching or repositioning the rocks and platform to fit your project’s needs.
Price $4.99
STEAM ENGINE_ URP by VRC_Assets
Assets
1.Steam Engine
2.1.Steam Engine Animation
Polycount
Triangles 38491
Textures
4k Texture set
Albedo map
Metallic maP
Roughness map
Normal map
Can be used in
AAA Games
Architecture Visualization
Realtime Filmmaking
mobile End
Model has each individual components which can be used for other purposes.
Price $7.00
Lowpoly Style Large Content Pack by CGAsset
Number of textures: 1
Texture dimensions: 2048*2048
Polygon count of [Model Name]
Minimum polygon count: 28 Triangles [SM_Wall_1]
Maximum polygon count: 17,436 Triangles [SM_TrainWagon_1]
Number of meshes: 259
Number of prefabs: 314
Rigging: No
UV mapping: Yes
LOD information: No
Texture maps: Texture Atlas
Materials: 3
This package offers a comprehensive collection of low poly models for use in Unity projects. It includes tanks, armored vehicles, and military infrastructure elements suitable for modern combat environments. Additionally, the package features various buildings, construction sites, city furniture, and street equipment for urban settings. This versatile collection is an excellent resource for both military simulations and city-themed projects.
The content is highly customizable, allowing you to modify and adapt the models to fit your specific project needs. While it is particularly suited for modern warfare and urban simulation genres, the assets can easily be adapted for a variety of other settings and purposes.
Note: Further expansion of package content is planned upon request.
Price $4.99
2D Vehicles Mega Pack by Shadow Forge Assets
[Used source file(s)] 216mb
File count 4
Animated: Partial
Animation type: Vehicles, Charaters
Additional: Pixel art
A collection of 2D pixel art style vehicles including boats, planes, trains and automobiles. Pedestrian character also included. Perfect for top-down perspective driving games. 145+ Sprites.
140+ sprites
16 Colors
32x72
Partial Transparency
Price $7.99
Snooker Props Kit by Animatics Studio
- Number of textures: 25 Balls textures and 2 others (png)
- Texture dimensions: 2048x2048.
- Minimum polygon count: 6
- Maximum polygon count: 4752
- Number of meshes/prefabs: 17
- UV mapping: Yes.
- Types of materials and texture maps: PBR, HDRP
- Colliders: Yes.
This Kit is made for pool type games, it is not background prop. Every thing is in right proportions and ready for a game.
Snooker Props Kit is a complete pack to start with.
It Includes:
3 Tables. (5K-25K Tris each)
5 Cue models.
16 balls (for 8 ball pool games).
Triangle model..
Collider model.
Prefabs.
Demo scene.
Price $7.99
Underwater Sea 2D Assets by MoonLoop
Sea Creatures, fishes, underwater environment, rocks, sponges etc
24 Sprites available
They haves different sizes, depending of the demand
256px
512px
1024px
Size images.
If you need higher resolution, please, contact me:
italoposcai@gmail.com
Regards.
Price $19.99
Speech Recognition for iOS by Sych
- Clean and simple API.
- Every API method is documented.
- Full source code included.
- Tested in real conditions.
- Documentation included.
Speech Recognition for iOS allows your app to recognize and interpret user speech, converting it into string.
- Simple using.
- Ability to start and stop speech recognition.
- Ability get final or partial results.
- Ability get error callback.
- Ability get device locale.
- Ability to configurate:
- RecordingBufferSizee
- RequiresOnDeviceRecognition
- ShouldReportPartialResults
- Locale
- Ability to manually or auto request permission.
- Ability get permissions statuses.
- Ability get status of recognizing.
Support:
- iOS 10.0+
- iPadOS 10.0+
Price $4.99
Multi Component Copier by yesari
How To Use
1. Open the editor window from Tools>Multi Component Copier
2. Add an object to Copy From tab (Left side) that you want to copy from
3. Add objects that you want to copy components to them from Copy To tab (Right Side)
4. In the Copy From tab you can select what components do you want to copy with setting the toggle true or false
5. In the Copy To tab you can select which objects wants which components to copy to it with toggle
6. Click the button RUN to start the copying components
Price $0.00
PVC Sanitary Pipes by PolyPlex
Number of textures: 4
Texture dimensions: 4k (4096*4096)
Polygon count of all models: 15,788
Minimum polygon count: 192
Maximum polygon count: 2016
Number of meshes/prefabs: 17
This collection features a set of 17 low-poly modular PVC sanitary pipes with 4k PBR textures. The models are ideal for real-time rendering projects, games, visualizations, and web applications. They have been optimized for quick loading times and smooth performance, ensuring seamless integration into your project.
Details about the models:
- Low-poly, and optimized for real-time rendering projects.
- Realistic dimensions.
- PBR textures in 4k (4096*4096) resolution (Color, Metalness, Roughness, and Normal).
- Simple to use and well organized.
For any questions or suggestions regarding this package, feel free to contact us at any time.
Price $8.00
Scene Switcher And Finder by Another Monkey
- Quickly switch between scenes
- Mark favorite scenes
- Keep a history of recently used scenes
- Intuitive interface
- Easy integration with existing Unity projects
Supported OS:
- Windows
- macOS
- Linux
Scene Switcher And Finder is a tool created for Unity developers looking to simplify the management of scenes in their projects. With it, you can quickly switch between different scenes in your project, mark scenes as favorites for easy access, and track a history of recent scenes. The interface is user-friendly and customizable to suit your needs.
Price $5.00
Ancient Egypt Pack - Synty POLYGON - Stylized Low Poly Assets by Synty Studios
◼ Assets◼
Building pieces
Modular temple, building, and pyramid sets, Ornate Pillars, Obelisks, Pergolas, Sphinxes, Tents, etc
Characters
Pharaoh, Queen, Priest, Guard, Villagers, Assassin, Mummies and Gods, etc.
Character Attachments
Chin Strap, Crowns, Earrings, Capes, Flowers, Hair, Hair Wax, Headpieces, Helmets, God Heads, etc.
Environment
Crops, Flowers, Ivy, Papyrus, Reeds, Trees, Lily Pads, etc
FX
Cranes, Curse, Dust, Fire, Fish, Flies, Frogs, Godray, Leaves, Locust, Sand Streaks, Scarabs, Smoke, etc
Props
Animal Hides, Awnings, Banners, Baskets, Beds, Benches, Bowls, Braziers, Canopic Jars, Chairs, Throne, Chisel, Clothesline, Coins, Crane, Cups, Dye Vats, Embalming Table, Embalming Tools, Fish Nets, Food, Grain Silo, Greebles, Incense Burners, Jars, Jewellery, Kiln, Limestone, Lyre, Meat Carcass, Mummies, Organs, Palanquin, Pillows, Plinths, Pot, Relic, Rugs, Ruins, Sacks, Sarcophaguses, Scarab, Scrolls, Shelves, Smelting Pot, Statues, Sundial, Tables, Tools, Torches, Treasure Chest, Vases, Well, etc
Vehicles
Barge, Throne, Boats, Carts
Weapons
Arrows, Axes, Bows, Daggers, Maces, Quivers, Shields, Spears, Staff, Swords, Scabbards, etc
Step into the world of Ancient Egypt! Build your majestic kingdom with 870+ assets including pyramids, temples, gods and much more. But tread carefully – the mummies are best left undisturbed…
◼ Key Features◼
- 870+ premium prefabs
- Building parts are compatible with POLYGON - Ancient Empire
- Fully modular houses, temples and pyramid pieces
- 18 characters, rigged and ready for animation
- Includes a vast demo scene featuring a village, temples, and pyramids
Price $149.99
Samurai_Female_Hanako by Art Hiraeth
Number of textures 91
Texture dimensions 4096x4096
Maximum polygon count 68042
Number of meshes/prefabs 9
Rigging: Yes
UV mapping: Yes
LOD information (count, number of levels) No
Types of materials and texture maps (e.g., PBR) Yes
3d low poly model Samurai Hanako character was created according to my concept and ready to use in game. This model is ideal as an main player, enemy, boss or NPC for fantasy and RPG games.
The model has 12 texture sets
each of them - 4096х4096
Materials - 24
Textures - 91
- Rigged with Epic Skeleton
- 52 Live Link Face blendshapes/ Morph Targets / Facial Expressions
- Separated mesh parts (Modular)
- Weapon included
- PBR Textures (TGA)
- 12 texture sets for each parts
- 4k textures
- Model has additional bones
- Modular model (you can remove or add parts)
Samurai Hanako:
faces - 14914
verts - 15311
tris - 28924
Hair:
faces - 10055
verts - 16080
tris - 20111
Armor/Cloth:
faces - 38468
verts - 38089
tris - 72831
Katana:
faces - 2341
verts - 2229
tris - 4418
Wakizashi:
faces - 2264
verts - 2147
tris - 4275
Price $69.99
SOW Vector SMG - Models and Textures by Promesh Studio
SOW Vector SMG - Model and Textures
Every element which requires animation has been detached.
- Receiver TOP - 1 Texture set at 4K - 22.055 Tri Count
- Receiver BOT - 1 Texture set at 4K - 17.955 Tri Count
- Iron Sights - 1 Texture set at 4K - 10.343 Tri Count
- Picatinny - 1 Texture set at 4K - 2.440 Tri Count
- Internals - 1 Texture set at 2K - 4.219 Tri Count
- Magazine - 1 Texture set at 4K - 8.654 Tri Count
- Scope - 1 Texture set at 4K - and 512px for lens - 12.885 Tri Count
- Scope Riser - 1 Texture set at 4K - 11.021 Tri Count
- Stock - 1 Texture set at 4K - 12.863 Tri Count
- HOG Stock - 1 Texture set at 4K - 15.203 Tri Count
- Handguard - 1 Texture set at 4K - 10.514 Tri Count
- SPD Handguard - 1 Texture set at 4K - 7.137 Tri Count
- LOD's - No
- PBR - YES
- Prefabs - Yes
- 3D Template - Yes
- URP Template - Yes
- HDRP Template - Yes
- Demo Scene - Yes
Unity Package. Ver 2021.3.34f1
For URP or HDRP Template conversion please check the youtube video.
Important! ONLY models and textures!
High Quality Triple A, SMG model and textures.
Low-poly PBR, 3D model ready for Virtual Reality (VR), Augmented Reality (AR) or games.
Price $59.99
HG Safari Blog – Ai Austin Interview
This blog post gives the information provided as a basis for a blog post by Thirza Ember on the HG Safari Blog. An interview on the OSGrid regions of RuthAndRoth, Black Rock and Space City was held on 21-Aug-2024 to add material.
https://hgsafari.blogspot.com/2024/08/austins-eye.html
Thirza Ember 16-Aug-2024: I am working on a few general interest stories on the HG Safari Blog, and I wondered if you would be willing to do an interview? It would be about your Opensim career principally, how you got into Opensim, what your main interests are etc – obviously with all the appropriate links to your blogs and so on. If you’d be kind enough to provide some bio info in here too, so I get accurate and up to date info.
Ai Austin:
Virtual worlds/OpenSim focused bio…
Austin Tate (avatar: Ai Austin – pronounced “eye”) 16-Aug-2024
In Real Life I am an educator and researcher in artificial intelligence and robotics, with a special interest in distributed collaboration and teamwork. I was Director of the AI Applications Institute (AIAI) at the University of Edinburgh and Coordinator for the Virtual University of Edinburgh (Vue). I am a Fellow of the Royal Academy of Engineering (FREng) and Fellow of the Royal Society of Edinburgh (FRSE, Scotland’s National Academy). I am now retired and Emeritus Professor at the University of Edinburgh and remain an Honorary Staff Member of the University. I am an open source developer and advocate of open educational resources and through that continue to play an active part in developments in my fields of interest.
https://www.aiai.ed.ac.uk/~bat/
As with many potentially useful educational and collaborative technologies, I had initial explorations with multi-user persistent virtual spaces going right back to the MUD/MOO days of the 1970s. As these environments became more graphically orientated, several groups at the University of Edinburgh, including my group, were using professional and hobby related virtual worlds in the early 2000s such as Forterra OLIVE, There, etc. Second Life was also being explored in its early days, around 2004. Second Life became more useful and more widely publicized in 2006 and several groups came together soon afterwards to form the Virtual University of Edinburgh (Vue) to coordinate our efforts in using these environments for teaching, research and outreach.
https://blog.inf.ed.ac.uk/atate/2011/10/22/a-brief-history-of-virtual-collaboration/
https://blog.inf.ed.ac.uk/atate/2018/04/27/virtual-worlds-technology-for-university-of-edinburgh/
https://vue.ed.ac.uk
I have had a presence in Second Life since then and in OpenSim (as both user and grid manager) since July 2007. We also make use of a wide range of platforms beyond Second Life and OpenSim. I frequently make blog posts about experiments and uses of virtual worlds tools and techniques.
https://blog.inf.ed.ac.uk/atate/
Mirror at https://aiaustin.wordpress.com/
For professional use and meetings, my avatar usually wears a green flight suit which has been with me since I first set up in Second Life. I licenced the use of the textures from the creator back then. When exploring in virtual worlds I usually have an outfit that reminds me of Strider in Lord of the Rings, though the sword is Orcrist from the Hobbit. That reminds me of a visit to Weta Workshop in New Zealand where we handled the original filming prop and I have a nicely crafted replica of that.
https://blog.inf.ed.ac.uk/atate/2019/09/02/ai-austin-mk-2/
https://blog.inf.ed.ac.uk/atate/2018/04/12/orcrist/
Vue, Openvue and OpenVCE
The Vue regions in Second Life were made available from 28th May 2007. A timeline of events is available at http://vue.ed.ac.uk/ and over the years a number of departments and units as well as externally funded projects have contributed to the server costs for 12 years. An in-house hosted copy of the regions has been provided on OpenSim (Openvue). Security concerns means the in-house version can only be made available within the University firewall, but an openly accessible version is still hosted on OSGrid for continuity.
Other training and simulation related project regions (such as the RGU Oil Rig for immersive training of offshore workers) are also kept on OSGrid. The OARs for the Openvue regions are available as open educational resources. Our Open Virtual Collaboration Environment (OpenVCE) region created on a project funded by the US Army Research Lab's Human Research and Engineering Directorate (HRED) as an open source resource (OAR) also continues to be available as a basis for a facility to support synchronous and asynchronous collaboration in many forms.
https://blog.inf.ed.ac.uk/atate/2017/11/30/vue-openvue/
https://blog.inf.ed.ac.uk/atate/2021/07/19/open-educational-resources-vue-and-openvce/
https://blog.inf.ed.ac.uk/atate/2022/02/27/openvce-for-opensim-2022/
https://blog.inf.ed.ac.uk/atate/2017/06/07/virtual-oil-rig-enhancing-higher-education/
I-Room
One of our projects related to virtual worlds collaboration and meeting support is the I-Room – a virtual space for intelligent interaction. We used this on a wide range of projects and for experimentation.
https://blog.inf.ed.ac.uk/atate/2011/09/15/i-room-a-virtual-space-for-intelligent-interaction/
AI Planning MOOC
Our virtual world spaces were also used to give briefings and tutorial support for our Massive Open Online Course (MOOC) in AI Planning. Over its three runs on the Coursera platform it reached 115,000 students. The resources continue to be available on our media servers, YouTube and as Open Educational Resources. The MOOC materials are also used as the basis for graduate level studies by other Universities.
https://blog.inf.ed.ac.uk/atate/2016/06/15/ai-planning-mooc-interview/
Open Source Projects, OAR Converter, Ruth2/Roth2 Mesh Avatars
I am an open source software developer and contribute mostly via testing and the occasional code contribution to a range of projects including OpenSim, the Second Life and Firestorm viewers, I am especially involved with the Firestorm VR Mod variant. I helped Fumi Iseki and his team in Japan create the OAR Converter to take content from OpenSim into Unity and other 3D modellers. I am one of the core team behind the Ruth2 and Roth2 open source mesh avatars.
https://blog.inf.ed.ac.uk/atate/?s=Firestorm+VR+Mod
https://blog.inf.ed.ac.uk/atate/2024/06/10/oar-converter/
https://blog.inf.ed.ac.uk/atate/2020/08/30/ruth2-v4/
https://blog.inf.ed.ac.uk/atate/2020/05/24/roth2-v2/
HG Safari Blog Questions
Thirza Ember:
I know you brought Vue to Second back in about 2007, and then into Opensim about three years later – can you tell me something about how the virtual university concept came about? What do /did you expect the students to get out of it? Can you also talk about the students who participate in Vue – what disciplines they come from, beyond IT and business studies? How other faculty have responded to the concept?
Ai Austin:
We had our first Vue region in Second Life May 2007 and had about 10 regions a year or two later. So a mini-continent. We maintained paid for regions on Second Life through to March 2019. The first OpenSim regions were started in July 2007 so following on quickly.
Timeline at https://vue.ed.ac.uk/ and https://vue.ed.ac.uk/openvue/
There were perhaps a dozen units and departments and many groups inside those that were actively involved in using Second Life and virtual worlds for some aspect of their teaching, research and outreach. Central units like the Library, Alumni, Disability Office and Corporate Services were involved as well as academic departments. Online graduations took place as mixed reality events linked to the main physical graduation hall. A list of those involved and some of the uses is available in a presentation made for University management and handouts linked from https://vue.ed.ac.uk/ e.g.
https://vue.ed.ac.uk/resources/presentations/vue-overview.pdf
Thirza Ember:
The move to Opensim is linked, perhaps I’m right in saying, to the collapse of SL’s support of academic sims. Do you remember the transition as traumatic? Did it involve a big learning curve, or were you already deep into the code, and interested in bringing Vue to a place with less ready-made commercial feel and more options for experimentation? Can you remember the reaction of the students to the change? What have been the advantages and disadvantages of the change in your view, from both the techie side of things, and the end user’s perspective?
Ai Austin:
No, nothing traumatic at all. Though the costs of the Second Life regions always was a funding issue and we had to work hard to maintain interest in putting so much money into the facilities. We were already using multiple virtual worlds like There and Forterra OLIVE (for professional simulation tasks) and we assumed there would be development and potentially some platforms would become unavailable or move in inappropriate directions for a University. We made sure assets could be re-used in multiple contexts. We looked at self hosted Second Life using what was called “Second Life Enterprise” at the time, but that concept was not continued by Linden Lab. In July 2007 we starting experimenting with OpenSim as self-hosted capability as that was attractive in a University context and we had the “Openvue” as a shared facility from 2008. I would say though that Second Life was easier for staff and students than trying to set up on and use OpenSim.
https://blog.inf.ed.ac.uk/atate/2017/11/30/vue-openvue/
https://blog.inf.ed.ac.uk/atate/2018/04/27/virtual-worlds-technology-for-university-of-edinburgh/
Thirza Ember:
Of course, your work is not just Vue but also open AI. You have a long and really fascinating history of blogging Opensim and SL and I guess ‘the viewers’ to give it a generic name. Your blogging work has proved to be a valuable resource both for getting news, understanding developments, and charting the progress of this platform. Can you talk a bit about how you got started in blogging, what your motivation is to do it, and the rewards and responsibilities, if that’s not too grand a term, are as time had gone by ? Are there other Opensim-related blogs or threads that you read, and can recommend?
Ai Austin:
As for blogging, I got interested in that form of shared communication back in 2009/2010. I was doing an MSc in e-Learning taught via distance education methods with our School of Education. I did that to understand the methods and tools better as I became responsible for the early development of the School of Informatics distance education and later MOOC programmes. The MSc showed a range of platforms and tools and amongst them we used a range of blogging and micro-blogging platforms. So when our School and the University provided the WordPress blog platform for staff and students I took to that right away.
Since then I use it to record many experiments, capture screen shots, describe useful tips and resources, etc. Its another way to share and get feedback and learn from others. I use twitter/X as one way to get pointers top relevant and interesting content. I often use a blog post I have read to go explore some tool or virtual world location. I make “Resources” posts in my blog to point at web sites, download links for tools and recall links to other relevant blog posts.
Back in 2000-2002 I directed a large project involving 30 organisations spread over 4 countries (CoAX) and we shared knowledge and assets between those involved. We created a simple tool to allow for push notification of relevant information to subscribers of certain parts of the content and status information was encoded in the notifications. It was a sort of Twitter system (without the scaling that involved). We switched to using Twitter with structured syntax and URL content in tweets soon after it became available in 2006. I still use twitter/X that way with structed information in some entries.
I have always considered open sharing of educational resources important. Our AI planning systems were right from the start (back in the 1970s) licenced in a way that allowed for re-use and sharing. That’s a way to build a community of interest, get feedback and extend capabilities in a way that can benefit all.
Low Poly Bus - Arctic Bus by Cobra Games Studio
- Number of textures: 1
- Texture dimensions: 1024x1024
- Polygon count: 5,208
- Number of meshes/prefabs: 6/6
- Rigging: No
- Animation count: 0
- Animation type list: None
- UV mapping: Yes
- LOD: No
⭐ This bus is a part of Low Poly Bus - Ultimate Pack. Check it out and get more buses at a lower price! You can also buy this asset and then upgrade it to the ULTIMATE PACK with a discount up to 50%!
🚌 This package contains low poly passenger bus ready to use.
⚡ Key features ⚡
- Model is optimized for mobile games (Android & iOS),
- Bus can be painted in any color you want,
- Model has 5 materials (base texture, color, front lights, rear lights & turn light),
- Coach has seperate wheels,
- No rigging and no animations,
- Prefabs with/without colliders included,
- Supports Universal Render Pipeline (URP).
🎓 Demo scene included 🎓
On the demo scene you can see all the assets of this collection. City and cars are not included in the package.
📧 Contact us 📧
If you have any ideas, specific requirements or need help, feel free to contact us: cobragamesstudio@gmail.com
© Cobra Games Studio - 2024
Made by developers for developers
Price $4.99
Low Poly Bus - Hooli Bus by Cobra Games Studio
- Number of textures: 1
- Texture dimensions: 1024x1024
- Polygon count: 4,194
- Number of meshes/prefabs: 6/6
- Rigging: No
- Animation count: 0
- Animation type list: None
- UV mapping: Yes
- LOD: No
⭐ This bus is a part of Low Poly Bus - Ultimate Pack. Check it out and get more buses at a lower price! You can also buy this asset and then upgrade it to the ULTIMATE PACK with a discount up to 50%!
🚌 This package contains low poly passenger bus ready to use.
⚡ Key features ⚡
- Model is optimized for mobile games (Android & iOS),
- Bus can be painted in any color you want,
- Model has 5 materials (base texture, color, front lights, rear lights & turn light),
- Coach has seperate wheels,
- No rigging and no animations,
- Prefabs with/without colliders included,
- Supports Universal Render Pipeline (URP).
🎓 Demo scene included 🎓
On the demo scene you can see all the assets of this collection. City and cars are not included in the package.
📧 Contact us 📧
If you have any ideas, specific requirements or need help, feel free to contact us: cobragamesstudio@gmail.com
© Cobra Games Studio - 2024
Made by developers for developers
Price $4.99