Retail Environment - Supermarket & Convenience Store (URP)
jungminna03
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A supermarket and a convenience store with 21 retail props. Every window, door, fixture and product is a separate object: open doors, knock over cans, rearrange shelves.Build shops, grocery stores and street scenes fast.Retail Environment contains two complete buildings — a 26 x 32 m supermarket with a timber barrel-vault roof and a 15 x 14 m corner convenience store — plus 21 standalone retail props.Unlike baked environment meshes, everything is separated and organised:• Each building prefab is grouped into Structure, Roof, Windows, Doors, Fixtures, Lighting, Products and Details• Every window has its own centred pivot• Building doors and cooler doors pivot on their real hinge and open with the included RetailOpenable script• 260+ cans, bottles and boxes have Rigidbody + BoxCollider and rest stably on the shelves• Removable roof/ceiling for cutaway and top-down views• Overlapping coplanar faces have been removed to avoid z-fightingIncluded• 2 buildings: supermarket (market_r06), convenience store (shop_us08)• 21 props: 4 checkout counters, POS terminals, cash drawers (open/closed), cooler, gondola shelf, stock rack, keyboard, barcode scanner, receipt printer, payment terminal, product box / bottle / cold bottle / can• 2 demo scenes: RetailStreet (playable street with fly camera and click interaction) and RetailDemo (prefab gallery)• 3 small scripts (optional): RetailOpenable, RetailInteractor, RetailFlyCamera — works with the Input System or the legacy Input Manager• PDF documentation• Render pipeline: URP 17.3+ (Unity 6000.3+)• 23 FBX models, 23 prefabs, 240 URP Lit materials, PNG textures (PBR: base colour, normal, metallic-smoothness, occlusion)• Real-world scale: 1 unit = 1 m, Y up, bottom-centre pivots• Triangle counts: supermarket ~970k (215k unique), convenience store ~233k (124k unique), props 182 – 155k• Colliders: static MeshColliders on structure/fixtures, primitive colliders + Rigidbody on products• No LODs. No animations (doors are script-driven).• Scripts in namespace KENsAtelier.RetailEnvironment with their own assembly definition AI tools were used as assistants during production; all output was reviewed and tested by the publisher. - OpenAI Codex: assisted with asset collection, model conversion scripts (Blender to FBX), material/texture channel preparation, initial Unity prefab and scene setup, automated technical checks and documentation drafts. - Anthropic Claude (Claude Code): assisted with composing the demo street scene, separating the building prefabs into individual objects (windows, doors, fixtures, products), setting door hinge pivots, collider and Rigidbody setup, fixing overlapping (z-fighting) faces, writing the small runtime scripts (RetailOpenable, RetailInteractor, RetailFlyCamera), rendering screenshots/marketing images, and writing the documentation and store description. Some 3D models/textures were created with the help of generative AI tools Codex and were then cleaned up, retextured and optimized manually.


