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t1k:unity:rendering:synty-polygon-generic

FieldValue
Modulerendering
Version3.1.7
Efforthigh
Tools

Keywords: assets, generic, polygon, Synty

/t1k:unity:rendering:synty-polygon-generic

  • 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

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)


  • 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

CategoryCountSubfolder
Environment/Nature220Prefabs/Environment/
Modular Base (building kit)70Prefabs/Base/
Props105Prefabs/Props/
Buildings (pre-assembled)25Prefabs/Building/
FX15Prefabs/FX/
Weapons/Tools3Prefabs/Weapons/

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_01 through _10, plus SM_Gen_Env_Rock_Pebbles_01 through _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 + _Half variants
  • 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_01
  • FX_Blood_Splatter_01, FX_Dust_Spots_01, FX_Leaves_01, FX_Wind_Streaks_01
  • FX_Waterfall_Foam_01, FX_Candle_Flame_01, FX_SunBeam_01, FX_Flies_01

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.


  • All prefabs are static meshes (MeshFilter + MeshRenderer) — bake cleanly via RenderMeshAuthoring
  • 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 ParticleSystemnot 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_01 use additive-blend materials — place above terrain for volumetric look

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
  • Prefab path changes between versions: Synty occasionally restructures Prefabs/ subfolders in updates. Hardcoded paths break — use AssetDatabase.FindAssets by 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)