OatAotOat's Procedural Digital Asset - Bedroom Furniture Pack
OatAotOat
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Rapidly populate scenes with customizable procedural bedroom furniture. Tweak sliders for endless variations of beds, chairs, tables, shelves, and lamps, then bake them into clean, optimized prefabs.OatAotOat's Procedural Digital Asset - Bedroom Furniture Pack is a robust, modular generation system designed to rapidly prototype and populate interior scenes. Built for both level designers who want drag-and-drop customization and programmers looking for an extensible architecture, this tool eliminates the need to manually model dozens of furniture variations.Instead of static meshes, this pack provides interactive Generators. Use the custom tabbed Inspector to tweak dimensions, swap styles (e.g., from a pedestal chair to a four-leg rocker), and adjust the procedural shearing algorithm in real-time. Once you have the perfect prop, a single click bakes the dynamic mesh into a clean, project-ready Prefab.Key Features:Procedural Prop Generators: 5 Core Generators (Bed, Chair, Table, Shelf, Lamp) capable of producing hundreds of unique structural variations.Procedural Room Randomizer: Drop the randomizer into a scene, assign your dimensions and theme, and instantly generate a fully populated, layout-aware bedroom.Global Theme System: Use FurnitureTheme ScriptableObjects to enforce consistent art direction (like global leg thicknesses and splay angles) across all props in a room simultaneously.Dynamic Color Palettes: Quickly swap harmonious primary and secondary colors using the custom ColorGUI Inspector.Smart Baking Pipeline: The ProceduralBakingUtility safely extracts your generated meshes, creates permanent material assets, strips away the generation scripts, and saves an optimized prefab straight to your project folder.Pipeline Agnostic: The baking system automatically detects and applies Standard, URP, or HDRP lit shaders based on your active rendering pipeline.Because this asset relies on real-time procedural mesh generation (modifying vertices, generating prisms, and applying shear math to base primitives), many traditional static metrics do not apply.Number of textures: 0 (The system utilizes pure procedural vertex manipulation and dynamically generates un-textured, color-based Material assets during the baking process).Texture dimensions: N/APolygon count: Highly Variable (Procedurally generated based on user slider inputs).Procedural Bed & Chair: ~24 to 500 tris (Scales based on spindle count and cushion toggles).Procedural Shelf & Table: ~100 to 2,000+ tris (Scales based on the randomized book population density).Procedural Lamp: Variable (The polygon shade generation scales based on user-defined curve resolution and side count).Minimum polygon count: ~24 tris (Simple Platform Base).Maximum polygon count: ~2,500 tris (Large bookshelf at 100% book fill capacity).Number of meshes/prefabs: 10 Setup Prefabs And 5 Meshes.Rigging: NoAnimation count: 0Animation type list: N/AUV mapping: Yes (UVs are preserved or procedurally recalculated during the UniversalShear and CreatePrismMesh generation phases to support material assignment).LOD information: No (Base geometry is low-poly and optimized for standard rendering by default).Types of materials: Standard (The baking utility automatically detects the active render pipeline and generates the appropriate Lit material).I have used Gemini Pro to optimize all the scripts and create the documentation and descriptions.


