COASTAL CITYDOCSv1.0
Documentation
Everything you need to lay out streets, build blocks from facades, recolour the town, wire up the vehicles and furnish the courier’s home, in Unity, Unreal or Godot.
Getting started
All four packs follow the same rules, so once one piece sits right in your scene, the rest will too.
- Import the package you received. In Unity, use Assets → Import Package → Custom Package. For other engines, import the FBX files.
- Open the showcase scene to see a finished street built from the kit.
- Drag prefabs into your scene. Everything is real-world scale, so no rescaling is needed.
Using another engine? Every model is also shipped as a plain .fbx, alongside the palette textures.
What’s in a download
CoastalCity/
├─ Models/ FBX, one per model, LOD0 + LOD1 inside
├─ Prefabs/ Ready-to-use prefabs with LODGroup and colliders
├─ Materials/ CityKit_Palette (URP Lit)
├─ Textures/ Palette: BaseColor, MetallicSmoothness, Emission
├─ Scenes/ CityKit_Showcase
└─ Docs/ README, CHANGELOGModels follow the Category_Name_Variant pattern, for example Building_Apartment_Sage, Road_TIntersection or Moto_Scooter125. The pack pages list every file.
Scale, axes & pivots
- Units: 1 unit = 1 metre. Unreal converts to centimetres on import.
- Axes: Y is up. The front of every vehicle and every building entrance faces +Z, Unity’s forward direction.
- Pivots: buildings, props and vehicles pivot at the centre of their base (Y = 0). Wheels and handlebars pivot where they turn.
- Heights: the road surface is at Y = 0 and the sidewalk top at Y = 0.15. Put props that stand on the sidewalk at Y = 0.15.
Building streets
- Every road module is 12 × 12 m: an 8 m carriageway with a 2 m sidewalk on each side. Set grid snapping to 12 and roads line up edge to edge.
- Road modules: straight, crosswalk, 4-way intersection, T-junction, corner, bus stop, parking bays and ramp. Rotate corners and T-junctions in 90° steps.
- The ramp rises 1.5 m from end to end. Raise the next module by 1.5 m to continue on the upper level.
- Buildings are about 7.5 m wide and 8.25 m deep. Space them 8 m apart along the street, just behind the sidewalk, facing the road.
- Edge modules come in fixed lengths: seafront railing 4 m, fence 3 m, sidewalk 4 m.
The palette material
Each kit uses one material and one small texture set. Every face’s UVs point into a flat colour cell of a palette: 256 × 128 for City Kit v1, and 512 × 256 with 128 cells (Palette B) for the City Expansion and the Home Kit. The cell list ships as palette_cells.json.
| Texture | Contents | Import |
|---|---|---|
| BaseColor | Flat colour cells: plaster, roof tile, asphalt, glass, paint and more | sRGB · Point filter |
| MetallicSmoothness | R = metallic · A = smoothness (Unity convention) | Linear · Point filter |
| Emission | Headlights, lamps and lit signs | sRGB · Point filter |
- Keep point filtering (Unity: Filter Mode → Point; Unreal: Filter → Nearest; Godot: Nearest). Bilinear filtering bleeds neighbouring colours along cell edges.
- Recolouring: repaint a cell in the BaseColor image and every surface that uses it changes, for example all roofs or all taxis. Keep the cell boundaries where they are.
- Windows are stylised opaque glass, and there is no transparency anywhere in the kit.
LODs & colliders
- Every city FBX contains
LOD0andLOD1, where LOD1 is roughly half the triangles (very cheap models of 64 triangles or fewer keep the same mesh). The prefabs carry a LODGroup that switches to LOD1 below 15% screen height and culls below 1.2%. Tune both for your camera and target device. - Roads and ground use a MeshCollider on the LOD0 mesh. Everything else uses simple BoxColliders. Split them into smaller boxes if your gameplay needs tighter contact.
- Decorative items that nothing should collide with have no collider, such as the manhole cover, cables, laundry lines, plant cards, signs and road decals.
- The Home Kit has no LODs or colliders, because it is built for a fixed close-up camera.
Vehicles & moving parts
- Motorcycles have three child objects:
Wheel_Front,Wheel_RearandHandlebar. Cars, vans, the bus and the truck haveWheel_Front_L,Wheel_Front_R,Wheel_Rear_LandWheel_Rear_R. - Each pivot sits at the part’s own centre of rotation. Apply wheel spin and front-wheel steering as separate rotations, and keep each part’s starting rotation.
- Vehicles are visual assets. There is no Rigidbody, controller or AI, so pair them with your own vehicle controller or a WheelCollider set-up.
- The courier props (helmet, top box and parcel) are real-world size, ready to place on the bikes or in a courier’s hands.
City Expansion v2
- Road widths: the standard is still 12 × 12 m. Special pieces are the 9 × 12 m narrow street (6 + 1.5 + 1.5), a 3.5 m alley without sidewalks, a 24 × 12 m four-lane avenue and a 36 × 36 m roundabout.
- Slopes: over 12 m, the 5% slope rises 0.6 m and the 10% slope rises 1.2 m. Place the next piece at the height of the north snap point. The stair alley is visual only and not drivable.
- Facades: modules are 7.5 m wide (3.75 m for narrow buildings), with a 4 m ground floor and 3 m upper floors. Stack ground, mid and top floors, then cap them with a roof on the same 7.5 × 7.5 m module. The facade pivot sits at the bottom centre of the joining plane.
- Snap points: prefabs contain empties for floor, left/right, road, parking and delivery joints. The catalogue lists each one with its position and facing. Stacking floors is a matter of placing the next module on
Snap_Top. - Footprint vs bounds: balconies and eaves can stick out.
footprintin the catalogue is the placement module, andboundsMin/Maxis the real visual size. - Decals are thin meshes with no collider. Lay them just above the asphalt to avoid z-fighting.
- Parked vehicles include 24 colour variants of the v1 bodies and nine new body types (compact, wagon, SUV, pickup, dolmuş, minibus, tram, garbage truck and tow truck), plus bikes and e-scooters. Doors and wheels that move are pivoted like the v1 vehicles.
Courier Home Kit
- Interiors: five rooms that grow with the player, from a rented room (about 4.6 × 5 m) through a studio and a 1+1 and 2+1 flat to a detached house. Each has a matching exterior piece.
- Furniture levels:
Furniture_{Type}_L0toL3for Bed, Kitchen, Sofa, CoffeeMachine, Charger and Decor. Every level of a type is placed at the sameSlot_{Type}marker, so you can show one and hide the rest. - Markers:
BedMark(the camera target on the bed),CameraMark,DoorMarkandLampMark_*for point lights. The rooms have no real lights of their own. Lamp shades use emissive palette cells. - Window glass is a separate mesh named
WindowGlass, so you can tint it with the time of day. - Extras: four phones in three case colours, thermal bags L0–L3 and gadgets, bike upgrades (tyres, brakes, suspension and engine at L1–L3), a sleeping courier for each bed level, and home-scene versions of the seven motorcycles.
Unity
- Unity 6 with the Universal Render Pipeline is the native target. Prefabs, the palette material and the showcase scene work straight after import.
- HDRP: switch the material to HDRP/Lit and build a mask map from the palette: HDRP’s R is metallic, taken from the palette’s R, and HDRP’s A is smoothness, taken from the palette’s A.
- Built-in pipeline: use the Standard shader with the same three textures.
- Mark buildings, roads and props as Static to get static batching and baked lighting.
Unreal Engine 5
- Import the FBX files with Import Uniform Scale 1.0, which gives metres to centimetres automatically.
- Create one material. Plug in BaseColor, set Metallic from the MetallicSmoothness R channel, and set Roughness to
1 − A. Add Emission as emissive colour. Set every palette texture to Nearest filtering and turn off mip-maps. - Enable Import LODs to bring LOD1 in, or let Nanite handle detail on the static pieces.
- Add simple box collision in the Static Mesh editor, or use complex-as-simple on roads.
Godot 4 & Blender
- Godot 4: the FBX files import directly. Assign one
StandardMaterial3Dwith the palette textures and texture filter set to Nearest. Godot can generate additional LODs on import if you need them. - Blender: File → Import → FBX. Set the palette image textures to Closest interpolation.
Performance
| Item | LOD0 | LOD1 |
|---|---|---|
| Heaviest building (office block) | 7,460 | 3,878 |
| Typical apartment or shop | ≈ 4,500 | ≈ 2,300 |
| Car, van or bus | 5,480 – 6,356 | 2,834 – 3,288 |
| Motorcycle | 4,468 – 4,988 | 2,312 – 2,573 |
| Road module | 12 – 504 | 12 – 254 |
| Whole collection, one of each | 146,518 | 75,942 |
The last row is the sum of the catalogue, not a scene budget. Because everything shares one material, Unity’s SRP Batcher and static batching group a whole street into very few batches.
What’s not included
- Interiors for the city buildings, which are exterior shells. The five home interiors are the exception.
- Pedestrians, characters and animations.
- Vehicle physics, traffic AI, sounds and VFX.
Updates & support
- Fixes and improvements are free for buyers. We email the updated files, and each release is listed in
CHANGELOG. - Something not importing right? Email hello@umutbenkenobi.com with the pack name, your engine and version, and a screenshot. We usually reply within two working days.
- Licensing questions are answered on the license page.