Whole 3-level underground car park, 14 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 N21_BuiltIn_Materials.unitypackage.Underground Parking Garage: Complete 14-Area Car Park, Clean and Abandoned: a complete three-level underground car park under a 1980s city office block: decks P1-P3, straight and helix ramps, entry ramp with barriers, cashier booth, security office, stair and lift core, pump room, switch room, storage cages and workshop, plus the street portal 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: 14 areas: three parking decks (P1-P3), straight and helix ramps, entry ramp with barrier plaza, cashier booth, security office with CCTV, stair and lift core, pump room, switch room, storage cages with cycle store, maintenance workshop, and the street portal; real-world scale (1 unit = 1 m).Two states from one kit: clean (busy 1983 car park) and abandoned (flooded lower deck, spalled concrete with rebar, efflorescence); every area shell plus its clean and abandoned dressing ship as separate meshes.161 game-ready FBX (129 props and modules + 32 building-shell parts), one optimised all-quad mesh per asset, box / mesh colliders on the prefabs.Triangles per prop: 12 to 3,824, median 252; PBR textures up to 2048 px.388 PBR textures (BaseColor, Normal, ORM), power-of-two PNG, 256 to 2048 px; FBX. No vehicles included.Known issues1 of 129 props and 26 of 32 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.No vehicles are included (dress bays with the included wheel stops, cones, barriers, trolleys, bins and pallets).Unique meshes: 161 (129 props and modules, 32 shell parts)Triangles: props 12 - 3,824 per asset (median 252; all 129 props 67,504); shell parts 44 - 64,216 (all 32 shells 424,360)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: 388 files, PBR maps BaseColor, Normal (OpenGL), 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: 14States: clean / abandonedLightmap UV: UV1 lightmap channel on every mesh; 1 of 129 props and 26 of 32 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


