Backrooms and Liminal Pool Rooms - Clean and Abandoned
ATLAS KITS
$27.49
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Level 0 yellow maze + tiled pool rooms, 11 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 N22_BuiltIn_Materials.unitypackage.Every area is modelled and dressed in two states (clean / abandoned), so one purchase covers the whole liminal location: exploration, horror and found-footage games, 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 location, not a single room: 11 areas: Level 0 (open hall, partition maze, pillar room, low-ceiling crawlway, leftover office), pool level (lap pool hall with skylight, flooded wading room, barrel-vault tile tunnel, communal showers) and 2 transitions (carpet-to-tile threshold, tiled stair down); real-world scale.Two states from the same cameras: clean ('fresh', every fluorescent humming) and abandoned (dead and flickering troffers, holes in the ceiling grid, fallen tiles, peeling wallpaper, waterlogged carpet, murky lowered pools, algae waterline, popped tiles).Own materials: mono-yellow wallpaper with roll seams, damp loop carpet, acoustic ceiling tiles on a T-grid, glazed 150 mm tiles as a real 12-20 mm tile skin with grout, bullnose coping, water with depth absorption and caustics.Kit props: 2x4 prismatic troffers (lit / flickering / dead), sprinklers, smoke detectors, vents, outlets, thermostat, wet-floor sign, mop bucket, pool ladder, loungers, kickboards, lifebuoy, depth plates, drinking fountain, office leftovers.75 game-ready FBX (42 props and modules + 33 building-shell parts), one optimised all-quad mesh per asset, box / mesh colliders on the prefabs.Triangles per prop: 12 to 2,676, median 204; PBR textures up to 2048 px.Known issues29 of 33 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.Unique meshes: 75 (42 props and modules, 33 shell parts)Triangles: props 12 - 2,676 per asset (median 204; all 42 props 14,200); shell parts 590 - 22,720 (all 33 shells 233,414)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: 126 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: 11States: clean / abandonedLightmap UV: UV1 lightmap channel on every mesh; 29 of 33 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


