Whole supermarket: sales floor, checkouts, produce, deli, bakery, freezers, stock room, loading dock, office, staff room, restrooms and car park edge, clean and abandonedURP (Unity 2022.3+) is the main pipeline: demo scenes and materials are URP. For Built-in RP projects, import the included N27_BuiltIn_Materials.unitypackage.Every area is modelled and dressed in two states (open / abandoned), so one purchase covers the whole location: store simulators, survival, horror and zombie games, shooters, walking sims and cinematics.Every prop ships as one FBX with a single all-quad LOD0 mesh (no LOD chain, no UCX hulls) and a prefab with box / mesh colliders; the room architecture as world-placed shell meshes. URP demo scenes Demo_Abandoned / Demo_Active assemble the whole building.Key factsComplete building, not a single room: 7 areas with 12 camera views: car park edge and facade (fascia sign, glazed shopfront, entrance canopy, bays, cart corrals, lamp columns), sales floor (6 gondola aisles with hanging aisle signs, end caps, wall shelving), 6 conveyor checkout lanes, produce wall cases and crate tables, serve-over deli counters, bakery bread racks, island chest freezers, dairy coolers, back stock room, loading dock with 2 dock doors, store office, staff room and customer restrooms.Two states from the same cameras: Active (open, lit and fully stocked) and Abandoned (looted shelves with products knocked over on shelves and floor, spoiled produce, mouldy bread, smashed deli glass, fallen ceiling tiles, dead lights, boarded shopfront, toppled carts, weeds through cracked asphalt).Store stock is varied: 64 own product labels, fruit and vegetables (apples, oranges, lemons, bananas, tomatoes, peppers, lettuce, potatoes, onions), deli meats and cheeses, bread loaves, rounds and baguettes, boxed frozen goods.Kit props: gondola bays (stocked + looted), wall shelving, end caps, checkout lane, produce table (3 mixes, stocked + picked over), produce wall case, deli counter, bakery rack, chest freezer, 3-door glass cooler, shopping cart, cart corral, aisle and department signs, dock doors, shelters, bumpers, stock shelving, pallet loads, roll cage, pallet jack, kitchenette, lockers, canteen furniture, restroom fittings.177 game-ready FBX (157 props and modules + 20 building-shell parts), one optimised all-quad mesh per asset, box / mesh colliders on the prefabs.Triangles per prop: 12 to 44,148, median 328; PBR textures up to 2048 px.Known issues36 of 157 props and 12 of 20 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.The stocked shelves, coolers and freezers have many separate product props. Enable GPU instancing on their materials for good performance.The road, car park and city blocks outside the windows are simple background meshes. They are made for distant views, not close-ups.Product labels, signs and brand panels use fictional names only. Products share one label atlas, so the narrow sides of product boxes show a plain atlas colour.The shrink-wrap film and glass use alpha transparency. Check the blend mode after import.No vehicles or people are included.Unique meshes: 177 (157 props and modules, 20 shell parts)Triangles: props 12 - 44,148 per asset (median 328; all 157 props 524,000); shell parts 72 - 54,832 (all 20 shells 271,688)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: 471 files, PBR maps BaseColor, Normal, MetallicSmoothness (built from ORM), power-of-two PNG, sizes 256, 512, 1024, 2048 pxScale: Real-world, 1 unit = 1 m, Y up in Unity, 50 cm gridRooms: 7States: clean / abandonedLightmap UV: UV1 lightmap channel on every mesh; 36 of 157 props and 12 of 20 shell parts below the 4 px padding at 128 px check (see Known issues)Render pipeline: URP (Unity 2022.3+); demo scenes Demo_Active / Demo_Abandoned and an Overview scenePrefabs: one per asset, with colliders


