Reedwater Landing – Stylized Lakeside Fishing Village
Ducktastic
$27.49
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72 hand-painted mesh models for a cozy lakeside fishing village: modular docks and shore tiles, a boathouse, fishing hut, boats, props, trees and ducks. 4 demo scenes, 5 runtime scripts, URP.URP only. Tested in clean projects: Unity 6000.4.3f1 (URP 17.4) and 2022.3.62f3 LTS (URP 14.0.12), no errors, demo scenes and Play Mode tests pass. All materials use standard URP/Lit; no custom shaders or Shader Graph. Demo scenes use an optional URP post-processing Volume. Built-in and HDRP not supported: meshes and textures work, but the 4 materials must be converted by hand. No dependencies.Build a quiet lakeside fishing village. Reedwater Landing gives you weathered timber docks on piles, a falu-red fishing hut, a boathouse over the water, a smokehouse, a fish stall, rowboats, a canoe, a sailing dinghy and a log raft, fences with a hinged gate, modular shore tiles that run from grass to beach to lake bed, and the reeds, lilies, birches, pines, willow and ducks of the shore.Every model is a real mesh - curved hulls, chamfered boards, lathe-turned barrels - with a soft hand-painted look: warm colours, bilinear filtering, no pixel noise. Three atlas materials cover all 72 models, so the whole village renders with very few draw calls.WHAT'S INSIDE- 72 unique models, 72 prefabs + a water surface prefab- Docks (10): straight, end and stairs modules on a 2 m grid, railing, ladder, water steps, floating dock with gangway, bollard, mooring piles- Buildings (9): fishing hut with a hinged door, boathouse, smokehouse, outhouse, fish stall, split-rail fence, fence post, hinged fence gate, water wheel trestles- Boats (5): clinker rowboat, canoe, sailing dinghy, log raft, boat upside down on trestles- Props (22): barrels, crates, fish traps, nets, drying racks, rod and oar racks, workbench, wheelbarrow, firewood stack, fire pit with fish on a spit, lantern post, bell, signpost and more- Nature (16): weeping willow, birch, pine, bush, stump, fallen log, rocks, pebbles, reeds, cattails, lily pads, grass, flowers- Terrain (7): shore straight, outer and inner corner, grass, sand and path tiles, lake bed - all on the same 2 m grid- Fauna (2): swimming mallard, duck familyREADY TO USE- 4 scenes: catalog, lakeside landing, the same landing at dusk, and a full fishing village- 5 small runtime scripts, no Animator needed: door and gate hinge, water wheel, boat bobbing, lantern and fire flicker, swimming ducks- Colliders on buildings, docks, boats, trees, rocks and the larger props; plants and small props stay collider-free- Static and lightmap UV setup on the larger pieces- Editable Blockbench source file includedCHECKED- No overlapping faces inside any model (0 of 72) and none between touching pieces in the demo scenes- Imported into clean Unity 6 and Unity 2022.3 LTS URP projects: no missing references, Play Mode tests passOffline documentation (PDF, English) with a step-by-step setup guide and a script reference is included in the package.- Render pipeline: URP (tested with URP 17.4 on Unity 6000.4.3f1 and URP 14.0.12 on Unity 2022.3.62f3)- Models: 72 (FBX), prefabs: 73 (incl. water surface)- Triangles per model: 8 - 5,120 (one of each model: 49,326)- Demo scenes: landing ~60k triangles, fishing village ~213k triangles- Textures: 3 albedo atlases (2048x2048, 2048x2048, 2048x1024) + 3 emission maps, 64 px per metre- Materials: 3 atlas materials (URP/Lit) + 1 transparent water material- Scale: 1 unit = 1 m; dock and tile grid 2 m- Colliders: box, capsule, convex and mesh colliders on buildings, docks, boats, trees, rocks and the larger props; plants and small props have none- LODs: no- Rigging / animation clips: no (moving parts are animated by the included scripts)- UV mapping: atlas UVs; lightmap UVs on static pieces- Scripts: 6 C# files (5 runtime + 1 demo helper), namespace ReedwaterLanding, own assembly definition- Documentation: PDF (English, setup guide and script reference) + README.md- Source: editable Blockbench .bbmodel- Built-in RP and HDRP: not supportedAI disclosure: The models, textures and scripts in this package were created with the help of AI. The geometry is built procedurally by code written with an AI assistant (Claude) and directed, reviewed and approved by the publisher. No AI image generators were used and no third-party artwork was used as input.




