Urban Construction Pack
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Current version: 1.5
Version 1.5 changes include new lighting for the demo scenes, normal and specular pass, and completely rewritten shaders which results in a large performance increase on mobile devices. Full changelist located here: http://qt-ent.com/UCP/Documentation/new-in-v1-5a/
When creating a large urban space for a game, you will eventually encounter the importance of balancing performance vs. art quality vs. variety. It's important to tackle that in the beginning since any imbalance will cost you greatly the further you get in production. You may end up reworking significant portions of the art, or throwing it all away if it's too expensive to render or just not high-quality. Things get even more tricky when developing for mobile devices. This is where the Urban Construction Kit comes in.
Art and Design Considerations:
?5 architectural styles, each with 3-5 premade buildings.
?Each style also includes its own large set of modular "Wings," "Caps," and "Floors." This is where you'll spend most of your time. More detail here.
?4 Modular Wall sets, long, short, and end caps. From free-standing to lower-level support walls. Use these for visual variety, or put them at the base of any building for lower-level access.
?5 different sidewalk types; 2 of which include curb and drainage to be lined up next to the...
?Modular Road System: Single lane road to two lane busy street complete with custom shader for road lines. Short turns, long turns, T and + intersection shapes that you can also link it up to the...
?Modular Elevated Highway System, complete with exit ramp and on ramp, long and short turns,support beams.
?Traffic Light Event System: place traffic lights near your intersections and use the provided script to make them change naturally, or blink yellow.
?Custom Highway Signs: signs for routes, exits, streets, all with the correct palette and font.
?Custom-made Emissive and Non-Emissive Signs: Place these on your buildings for nice visual variety. Unity Pro users will appreciate the emissive lighting cast from the illuminated signs.
?Traffic Signs: stop, do not enter, no right turn, fallout shelter, etc.
?Poles, stairways, overhangs, doors, light fixtures, planters, and more.
?Everything was made to be snapped seamlessly on a grid.
For Performance Considerations:
?All buildings, doors, walls, and many sidewalks use a single texture and a single material, sourced at 4096x4096. Most mobile hardware supports 2048x2048 and it looks excellent.
?All signs and street props use a single texture and single material, sourced at 1024x1024
?As a result, for a complex scene of hundreds of draw calls, Unity Pro users will notice their scenes reduce to 30-40 draw calls. Unity Free users aren't left behind though, they can use the..
?Custom Mesh Combine EditorScript which supports various gameobject settings, including generating lightmap uvs on combine, in-editor.
And, as an added bonus:
?1 photoreal 2048x2048 skybox optimized for mobile devices to 1 draw call.
?2 Free Quantum MetaClouds (Project link here)
?Detailed documentation and full support.
Webplayer and Android Demos Link
OnlineDocumentation Link
Asset Store Link
YouTube Tutorial Series