A real-size high-speed train for URP with a walkable interior: open every door, sit down, visit the cab, bistro and toilet, ride at 200 km/h, day and night.Made and tested in Unity 6.3 LTS (6000.3.28f1) with URP 17.3 only. Uses URP Lit and Complex Lit plus three included URP shaders: Lit AO (URP Lit with baked AO on UV2; Forward/Forward+), a mirror and a panorama sky. Scripts use URP and Unity UI (uGUI), both in a new URP project. The demo works with the Input System or the old Input Manager. No Built-in or HDRP materials.A realistic high-speed electric train for the Universal Render Pipeline, built at real size and detailed inside and out. Walk in through any door, take any seat, open the driver's cab, the toilet and the gangway doors, walk from car to car, and ride along while the train departs, runs at line speed and arrives back at the station.What's inside- Head car (26 m): a streamlined nose with a wrapped windscreen, head and tail lamps, a driver's cab with a desk, controller and three live displays (speed, train status, route), a vestibule and a saloon with 64 seats- Intermediate bistro car (25.5 m): a bar with a coffee machine, grinders, a pastry display case, a drinks fridge with bottles and cans, a menu screen with pages, standing tables with stools, an accessible toilet with a sunk basin and a working mirror, 44 seats and a pantograph- Standard-class seat pair: moquette with piping, headrests, armrests, seat-back tables (part of the mesh, not moving)- Environment for your scenes: 25 m track, 100 m of overhead line with masts, two 25 m platform pieces (with canopy and open), a fir tree with LODs- A demo scene: a station on a line through a landscape; walk in first person, open doors, sit down, switch day and night, send the train off and ride in the cabEvery door opens- Outer plug doors with sliding steps, automatic glass doors that part as you come, the hinged cab door, the sliding toilet door, gangway doors between the carsScripts (C#, documented)- TrainDoors, TrainPantograph, TrainLights (head lamps on the leading car, tail lamps on the last, interior and day/night levels), TrainScreen (speed, status, route, passenger information, departures, menus), TrainMirror, TrainSounds- TrainMover: departs, accelerates to the line speed, brakes to stand at the platform, turns the wheels and feeds the speedometer- FirstPersonWalker: walk, ride along on the moving train, sit down, press E to use things- The car prefabs come rigged; drop them in and the doors, lights and screens workQuality- Original design of the type, built from real-world dimensions; no real train, operator, livery or brand- Clear-coated pearl paint, tinted glass with a clear inner pane, textured laminate lining, perforated ceiling, moquette, vinyl floor, brushed steel; tiling detail maps sharp at any distance- Baked ambient occlusion for the cars and seats- Synthesised sounds: doors, hum, rolling and traction motors, pantograph, coffee machine- LOD Group per car (the interior drops out at a distance) plus Mesh LOD on the cars, seats and trackNumber of textures: 43 (24 tiling detail maps, 3 baked AO atlases, 8 fir and needle-card maps, 7 landscape maps, 1 sky panorama)Texture dimensions: detail maps 512-1024; AO atlases 4096 (cars) and 2048 (seat pair); fir maps 2048; landscape maps 1024; sky 4096 x 2048 EXRPolygon count (triangles, LOD 0, cars including their interior and seats):- train_head_a: 656 685- train_mid_a: 540 370- train_seat_pair_a: 12 416- train_track_a: 15 116- train_catenary_a: 7 112- train_platform_a: 2 652- train_platform_open_a: 1 324- train_fir_a: 21 496Minimum polygon count: 1 324 (train_platform_open_a)Maximum polygon count: 656 685 (train_head_a with interior; Mesh LOD down to 82 349)Number of meshes/prefabs: 8 prefabs (the cars split into moving parts: doors, steps, wheelsets, pantograph)Rigging: No (moving parts are separate objects with pivots; no skeleton)Animation count: 0Animation type list: none (movement is driven by the included scripts)UV mapping: Yes (UV0 in metres for the tiling maps; UV1 a baked-AO atlas for the cars and seats)LOD information: LOD Group per car; Mesh LOD (4 levels on the cars, 3 on seats and track); fir 3 LODsTypes of materials and texture maps: PBR, URP Lit / Complex Lit (clear coat), detail albedo and normal maps, baked AO, emission (lamps, screens)Scale: 1 unit = 1 m; front faces +ZColliders: Mesh on the walkable parts of the cars and on the platforms, Box on the seats, Capsule on the fir, none on the track and overhead lineAudio: 8 synthesised WAV clipsDocumentation: Documentation/Documentation.rtf and README.mdThe 3D geometry of the train, seats, track, overhead line, platforms and firs was created by generator scripts that an AI assistant (Anthropic Claude, used through Claude Code) wrote under the publisher's direction. The publisher chose the design, sizes, interior layout and look, reviewed every model and directed all changes. The tiling detail textures, the ambient-occlusion bakes, the ground textures and the sky panorama were generated by scripts written the same way, and the sounds were synthesised by a script (no recordings). The publisher's design reference sheets (exterior, saloon, cab, toilet, bar) were made with an AI image generator; they guided the design and are not included in the package. No AI-generated images and no third-party models, textures, sounds or scans are included. The runtime C# scripts, the prefabs, materials and the demo scene, the store images and the store video (with its synthesised music) were written or set up with the same AI assistant and reviewed by the publisher. The shader "Lit AO" was made with the same assistant from Unity's URP 17.3 Lit shader source (© Unity Technologies ApS, Unity Companion License). This store text and the documentation were also drafted with the same AI assistant and reviewed by the publisher.


