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t1k:unity:rendering:synty-polygon-fantasy-rivals

FieldValue
Modulerendering
Version3.1.7
Effortmedium
Tools

Keywords: assets, fantasy, polygon, Synty

/t1k:unity:rendering:synty-polygon-fantasy-rivals

  • SM_Chr — Static mesh character prefab
  • SM_Wep — Static mesh weapon prefab
  • SM_Prop — Static mesh prop prefab
  • SM_Base — Display/arena base prefab
  • FX — Particle effect prefab
  • FantasyRivals_01/02/03/04 — Atlas texture sheets (A/B/C/D color variants each)

Reference for the Synty PolygonFantasyRivals package (77 prefabs). Contains 20 fantasy boss/creature characters with unique weapons, display base platforms, decorative props, and magic FX. Each character comes with a matching weapon prefab. No environment assets — use synty-polygon-generic or synty-polygon-knights for terrain/buildings.

Package root: Assets/Synty/PolygonFantasyRivals/ Related skills: synty-polygon-generic (environment/terrain) · synty-polygon-knights (human warriors, buildings)


  • Placing fantasy boss characters (golems, demons, trolls, dark elves, medusa, etc.)
  • Using magic/fire FX for combat effects
  • Setting up character display bases (dirt, grass, rock, dungeon, mechanical)
  • Referencing character-matched weapons in code or Baker
  • Asking about PolygonFantasyRivals material variants or color palettes

CategoryCountSubfolder
Characters20Prefabs/Characters/
Weapons21Prefabs/Weapons/
Props13Prefabs/Props/
FX17Prefabs/FX/
Bases (display)6Prefabs/Props/SM_Base_*

Key Characters (each has a matching SM_Wep_* prefab):

  • SM_Chr_AncientWarrior_01 / SM_Chr_AncientQueen_01 — armored humanoids
  • SM_Chr_BR_BarbarianGiant_01 / SM_Chr_BR_Slayer_01 — large brutish fighters
  • SM_Chr_BR_BigOrk_01 / SM_Chr_BR_Dwarf_01 / SM_Chr_BR_MutantGuy_01
  • SM_Chr_BR_ElementalGolem_01 / SM_Chr_BR_FortGolem_01 / SM_Chr_BR_MechanicalGolem_01 — golem variants
  • SM_Chr_BR_PigButcher_01 / SM_Chr_BR_RedDemon_01 / SM_Chr_BR_Troll_01
  • SM_Chr_DarkElf_01 / SM_Chr_EvilGod_01 / SM_Chr_ForestGuardian_01
  • SM_Chr_ForestWitch_01 / SM_Chr_Medusa_01 / SM_Chr_Mystic_01 / SM_Chr_SpiritDemon_01

Key FX:

  • Fire: FX_Fire_01_01, FX_Fire_02_01, FX_Fire_Circle_01, FX_Fireball_01, FX_Fireball_Shooting_01
  • Magic: FX_Magic_Missile_01, FX_Magic_Swirl_01, FX_Runes_01, FX_EnergyPull_01, FX_EnergyPush_01
  • Ambient: FX_BloodSplat_FX, FX_Sparks_01, FX_Smoke_Large_01, FX_Smoke_Small_Dark_01

4 atlas sheets × 4 color variants (A/B/C/D):

Assets/Synty/PolygonFantasyRivals/Materials/
FantasyRivals_01_A.mat FantasyRivals_01_B.mat FantasyRivals_01_C.mat FantasyRivals_01_D.mat
FantasyRivals_02_A.mat FantasyRivals_03_A.mat FantasyRivals_04_A.mat ...

All characters use atlas-based single materials — supports MaterialPropertyBlock tinting for team colors.


  • Characters are static meshes (no Animator, no SkinnedMeshRenderer) — safe for ECS baking with RenderMeshArray
  • Add RenderMeshAuthoring (or custom Baker) — MeshFilter + MeshRendererRenderMeshArray + MaterialMeshInfo
  • Characters have no MeshCollider by default — add PhysicsShapeAuthoring (box/capsule) in Baker for physics
  • FX prefabs contain ParticleSystemnot ECS-compatible; manage separately as GameObjects or use ECS visual effects
  • Display bases (SM_Base_*) work as static ECS obstacles with PhysicsBodyAuthoring (static)

TaskReference
All prefab paths by categoryasset-index.md
  • URP material conversion required: Synty ships Built-in RP materials. Must convert to URP via Edit > Rendering > Materials > Convert or they render pink
  • No environment assets: This pack has zero terrain/building prefabs — must combine with synty-polygon-generic or synty-polygon-knights for scenes
  • Atlas color variants (A/B/C/D): Swapping variant at runtime requires material reassignment, not property change — each variant is a separate texture atlas