Pawn Shop Kit: Interactive Props & Modular Room
Halfwatt Games
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65 game-ready pawn shop props, fixtures and room pieces. Every door, drawer, lid and dial is a separate, correctly pivoted part with colliders, ready for shop and job simulators.Pawn Shop Kit is a set of 65 game-ready prefabs made for shop, job and store simulator games. It is built around interaction, not just looks. Every door, drawer, lid, dial and handle:- is its own object- is pivoted where it really moves- carries a collider that moves with itYou don't re-rig anything before players can open the safe, slide out the till or lift the lid of a ring box.**What's inside**- **35 props and fixtures:** counter, floor safe, cash register, display cabinet, office desk, wall shelf, pegboard, plus jewellery, watches, gold, cash, electronics, guitars, an amp, tools and more.- **A 12-piece modular room on a 2 m grid:** walls, a window wall, a door wall with a working shop door and bell, corner, floor, ceiling, a sliding security grille, three signs (one emissive neon) and two light fittings.- **18 colour variants:** wood, paint and leather finishes; sage walls; an oak plank floor.- **A walk-in Unity demo scene:** a furnished shop and back office that use every one of the 65 prefabs. Walk around, press E to open things, click to pick props up and put them back.**Interaction-ready by design**- 25 moving parts across 16 models: hinges, slides and spins, each with its axis and range stored in the model.- Includes small scripts for Unity and Godot. Moving parts get a ready-made component: call `Toggle()` from your raycast, or `SetOpenAmount(0..1)` for drag-to-open.- Pickup props carry their real-world mass (`PropInfo.massKg`) and a centre of mass over their base, so a physics carry system works straight away and dropped items land the right way up.- Holders keep what's inside them. Pick up the ring tray and the rings come along, or carry a guitar case with the guitar in it. Items go back in too: rings snap into the tray's slots, guitars go into the case or back onto the pegboard hangers, and a necklace put on the display bust drapes around its neck.- 123 box colliders. Cabinets, cases, drawers and safes are hollow, so you can put items inside.**Consistent and clean**- Real-world scale in metres.- Origins are consistent: fixtures at floor, back-centre (they snap to walls), props at bottom-centre, room pieces on a 2 m grid.- Seamless 1 m PBR texture sets at 1024 px/m, so texel density matches across every model and any material can be swapped onto any mesh.- Second UV channel with lightmap UVs.**Engines and formats**- **Unity:** prefabs, materials and demo scene. Built-in works out of the box; URP takes one menu click.- **Godot 4:** GLB files plus an import script that wires up the moving parts.- **Other engines:** FBX and GLB with textures, metadata and colliders.## Key features (bullet list field)- 65 prefabs: 47 unique models + 18 colour variants- Every door, drawer, lid and dial is a separate, correctly pivoted part- Box colliders that follow each moving part- Real-world scale; consistent, wall-snapping origins- 12-piece modular room on a 2 m grid- Pickup props with real-world mass metadata and stable centres of mass- Holders that keep their contents and take items back (ring tray slots, guitar case, pegboard hangers, cases and boxes)- Seamless PBR textures at a uniform 1024 px/m- Lightmap UVs on UV1- 3-level LODs on every model over 3k triangles, with ready-made LODGroups- Cash register display shows live text (WELCOME, NO SALE, or your own totals)- Walk-in demo scene (shop + back office, all 65 prefabs) with first-person interaction- Built-in and URP (one-click material conversion)- Godot 4 GLBs with import script included| Models | 47 unique + 18 colour variants (65 prefabs) || Triangles | 12 to 12,016 per model (LOD0). Props average ~3.9k, fixtures ~4.1k, room pieces ~0.6k. Exact counts per LOD are in `manifest.json` || LODs | 3 levels (100% / 50% / 20%) on the 23 models over 3k triangles, with a ready-made LODGroup in Unity. Godot generates its own LODs from the GLBs || Moving parts | 25 (hinge, slide and spin) across 16 models; script-driven, no animation clips || Colliders | 123 boxes (UCX in FBX, `-convcolonly` in GLB, BoxColliders in Unity) || Materials | 53: 47 textured PBR (including a printed banknote face) + 6 emissive || Textures | 1024 × 1024 seamless tiles (1 m). BaseColor, Normal (OpenGL + DirectX), Roughness, MetallicSmoothness (Unity), ORM (Unreal) || UVs | UV0 tiling box projection (1 unit = 1 m); UV1 non-overlapping lightmap UVs || Rigging / animation | none (moving parts are driven by the included scripts) || Scale | real-world, metres || Formats | Unity package; FBX; GLB || Unity | 6000.0 (Unity 6.0 LTS) or newer. Built in 6.0, tested in 6.0 and 6.6 || Render pipelines | Built-in ✓, URP ✓ (via Tools > Pawn Shop Kit > Convert Materials to URP); HDRP via Unity's own converter (not tested) || Dependencies | none || Documentation | `PawnShopKit/Documentation/README.md` || Package size | 121 MB No generative-AI images or meshes were used. Every model and texture comes from Python scripts that an AI coding assistant wrote and I directed.




