Urban City Pack: Unity Engine Documentation

Getting Started

File Structure


  • Buildings
  • Foliage
  • Props
  • Roads



  • Buildings
    • Complete
    • Modular


One large scaled demo world using only the assets provided in this pack


  • Buildings
    • For each building style/design there is one corresponding texture that has a lot of the finer details that isn’t available to a standard tileable texture. Ex.ledges, vents, window frames, etc.
  • Foliage
    • All things foliage related.
  • Props
    • Generally holds all prop assets that required a 0-1 UVed texture sheet.
  • Tileable
    • Around 40 fully functional tileable materials and material instances. These assets are extremely versatile with their ability to be dragged and dropped throughout any project. Holding standard materials like Metals, Concretes, Bricks, etc.


  • Completed Buildings:
    • Completed buildings using the modular components. These assets are constructed in a 3rd party 3D program and imported as 1 asset.
  • Foliage:
    • All things foliage related
  • Modular Buildings:
    • Houses over 100 modular components like doorways, walls, windows, etc. All built with 9 distinct building styles.
  • Modular Roads
  • Props
    • Dozens of props ranging from planters, to street lights.


  • Buildings
  • Foliage
  • Props
  • Misc


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Package Breakdown


Completed buildings

  • There are 16 completed buildings to show the versatility of the modular components.
  • The buildings are using 9 distinct styles and are numbered accordingly. The idea is to get a range of styles like apartment complex, office spaces, commercial and even older municipal looking ones.


Modular Components

  • There are over over 100 modular assets, with 9 building styles. To help breakdown how they are used, the naming convention. “B1_F2_A” .
    • “B1” indicates what building design it is.
    • “F2” indicates which floor it’s on. Generally floor 2 can be duplicated 100 times to create a 100 story building. But F1 indicates it’s the foundation or ground floor. Floor2-3-4 indicate that it can be placed above it.
    • “A” simply means its style.
    • There are usually 3-4 floor components, things like window differences, walls, corners, using alphabetical breakdown just separates it.
  • There are usually 6-15 assets for each building style. Things like wall/corner/ledge/ledgecorner. The reason its so broken up is to give the user full control over making more variety.
  • These assets are fully snappable to the grid, and work seamlessly in just about every situation you want to connect them with.
  • There are 9 styles, each are intended to give a wide range of feel between the buildings. There’s more modern commercial style, older commercial, newer residential, older looking residential, Municipal-like library, government buildings, and simple office buildings.
  • Along with these preset styles, you can make a combination of any building materials. The buildings use tileable textures that are not just adjustable but easily interchangeable with completely new materials.
  • These assets come with the source FBX file necessary to take the models and create your own ‘completed building’ much like the existing examples in the package. The sole benefit from this is reducing draw calls. But there is also a drawback, in that the larger buildings are less likely to be occluded and will surely always be drawn in your level. This is a very delicate balancing act that will be dependent on the type of project.

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  • The roads are broken into small, fully snappable chunks.
  • There are prefabs built that have street lights assembled to save time of placing repetitive assets into your world.
  • The sidewalks are built into the roads, and have interchangeable sidewalk textures.

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Why don’t the modular parts have any collision?

Collision for a game is very particular to each specific game based on its needs. Some games don’t require collision at all, while some will need precise detailing. The modular parts are used in combination to create a grand piece. Sometimes that results in 1 story building, other times it could be a 1 block radius 200 story megastructure. If the collision was built directly into the parts, you could be dealing with thousands of collision meshes that aren’t necessary. It would be advised to create your own collision for your needs.

How do I make my own custom buildings as 1 mesh?

Creating modular buildings inside Unity has its benefits(like occluding the models), but it also has its drawbacks(draw calls). The fbx files are provided in the package, and are able to create your own custom 1 meshed building in a 3rd party 3d software of your choice. There is additional documentation on achieving this in the Breakdown/Building section.

Can I mix and match building styles to create my own hybrid?

You can play with the assets to your hearts desire. But the intention was to have 1 building styles modular parts to fit those parts specifically, if they happen to snap perfectly with other building styles, thats awesome, but again it was not the intention. You can however mix and match building materials like bricks and concretes to create a wide range of styles.

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