t1k:unity:rendering:synty-polygon-fantasy-rivals
| Field | Value |
|---|---|
| Module | rendering |
| Version | 3.1.7 |
| Effort | medium |
| Tools | — |
Keywords: assets, fantasy, polygon, Synty
How to invoke
Section titled “How to invoke”/t1k:unity:rendering:synty-polygon-fantasy-rivalsSynty Polygon Fantasy Rivals
Section titled “Synty Polygon Fantasy Rivals”Terminology
Section titled “Terminology”- 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)
Skill Purpose
Section titled “Skill Purpose”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)
When This Skill Triggers
Section titled “When This Skill Triggers”- 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
Asset Categories
Section titled “Asset Categories”| Category | Count | Subfolder |
|---|---|---|
| Characters | 20 | Prefabs/Characters/ |
| Weapons | 21 | Prefabs/Weapons/ |
| Props | 13 | Prefabs/Props/ |
| FX | 17 | Prefabs/FX/ |
| Bases (display) | 6 | Prefabs/Props/SM_Base_* |
Key Characters (each has a matching SM_Wep_* prefab):
SM_Chr_AncientWarrior_01/SM_Chr_AncientQueen_01— armored humanoidsSM_Chr_BR_BarbarianGiant_01/SM_Chr_BR_Slayer_01— large brutish fightersSM_Chr_BR_BigOrk_01/SM_Chr_BR_Dwarf_01/SM_Chr_BR_MutantGuy_01SM_Chr_BR_ElementalGolem_01/SM_Chr_BR_FortGolem_01/SM_Chr_BR_MechanicalGolem_01— golem variantsSM_Chr_BR_PigButcher_01/SM_Chr_BR_RedDemon_01/SM_Chr_BR_Troll_01SM_Chr_DarkElf_01/SM_Chr_EvilGod_01/SM_Chr_ForestGuardian_01SM_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
Materials
Section titled “Materials”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.
DOTS / ECS Usage Notes
Section titled “DOTS / ECS Usage Notes”- Characters are static meshes (no Animator, no SkinnedMeshRenderer) — safe for ECS baking with
RenderMeshArray - Add
RenderMeshAuthoring(or custom Baker) —MeshFilter+MeshRenderer→RenderMeshArray+MaterialMeshInfo - Characters have no
MeshColliderby default — addPhysicsShapeAuthoring(box/capsule) in Baker for physics - FX prefabs contain
ParticleSystem— not ECS-compatible; manage separately as GameObjects or use ECS visual effects - Display bases (
SM_Base_*) work as static ECS obstacles withPhysicsBodyAuthoring(static)
Quick Reference
Section titled “Quick Reference”| Task | Reference |
|---|---|
| All prefab paths by category | asset-index.md |
Gotchas
Section titled “Gotchas”- URP material conversion required: Synty ships Built-in RP materials. Must convert to URP via
Edit > Rendering > Materials > Convertor they render pink - No environment assets: This pack has zero terrain/building prefabs — must combine with
synty-polygon-genericorsynty-polygon-knightsfor 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