A medieval fortress with curtain walls, four towers, a drawbridge, a courtyard and ten furnished rooms. Assembled scene plus 891 part prefabs. Unity 6.3 URP.Curtain walls and four corner towers enclose a courtyard and the main residence. Cross the drawbridge, go through the gate, and into the great hall, where a carpeted stair climbs the wall to a railed landing and the upper hall. Beyond are a pointed-arch gallery, the kitchen, living quarters, tower rooms and the wall walks. Meadow and forest surround the walls.Seventeen door and gate leaves, in twelve sets, all open onto furnished rooms. Furniture, doors, banners, rugs and interior stone use scanned CC0 materials, and furniture edges are bevelled. Flags move and torches flicker in the demo.FeaturesAssembled fortress scene and prefab: curtain walls, 4 towers, gate and drawbridge, courtyard, 10-room residence, tower rooms, wall walks, surrounding terrain891 part prefabs covering architecture, furniture and props (repeated shapes counted individually)Scanned CC0 materials for furniture, doors, banners, rugs and interior stone17 opening door and gate leaves, a working drawbridge, animated flags and torch flamesBaked lightmaps, a reflection probe per room, post-processingDemo: E opens nearby doors, B raises and lowers the drawbridgeNo characters includedRender pipeline: URP (Unity 6000.3 LTS)Number of textures: 456 image assets, including lightmaps and probesTexture dimensions: 256 x 256 to 4096 x 2048 px; most common 512 x 512 pxPolygon count: typical kit part 1,114 tris; largest assembled kit part 70,661 tris (LOD0)Minimum polygon count: 1 tri (small decal mesh)Maximum polygon count: 70,661 trisNumber of meshes/prefabs: 5,927 FBX geometries including LOD, collision and scene meshes; 892 prefabsRigging: NoAnimation: Doors, drawbridge, flags and banners are driven by scriptsUV mapping: Two UV channels on 891 kit meshes (UV2 for lightmaps)LOD information: LOD1 and LOD2 on 655 kit meshes; small props have LOD0 onlyMaterials and texture maps: Base colour, normal, metallic/gloss and AOCollision: MeshColliders and BoxColliders in scenes; UCX meshes in 2 FBXsDemo: WASD and mouse; E opens doors; B raises and lowers the drawbridgeChatGPT (OpenAI) image generation was used for a planning reference (not included) and for some exterior stone, roof and gate base-colour textures, which were then made tileable and colour-matched by script. OpenAI Codex and Anthropic Claude were used as coding assistants for the build scripts. No AI-generated 3D models are included. Interior wood, cloth and stone are CC0 scans from Poly Haven and ambientCG.


