hearthwood

Assets

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.


2. Where to Put Imported Assets

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

3. Settings to Apply After Import

  1. Material conversion: POLYGON packs come in Standard shader. Use Edit ▸ Render Pipeline ▸ Upgrade Selected Materials ▸ URP Lit for each material folder.
  2. Texture import: Set all textures to Texture Type = Default, sRGB = ON (color), OFF (normal/mask).
  3. Audio import: Set music + ambient to Load Type = Streaming, Compression Format = Vorbis. Set SFX to Decompress on Load. WebGL target: keep all clips under 5 MB.
  4. Font: Import a free serif font (MedievalSharp, IM Fell English, or similar). Place *.asset under Assets/Fonts/. Add to TMP Essentials so TextMeshPro picks it up.

4. Procedural / Free Alternatives

If you don’t want to buy packs, you can ship the prototype with:


5. Naming Conventions for Imported Prefabs

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.


6. Asset Checklist for the Village Scene

The sample scene needs (at minimum):


7. Critical Licensing Notes


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.