Modular stylized forest ruins & small dungeons for URP: 33 grid-snapped models, one material, arched doorways, stairs, ceilings and working door, chest and lever.Requires URP. Tested in clean projects (import, render, Play Mode): Unity 6000.4.3f1 + URP 17.4.0 and Unity 2022.3.62f3 LTS + URP 14.0.12. All prefabs share one URP/Lit material. Built-in RP and HDRP are not supported: materials render pink and the demo scenes use URP-only camera and post-processing components.Build overgrown courtyards, sunken stairwells, underground passages and small treasure vaults from one modular kit.Mossgate Ruins is the weathered limestone home of a forgotten order of wayglass keepers, now reclaimed by moss, roots and ivy. Every arch keystone holds a glowing turquoise wayglass crystal, every pillar carries the same carved seed-spiral, and the joints of the flagstones are filled with moss.Modular by design2 m grid with clear rules: 3 m walls, pillars on grid vertices that close every corner, T and X junction, 1 m height steps.Arched doorway (1.125 × 2.25 m clear opening) and a 4 m arch gate; their colliders never block the opening.Stairs and stackable platforms meet flush, so terraces and stairwells going up or down need no manual scaling.Separate ceiling pieces for underground rooms; group them and disable them for top-down cameras.Joints were checked in the example scenes: 2,301 touching piece pairs, 0 visible z-fighting overlaps.Content (33 models, 33 prefabs)Structure: floor, broken floor, grass ground, platform, stairs, ceiling, broken ceiling, wall, low wall, collapsed wall, arched doorway, barred window, pillar, broken pillar, arch gateRuin detail: rubble pile, fallen column, stone debrisNature: ivy drape, root tangle, old tree, shrub, grass tuft, wild flowersDecor: wayglass brazier and wall sconce (with point lights), hooded keeper statue, seal altar, urns, gold pileMechanisms: door, treasure chest and floor lever, driven by one small script with UnityEvents (the lever can open the door)Included scenesCatalog of all prefabsForest Ruin: walled courtyard with terrace, gate and forestSunken Vault: ruin entrance, 3 m stairwell, corridor and treasure vault behind a lever-operated doorMechanisms: door, chest and lever demoFast and simple to useOne shared URP/Lit material and one 1024 × 512 atlas (+ emission map) for the whole pack.10–370 triangles per model; colliders and Static flags set up for real use.Editable Blockbench source file included.Requires the Universal Render Pipeline (URP).Render pipeline: URP only. Tested in clean projects (import, render, Play Mode): Unity 6000.4.3f1 + URP 17.4.0 and Unity 2022.3.62f3 LTS + URP 14.0.12. Built-in RP and HDRP are not supported.Unique models: 33. Prefabs: 33.Triangles: 10–370 per model; 4,360 for one of each model.Example scenes: Forest Ruin 16,045 triangles; Sunken Vault 9,592 triangles; one material in both.Materials: 1 (URP/Lit, albedo + emission).Textures: 1 albedo atlas + 1 emission map, 1024 × 512 PNG, point filtering (pixel-art style), 16 texels per metre.UV mapping: yes, single shared atlas, no overlapping UVs. Lightmap UVs are generated on import for static pieces.LODs: no.Rigging: no. Animation: no animation clips. Door, chest lid and lever move through a C# hinge script (MossgateHinge: Open / Close / Toggle, UnityEvents).Scripts: 3 (MossgateHinge, MossgateLightPulse, MossgateDemoCycler for the demo scenes only).Colliders: box, capsule or exact mesh colliders per piece; doorway and gate openings are free; movers use kinematic Rigidbodies.Static flags: set per use; movers are not static; small scatter does not contribute to GI.Scale: real-world metres (2 m grid, 3 m walls). Pivots: cell centre for floor pieces, edge middle for walls, grid vertex for pillars.Scenes: 4 (Catalog, Forest Ruin, Sunken Vault, Mechanisms).Source: editable Blockbench .bbmodel included.Not measured: FPS, memory and mobile performance. Light baking was not tested.AI was used as a production assistant, under my direction and review. I defined the pack’s concept, scope and requirements (modular grid, joining rules, Unity/URP targets), reviewed every iteration in Unity and requested the revisions, and decided what was released.




