The prototype ships without bundled 3D / 2D assets because Unity Asset Store packs are licensed per-developer and cannot be redistributed. This file lists what to download and how to wire it in.
| Pack | Source | Used for | License |
|---|---|---|---|
| POLYGON Adventure Pack | Unity Asset Store (Synty Studios) | Low-poly characters (Bron, Mara, player) | Single-project royalty-free |
| POLYGON Village Pack | Unity Asset Store (Synty Studios) | Houses, props, market stalls, tavern interior | Single-project royalty-free |
| POLYGON Nature Pack | Unity Asset Store (Synty Studios) | Trees, rocks, herb bushes | Single-project royalty-free |
| Low-Poly Weapon Pack | Various (e.g. Broken Vector on itch.io) | Iron sword, dagger, bow | Per-pack, usually CC0 |
| RPG Essentials Sound Pack | Various (e.g. Free SFX bundles) | Footsteps, interact, pickup, quest complete | Per-pack |
| Ambient Loops | Freesound.org (CC0 filters) | Village ambient (wind, crickets, forge clang) | CC0 |
Tip: Synty’s POLYGON packs share a consistent palette and are designed to mix. They integrate with the URP out-of-the-box after import.
Assets/
├── Art/
│ ├── Characters/ ← character prefabs, materials, textures
│ ├── Environment/ ← village buildings, terrain, props
│ ├── Icons/ ← SVG → PNG/Sprite conversions for inventory/UI
│ └── Materials/ ← URP/Lit material assets
├── Audio/
│ ├── Music/
│ ├── SFX/
│ └── Ambient/
├── Fonts/
│ └── MedievalSharp.ttf (or similar serif)
└── ScriptableObjects/ ← see Agent D's auto-generated samples
Edit ▸ Render Pipeline ▸ Upgrade Selected Materials ▸ URP Lit for each material folder.Texture Type = Default, sRGB = ON (color),
OFF (normal/mask).Load Type = Streaming, Compression Format = Vorbis.
Set SFX to Decompress on Load. WebGL target: keep all clips under 5 MB.*.asset under Assets/Fonts/. Add to TMP Essentials so TextMeshPro picks it up.If you don’t want to buy packs, you can ship the prototype with:
When you drop a Synty character prefab into the scene, rename it to match the NPC id:
| NPC | Prefab name in scene |
|---|---|
| Bron the Blacksmith | NPC_Bron |
| Mara the Innkeeper | NPC_Mara |
This keeps the Sample Content bootstrap wiring (which expects NPC_Bron, NPC_Mara) working
without renaming. Add an NPCController component to each prefab root and assign the matching
NPCData asset.
The sample scene needs (at minimum):
CollectibleData (small cube with material tint)PlayerCamera + Cinemachine optional)AudioManager GameObject (with all 4 audio components)InputManager GameObject (with PlayerInput + HearthwoodInputActions asset assigned)GameManager GameObjectSceneController GameObject (with catalog populated)FavorTokenSystem GameObjectItemDatabase GameObject (auto-populates in Awake)QuestSystem GameObjectDialogueRunner GameObjectInteractionAudio GameObjectAmbientAudioManager GameObject (with village loop assigned).ogg (Vorbis) before
importing into Unity, or use Unity’s Vorbis import setting.Honest limitation: this prototype cannot be played without the user supplying assets. The
code is engine-complete; the visuals are a placeholder until the asset pipeline above is run.
The HTML preview (preview.html) demonstrates the gameplay loop without any of these assets.