Gas Station and Convenience Store - Clean and Abandoned
ATLAS KITS
$43.99
(no ratings)
Jump AssetStore
Canopy, pumps, price pylon and a fully stocked convenience store, 6 areas, clean and abandonedURP (Unity 2022.3+) is the main pipeline: demo scenes and materials are URP. For Built-in RP projects, import the included N26_BuiltIn_Materials.unitypackage.Gas Station: Complete Fuel Station and Convenience Store, Clean and Abandoned: a roadside gas station with convenience store (fictional Roadstar Fuel & Mart): forecourt with canopy, LED canopy lights, three pump islands with six fuel dispensers, price-sign pylon, air and water station, kerbs and lines; sales floor with stocked gondola shelving, drinks coolers, checkout counter with till, lottery dispenser and tobacco back bar, coffee and hot-dog station; stock room; cash office; customer restroom; back yard with dumpster enclosure and propane exchange cage you can drop into Unity at real scale. Every room is modelled and dressed, in two states (clean / abandoned), so one purchase covers the whole location.Everything is built by our own procedural code. Triangle counts, collision, UVs and naming are listed below so you can check the numbers before you buy.Designed and built procedurally by us in Blender with our own Python code. No generative-AI meshes or textures, no scans, no third-party assets.Key factsComplete building, not a single room: 6 rooms, real-world scale (1 unit = 1 m).Two states from one kit: clean and abandoned.132 game-ready FBX (116 props and modules + 16 building-shell parts), one optimised all-quad mesh per asset, box / mesh colliders on the prefabs.Triangles per prop: 12 to 35,532, median 360; PBR textures up to 2048 px.Known issues26 of 116 props and 10 of 16 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.Store shelves and coolers use many separate product props; enable GPU instancing on their materials for performance.Window views (road, city blocks) are simple backdrop geometry meant for distance views, not close inspection.No vehicles are included.Unique meshes: 132 (116 props and modules, 16 shell parts)Triangles: props 12 - 35,532 per asset (median 360; all 116 props 347,998); shell parts 120 - 45,460 (all 16 shells 140,042)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: 348 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: 6States: clean / abandonedLightmap UV: UV1 lightmap channel on every mesh; 26 of 116 props and 10 of 16 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


