t1k:unity:rendering:synty-polygon-generic
| Field | Value |
|---|---|
| Module | rendering |
| Version | 3.1.7 |
| Effort | high |
| Tools | — |
Keywords: assets, generic, polygon, Synty
How to invoke
Section titled “How to invoke”/t1k:unity:rendering:synty-polygon-genericSynty Polygon Generic
Section titled “Synty Polygon Generic”Terminology
Section titled “Terminology”- SM_Gen_Env — Generic environment/nature prefab
- SM_Gen_Bld / SM_Bld_Base — Generic building or modular base piece
- SM_Gen_Prop — Generic prop prefab
- SM_Gen_Wep — Generic tool/weapon (axe, pickaxe, spade)
- FX — Particle effect prefab
Skill Purpose
Section titled “Skill Purpose”Reference for the Synty PolygonGeneric package (438 prefabs). The largest of the three Synty packages — focused on reusable environment/terrain pieces, a full modular building system (Base pieces: walls, floors, roofs, pillars, stairs), generic props (crates, barrels, furniture, food), and ambient FX. Theme-neutral: suitable for any low-poly setting.
Package root:
Assets/Synty/PolygonGeneric/Related skills:synty-polygon-fantasy-rivals(fantasy characters) ·synty-polygon-knights(medieval buildings, knight characters)
When This Skill Triggers
Section titled “When This Skill Triggers”- Placing trees, rocks, bushes, cliffs, ground tiles, grass, flowers
- Using the modular building system (walls, floors, roofs, pillars, doors)
- Adding generic props (barrels, crates, chests, furniture, food)
- Asking about PolygonGeneric materials or terrain ground tiles
- Building terrain/environment layout for BattleDemo or other scenes
Asset Categories
Section titled “Asset Categories”| Category | Count | Subfolder |
|---|---|---|
| Environment/Nature | 220 | Prefabs/Environment/ |
| Modular Base (building kit) | 70 | Prefabs/Base/ |
| Props | 105 | Prefabs/Props/ |
| Buildings (pre-assembled) | 25 | Prefabs/Building/ |
| FX | 15 | Prefabs/FX/ |
| Weapons/Tools | 3 | Prefabs/Weapons/ |
Key Asset Groups
Section titled “Key Asset Groups”Nature / Terrain:
- Trees:
SM_Gen_Env_Tree_01/02/03,SM_Gen_Env_Tree_Dead_01/02/03,SM_Gen_Env_Tree_Pine_01/02/03 - Rocks:
SM_Gen_Env_Rock_01through_10, plusSM_Gen_Env_Rock_Pebbles_01through_05 - Cliffs:
SM_Gen_Env_Cliff_01/02/03/04,SM_Gen_Env_Cliff_Arch_01/02,SM_Gen_Env_Dirt_Cliff_01–08 - Bushes:
SM_Gen_Env_Bush_01–04,SM_Gen_Env_Bush_Large_01–04,SM_Gen_Env_Bush_Part_01–06 - Ground tiles:
SM_Gen_Env_Ground_Dirt/Grass/River_Dirt/River_Grass_*(flat + large variants) - Mountains:
SM_Gen_Env_Mountain_01/02/03,SM_Gen_Env_Hill_01–05
Modular Building Base (wall/floor/roof kit):
- Walls:
SM_Bld_Base_Wall_01,_Corner,_Angle,_Half,_Round,_Thin,_Window_*,_Door_* - Floors:
SM_Bld_Base_Floor_01,_Half,_Round,_Quarter_Combined - Roofs:
SM_Bld_Base_Roof_Straight,_Cap,_Corner_In/Out,_Half,_Quarter,_Trim - Pillars:
SM_Bld_Base_Pillar_01–05+_Halfvariants - Stairs:
SM_Bld_Base_Stairs_01/02,_Half,_Quarter,_Stairwell_Wall - Ceilings:
SM_Bld_Base_Ceiling_01,_45,_Half,_Quarter
Props (selection):
- Storage:
SM_Gen_Prop_Barrel_Metal/Wood_01–03,SM_Gen_Prop_Crate_01–03,SM_Gen_Prop_Sack_01–05 - Containers:
SM_Gen_Prop_Chest_01/02,SM_Gen_Prop_Cardboard_Box_01–05 - Furniture:
SM_Gen_Prop_Chair_01,SM_Gen_Prop_Table_01,SM_Gen_Prop_Shelf_01–03 - Food: bread, meat (6 variants), vegetables (6 variants)
- Decorative:
SM_Gen_Prop_Statue_01–05,SM_Gen_Prop_Skull_01, coins, potions
FX:
FX_Fire_01,FX_Fog_01,FX_Rain_01,FX_Snow_01,FX_Smoke_01FX_Blood_Splatter_01,FX_Dust_Spots_01,FX_Leaves_01,FX_Wind_Streaks_01FX_Waterfall_Foam_01,FX_Candle_Flame_01,FX_SunBeam_01,FX_Flies_01
Materials
Section titled “Materials”Named by surface type — multiple materials for variety:
Assets/Synty/PolygonGeneric/Materials/ Generic_Grass.mat Generic_Dirt.mat Generic_Rock.mat Generic_Wood.mat Generic_Brick.mat Generic_Plaster.mat Generic_Water.mat Generic_Road.mat Generic_Ivy.mat Generic_Mountains.mat Generic_Cloud.mat Generic_Glass.mat Skybox_01.mat Waterflow_01.mat ...Also has Alts/ folder with alternative color palettes, and FX/ sub-folder for FX-specific materials.
DOTS / ECS Usage Notes
Section titled “DOTS / ECS Usage Notes”- All prefabs are static meshes (
MeshFilter+MeshRenderer) — bake cleanly viaRenderMeshAuthoring - Ground tiles have no collider by default — add
PhysicsShapeAuthoring(box) in Baker for walkable ground - Rocks and cliffs work as static physics obstacles: add
PhysicsBodyAuthoring(Static) +PhysicsShapeAuthoring - FX prefabs use
ParticleSystem— not ECS bake-able, keep as scene GameObjects - Modular Base pieces are designed to snap on 1-unit grid — use integer positions in bakers
LightRay_Cube_01/LightRay_Round_01use additive-blend materials — place above terrain for volumetric look
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 - Prefab path changes between versions: Synty occasionally restructures
Prefabs/subfolders in updates. Hardcoded paths break — useAssetDatabase.FindAssetsby name instead - Scale mismatch between packs: PolygonGeneric uses ~1 unit = 1 meter, but mixing with other Synty packs may require scale adjustment (some packs use slightly different proportions)