American Harbor City - Low Poly City & Animated People
TreeByte Software
$43.99
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Build a lively American waterfront city with 273 low-poly assets, 64 rigged characters, three demo scenes, vehicles, props, roads, parks, and landmarks.Built and validated with the Built-in Render Pipeline in Unity 6000.4.0f1. No SRP-specific packages are required. Materials use Unity's Standard shader. URP/HDRP users can convert materials with their normal project material-upgrade workflow; native URP/HDRP materials are not included.Build a complete stylized American waterfront city from a broad, consistent low-poly library.American Harbor City includes 273 named static assets, 270 unique geometry shapes, 64 rigged people, and a finished 64-block demonstration city. Use the assembled scene as a starting point or build your own streets, neighborhoods, downtown blocks, parks, and harbor districts from the categorized prefabs.INCLUDED• 87 buildings: residential, commercial, downtown, industrial, landmark, and signature structures• 64 distinct people, supplied as lightweight static crowd props and separate animated Generic characters• 49 props, 21 infrastructure pieces, 16 vehicles, 16 nature assets, 12 modular pieces, and 8 decorative structures• 273 FBX models and 337 ready-to-place prefabs• 3 demonstration scenes: full city, complete asset catalog, and animated character lineup• 128 sliced animation clips: one seamless Idle and one in-place Walk for every character• One shared 256 x 256 color palette for a consistent look and quick recoloringCITY SHOWCASEThe included city covers approximately 460 x 524 metres with 64 blocks, 131 building placements, and 2,286 placed objects. It contains downtown towers, main-street shops, brownstones, suburban homes, civic buildings, parks, an industrial waterfront, piers, roads, service vehicles, boats, and street furniture. The city scene includes 460 lightweight static people for atmosphere.ANIMATED PEOPLEAll 64 animated characters have valid 22-bone Generic avatars, smooth blended skin weights, fitted hair, modeled faces, rounded shoes, and varied clothing and professions. Each prefab includes an Animator Controller with Idle and Walk states. Set the Speed float above 0.1 to walk and below 0.1 to idle. Both animations loop in place so your own controller or navigation system can handle movement.WORKFLOWAssets use a one-unit-to-one-metre scale, positive-Z forward orientation, named prefabs, logical pivots, assigned materials, and basic colliders. The package has no runtime scripts or external dependencies.RENDER PIPELINEVersion 1.0 is verified with Unity's Built-in Render Pipeline in Unity 6000.4.0f1. URP and HDRP materials are not included. The shared material can be converted in the receiving project.LIMITATIONSBuildings and vehicles are exterior static art. Interiors, LOD chains, lightmap UV2, navigation meshes, traffic simulation, buoyancy, and gameplay systems are not included. Vehicle wheels are combined with their meshes. Character rigs are Generic and do not include finger or facial animation or certified Humanoid retargeting.AI DISCLOSUREOpenAI Codex assisted with procedural Blender/Python and Unity editor scripts used to create initial meshes, rigs, animation curves, the city layout, documentation, and validation tools. The publisher directed the theme and designs, reviewed and revised the visual output, corrected geometry and placement issues, redesigned characters and walking motion, and validated the final Unity package. No third-party art or animation files are included.• Unity version: 6000.4.0f1• Render pipeline: Built-in verified; URP/HDRP material conversion required• 273 FBX files• 337 prefabs• 3 scenes• Static library: 584,749 triangles total; 8 to 14,560 triangles per asset• Characters: 2,152 to 3,130 triangles each• Texture: one 256 x 256 RGBA PNG palette• Rig: Generic, 22 bones per character• Animations: Idle 2.0 seconds, Walk 1.1 seconds, in place, looping• Dependencies: none• Runtime scripts: none• Platforms: no platform-specific runtime codeOpenAI Codex assisted with Blender/Python and Unity editor scripts used to create initial procedural meshes, rigs, animation curves, the city layout, documentation, and validation tools. The publisher directed the theme and designs, reviewed and revised rendered output, corrected geometry and placement issues, redesigned the characters and walking motion, and validated the final FBX imports, rigs, deformations, prefabs, scenes, and marketing renders. No third-party art or animation data is included.




