Six stylized pirate harbor and village dioramas for top-down, isometric and strategy games. One mesh and one 4K base color texture per diorama, with prefabs, Mesh Colliders and a demo scene included.Built-In Render Pipeline only. The six materials use the Standard shader.For URP or HDRP, select the materials and useWindow > Rendering > Render Pipeline Converter (or Edit > Rendering > Materials >Convert Selected Built-in Materials), or assign the Lit shader and set the suppliedbase color texture as Base Map. Meshes, textures and prefabs work in all pipelines.A set of six stylized diorama environments in a consistent art style: woodendocks, fishing settlements, pirate hideouts and a coastal fortress.Each diorama is a single optimized mesh with one base color texture, so itrenders in one draw call. Prefabs come with Mesh Colliders and generatedlightmap UVs, ready to drop straight into a scene.INCLUDED- Wooden Harbor - piers, cranes, market square- Harbor Village - stilt houses and boardwalks- Harbor Town - lighthouse, fishing docks, boats- Castle Fortress - walled keep with towers- Pirate Village - flags, rigging, shanty huts- Pirate Island Village - island settlement with watchtowerPLEASE NOTEEach diorama is a single mesh. Individual huts, piers and props are not separateobjects and cannot be rearranged without editing the mesh. No LODs, no normalmaps, no animations, no rig.- 6 prefabs, 80,830 triangles total (13,011 to 13,819 each)- 1 mesh / 1 material / 1 texture per diorama- 4096x4096 base color, PBR metallic-roughness, imported at 2048 by default- Built-In Render Pipeline, Linear color space; convertible to URP or HDRP- Authored in Unity 6000.3; Unity 6000.0 or newer recommended- Each diorama is 10 Unity units across, pivot at the centre of the base- Mesh Colliders and generated lightmap UVs included- Demo scene with all six dioramasThe six diorama meshes and their base color textures were generated with Tripo, a generative 3D tool. Each model was then reworked before publication: conversion from glTF to OBJ preserving UVs and normals; uniform rescaling to 10Unity units with the pivot moved to the centre of the base at Y=0; repair of the single-sided ground surface of every diorama, where down-facing base triangles were duplicated with reversed winding and normals so the base renders correctly with backface culling; compensation of the axis mirroring introduced by the Unity OBJ importer; creation of the six Standard materials and the texture import settings; prefabs with Mesh Colliders; generated lightmap UVs; a demo scene and the package documentation. The store images are renders and Unity Editor captures of these meshes; no generative AI was used to produce themarketing images.

