Complete 1960s-70s underground missile complex: surface compound, access tunnel, blast doors, launch control center, crew quarters, power plant and a 32 m silo shaft, clean and abandonedURP (Unity 2022.3+) is the main pipeline: demo scenes and materials are URP. For Built-in RP projects, import the included N37_BuiltIn_Materials.unitypackage.One purchase covers the whole complex both ways: in service with lit consoles, then abandoned, flooded and stripped, with 191 separate props.Fictional site, text and insignia only. No real weapon designations, no people, no vehicles.Key facts9 connected areas: surface compound with fence and closure door, entry guard room, 34 m corrugated access tunnel, blast door vestibule, launch control center, crew quarters, crew mess, power and air-handling plant, silo shaft.Hero silo shaft: 14 m wide, 32 m tall concrete cylinder with six levels, ring catwalks, fold-out work platforms, steel stair flights, cable trays, pipe risers, floodlights and a sliding closure door.Launch control center: two launch consoles, two separated key stations with flip guards, plotting board, status board, equipment bays, tape reels, teletype, red hotline, field phones, code safe, harness chairs, spring shock isolators.Active state is in service and lit; Abandoned state is stripped and damp, with dead panels, toppled racks and lockers, a collapsed tunnel section, a flooded pit, a stuck closure door and fallen work platforms.Plant: two large diesel generator sets, switchgear, transformer, fan unit, air scrubber bank, fuel tank, pumps, compressor, batteries, ducts, valves and gauges. Crew: bunks, lockers, desks, mess tables, range, urn, refrigerator, galley sink.Every prop ships as one FBX with a single all-quad LOD0 mesh and a prefab with box / mesh colliders; power-of-two textures.Known issues4 of 191 props and 6 of 18 shell parts have a UV1 lightmap channel below the 4 px padding at 128 px check: use a lightmap resolution of 512+ (or Generate Lightmap UVs on the shells), or realtime lighting.Trees, grass and weeds seen in the surface screenshots are render dressing and are not included.The areas are placed side by side in the demo scenes; build your own level layout from the area shells.The launch stack is an unmarked generic prop with fictional stencils; it has no engines, no fins and no interior.Unique meshes: 209 (191 props and modules, 18 shell parts)Triangles: props 2 - 9,014 per asset (median 460; all 191 props 200,982); shell parts 168 - 168,296 (all 18 shells 424,412)Topology: 100 % quads (0 triangles, 0 n-gons, no degenerate faces); one LOD0 mesh per asset (no LOD chain)Collision: BoxCollider on props, MeshCollider on pieces over 1.5 m and on the building shells (prefabs); no UCX meshes in the FBXTextures: 573 files, PBR maps BaseColor, Normal, MetallicSmoothness (built from ORM); decals RGBA, power-of-two sizes up to 2048 pxScale: Real-world, 1 unit = 1 m, Y up in UnityRooms: 9 areas, architecture included as FBXStates: clean / abandonedRender pipeline: URP (Unity 2022.3+); demo scenes Demo_Active / Demo_Abandoned and an Overview scenePrefabs: one per asset, with colliders


