A 4x4, an 8x8 APC and a main battle tank for URP, each with a burnt wreck. Moving parts, scrolling tracks, turret fire, lamps and effects, with a playable demo.Made and tested with URP 17.3 in Unity 6.3 LTS (6000.3.28f1). Materials use the standard URP/Lit shader and URP Particles/Unlit for the effects; no custom shaders. The runtime scripts are plain C# MonoBehaviours with no dependencies; the demo reads input through the Input System package or the old Input Manager, whichever is enabled. Built-in and HDRP materials are not included.Three realistic military vehicles for the Universal Render Pipeline, made at real-world scale, each with a burnt wreck to swap in when it is destroyed. The vehicles come apart into moving parts with correct pivots, and small runtime scripts make them move: drop a prefab in, add a component, and drive it from your own controller.What's inside- A 4x4 light tactical vehicle: four opening doors, hood, roof hatch, tailgate, steering front wheels and steering wheel, a flat tyre- An 8x8 armoured personnel carrier: turret with an automatic cannon, two steering axles, commander's, driver's and rear hatches, a lowering rear ramp, a flat tyre- A main battle tank: turret and gun with recoil, 14 road wheels, sprockets, idlers and return rollers that roll, tracks that scroll with the distance (faster on the outside of a curve), a broken track lying behind, three hatches- A burnt wreck for each vehicle: charred, rusty, with open hatches and a drooped gun- A demo scene: a convoy drives around a loop, turrets sweep and fire; open doors with a click, switch lamps, burn and restore vehicles from the keyboardScripts (C#, documented)- VehicleParts: wheel roll and steering, tank tracks, doors, hatches and ramp, headlights, brake lamps, indicators and hazards, flat tyre, broken track, antenna sway, swap to the wreck- TurretControl: aim at a point or by angles, fire with barrel recoil, muzzle flash and smoke- VehicleEffects: dust that grows with speed, exhaust, smoke and flames on wrecks- Works with any controller: call Drive() and SetSteer() each frame; a path driver is included for demosQuality- Original, generic designs built from real-world dimensions; no insignia, markings, numbers or brand names- Worn olive paint with chips and scratches down to bare steel, rubber tyres, glass, glowing lamps- 4096 x 4096 Base Color, Normal, Ambient Occlusion and Metallic/Smoothness per vehicle and per wreck; a tiling track texture for the tank- 18 032 - 24 002 triangles per vehicle, 12 516 - 22 534 per wreckReady to use- Prefabs with position 0, rotation 0, scale 1; pivot at the base centre; front faces +Z- Box colliders; lightmap UVs generated on import- Without scripts, every prefab also works as a static propNumber of textures: 36 (4096 x 4096 vehicle and wreck sets, 1024 x 1024 tiling track sets, 1 particle texture)Texture dimensions: 4096 x 4096 (vehicles and wrecks), 1024 x 1024 (track tiles), PNGPolygon count (triangles):- vehicle_tactical_a: 18 032- vehicle_tactical_a_burnt: 12 516- apc_wheeled_a: 19 662- apc_wheeled_a_burnt: 13 214- tank_mbt_a: 24 002- tank_mbt_a_burnt: 22 534Minimum polygon count: 12 516 triangles (vehicle_tactical_a_burnt)Maximum polygon count: 24 002 triangles (tank_mbt_a)Number of meshes/prefabs: 6 models (the intact vehicles split into 19, 23 and 38 parts), 6 prefabsRigging: No (moving parts are separate objects with pivots; no skeleton)Animation count: 0 (movement is driven by the included scripts)Animation type list: noneUV mapping: Yes (one unique UV0 layout per vehicle; the tank tracks use a tiling strip; lightmap UVs generated on import)LOD information: no LODsTypes of materials and texture maps: PBR, URP/Lit; Base Color (sRGB), Normal (OpenGL), Ambient Occlusion, Metallic (R) + Smoothness (A), Emission (lamps)Also:- Scale: 1 unit = 1 m; pivot at the base centre; front faces +Z- Colliders: Box- Scripts: VehicleParts, TurretControl, VehicleEffects, VehicleDriver, demo scripts (namespace Blender3DM.MilitaryVehicles)- Render pipeline: URP 17.3, Unity 6.3 LTS and newer; Built-in and HDRP not included- Documentation: Documentation/Documentation.rtf and README.md- Version: 1.0.0The 3D geometry, the high-poly detail used for baking, and the procedural materials (painted steel, rubber, glass, burnt metal) were created by generator scripts that an AI assistant (Anthropic Claude, used through Claude Code) wrote under the publisher's direction. The publisher chose the designs, sizes, moving parts and look, reviewed every model, and directed all changes. The vehicle textures are baked from those procedural materials and the smoke/dust particle texture is generated by a script; no AI image generator was used and no third-party models, textures or scans are included. The runtime C# scripts, the prefabs, materials, demo and showcase scenes, the store images and the store video were written or set up with the same AI assistant and reviewed by the publisher. This store text and the documentation were also drafted with the same AI assistant and reviewed by the publisher.







