Drop-in, fully drivable main battle tank for URP: suspension, wrapping tracks, stabilized turret, working hatches, periscope, machine gun, lights, effects and sound. Press Play and drive.A complete, drivable main battle tank – ready in two minutes.Drag the prefab into your scene, add the included camera script, press Play. Suspension, tracks, turret, gun, hatches, lights, effects, sound and input are already set up and tuned. No rigging, no scripting, no guesswork.Driving & physics• Raycast suspension on 14 road wheels (7 per side) with spring and damper, so the hull rolls and pitches over bumps. Every wheel feels the ground with three rays along its round profile and rolls up onto logs and stones (up to about 30 cm) instead of sinking into them• Tracks that really wrap the running gear: 84 links per side follow the wheels every frame – push a wheel up and the track follows. Links touching the ground stand still, like on a real tank• Tracked steering: responsive and easy to drive - pivot turn on the spot at about 45 deg/s, about 50 deg/s at walking pace, the turn rate eases off with speed so the tank keeps its momentum; regenerative steering, friction circle against unrealistic sliding• Tuned out of the box: about 60 km/h forward, 30 km/h reverse, 0-32 km/h in about 5 s, brakes from 60 km/h in under 2 s, holds a 30 degree slope, no rollover at full steer• Parking brake that really holds the tank in place• Everything adjustable in the Inspector with tooltips and sensible rangesTurret, gun & crew stations• Stabilized turret (40 deg/s, full 360 degrees) and gun elevation (-8 to +20 degrees) that aim at the point under your mouse and stay on target while the tank moves• Rear deck clearance: the gun lifts before the turret swings over the engine deck – nothing clips• Firing with real recoil: the barrel recoils 35 cm and runs out again, the hull is pushed back and rocks on its suspension, the camera shakes, the muzzle blast kicks a ring of dust off the ground, plus muzzle flash, muzzle light, impact effect (the shot and its blast throw rigid bodies such as crates away), reload time and hit events for your own damage system• Commander's panoramic periscope that turns 360 degrees on its own – faster than the turret, like a hunter-killer sight• Ring-mounted machine gun on the loader's hatch with limited traverse and elevation• Working hatches: commander and loader hatches hinge open to the rear, the driver's hatch lifts and slides aside. The loader's hatch is interlocked with the machine gun – the gun parks itself first, so nothing collides• Lights: headlights, tail lights and automatic brake lights with glowing lenses and real light sources (key L)Effects & audio• Muzzle flash with smoke, muzzle blast dust, track dust (reacts to speed, ground contact and skidding), exhaust smoke (darker under load), impact effect – smoke and dust are lit by the scene, so they stay dark at night and catch the muzzle light• Engine with an RPM model and an automatic 4-speed gearbox: the engine revs up with the throttle, follows the speed in each gear and drops audibly at every upshift. Three engine loops (idle, mid, high RPM) are cross-faded by RPM and pitched so the firing frequency always matches• Track clatter that follows the link rate (volume and pitch by speed), turret motor that follows the traverse speed• Full weapon audio: cannon shot with recoil mechanics, hull rattle and echo (slightly different every shot), a reload cycle that ends exactly when the gun is ready again, shell impact and hatch latches• 9 sounds from real recordings: tank engine, track clatter, turret motor, cannon shot, reload, shell impact and hatch (public-domain CC0 recordings, cut, looped and level-matched, credited in the Third-Party Notices). Every clip can be replaced with your own recordings (enter their RPM in the audio component)Model & textures• Detailed hard-surface model inspired by modern main battle tanks: wedge armor, side skirts, stowage boxes, smoke dischargers, rear stowage basket with rolled camouflage nets and jerrycans, wind sensor mast, handrails, antennas, tow cables, lifting eyes, hatch rings, driver's vision blocks, bolts and weld seams• About 70,000 triangles (LOD0), 3 LOD levels (about 35,000 and 17,000 triangles)• 5 PBR material sets baked from high-detail geometry: Albedo, Normal, Metallic-Smoothness, Ambient Occlusion (4096 px hull and turret, 2048 px gun and wheels, 1024 px tracks); three-color camouflage with edge wear, paint chips, grime and dust• Clean naming and pivots: every moving part has its pivot on its axis• Use your own tank model: the documentation explains the bone and pivot rulesEasy to use• Ready-to-drive prefab and a demo valley: textured terrain with hills (700 x 700 m), 170 pines, rocks, 15 and 30 degree ramps, logs, a crate wall and two breakable houses - every wall block, roof plank and piece of furniture is a rigid body, so one shot blows a hole into the wall and the rest collapses• Third-person camera with aim point and recoil shake; demo HUD that scales with the screen: speed, gear and RPM, turret and gun angle, reload bar, crosshair and a gun marker that shows where the barrel really points• Works with the new Input System and the old Input Manager; keyboard + mouse and gamepad• Documentation included (English, PDF with pictures): quick start, components, demo scene, input, custom vehicle, render pipelines, performance, troubleshooting• Efficient: 10 tanks simulate in about 4 to 5 ms per physics step (measured on a desktop PC in the Editor)• All code in its own namespace with assembly definition, [RequireComponent] safety, physics in FixedUpdate (frame-rate independent)Controls (demo)W / S drive - A / D steer (standing still: pivot turn) - Space brake - mouse aim - left click fire - H hatches - L lights - mouse wheel zoom. The demo HUD shows speed, gear and RPM.Gamepad: left stick drive, right stick aim, right trigger fire, B brake, Y hatches, D-pad up lights.• Prefab: MainBattleTank (fully set up), demo scene with terrain, effect prefabs (muzzle flash, exhaust, track dust, impact), demo prefabs (BreakableHouse, Crate, Pine, 3 rocks)• 13 scripts: TankController, TrackSolver, TurretController, AimMount, TankWeapon, HatchController, TankLights, TankEffects, TankAudio, TankInput, TankCamera, TankHUD, AutoDestroy• FBX model (3 LODs), materials, 20 tank textures, 9 sounds, physics material, demo terrain and demo props• Documentation (PDF and Markdown) and Third-Party Notices• No AI drivers, no health/damage system (hits are exposed as events so you can connect your own), no multiplayer/networking• One tank model (a second vehicle can be set up with your own model, see documentation)• No Built-in RP or HDRP materialsSupport: speckenecom@gmail.com (replies usually within 48 hours)Reviews and feature requests are welcome.• Unity 6000.0 (Unity 6.0 LTS) or newer• Universal Render Pipeline (URP) out of the box (materials use the URP Lit shader). Built-in and HDRP are not set up: the textures use Unity's standard packing (Metallic in R, Smoothness in A), so the materials can be switched by hand - see the documentation• Input System package optional (both input systems supported)• Polygons: about 17,000 (LOD2) to 70,000 (LOD0) - LODs: 3 - Mesh objects: 44 at LOD0• Textures: 20 PNG maps for the tank (4096 / 2048 / 1024 px) plus 16 tileable maps for the demo (512 px) - Materials: 5 for the tank, 14 for the demo - UV mapped: yes - PBR: yes• Colliders: box colliders for hull and turret (turret colliders rotate with the turret)• Rigged: the track links are skinned (168 bones) - Animation: fully procedural (no clips)• Audio: 9 WAV files (48 kHz, mono, uncompressed PCM import so the loops stay seamless) - Particle systems: 11




