t1k:unity:rendering:synty-polygon-knights
| Field | Value |
|---|---|
| Module | rendering |
| Version | 3.1.7 |
| Effort | high |
| Tools | — |
Keywords: assets, knights, polygon, Synty
How to invoke
Section titled “How to invoke”/t1k:unity:rendering:synty-polygon-knightsSynty Polygon Knights
Section titled “Synty Polygon Knights”Terminology
Section titled “Terminology”- SM_Bld — Building prefab (castle, house, church, tent, etc.)
- SM_Chr — Character prefab (knight or soldier with team color suffix)
- SM_Env — Environment prefab (paths, tiles, terrain, trees)
- SM_Prop — Prop prefab (banners, carts, fences, braziers)
- SM_Wep — Weapon prefab
- _Snow suffix — Snow-covered variant of the same asset
- _Lite suffix — Simplified (fewer polygons) version of a building
- PolyKnights_01–04 — Atlas texture sheets (regular + Dark variants)
- PolyKnights_Character_01_Black/Blue/Orange/Yellow — Per-team character materials
Skill Purpose
Section titled “Skill Purpose”Reference for the Synty PolygonKnights package (346 prefabs). Focused on medieval/fantasy battlefield content: castle towers, house buildings, church structures, tents, knight and soldier characters in 4 team colors, cobblestone/dirt paths, nature tiles, and medieval props. Most buildings have snow variants. Characters come in Black/Blue/Orange/Yellow team color variants.
Package root:
Assets/Synty/PolygonKnights/Related skills:synty-polygon-generic(generic terrain/props) ·synty-polygon-fantasy-rivals(fantasy boss characters)
When This Skill Triggers
Section titled “When This Skill Triggers”- Placing castle towers, walls, gates, house buildings, churches, tents
- Using knight/soldier characters with specific team colors
- Placing cobblestone paths, dirt paths, ground tiles with snow support
- Referencing medieval props (banners, carts, braziers, fences, gravestones)
- Asking about PolygonKnights material sheets or snow/grass swap shader
Asset Categories
Section titled “Asset Categories”| Category | Count | Subfolder |
|---|---|---|
| Buildings | 210 | Prefabs/Buildings/ |
| Environments | 61 | Prefabs/Environments/ |
| Props | 47 | Prefabs/Props/ |
| Characters | 20 | Prefabs/Characters/ |
| Weapons | 8 | Prefabs/Weapons/ |
Key Asset Groups
Section titled “Key Asset Groups”Characters (4 types × 4 colors = 16, plus 4 extra variants):
- Knights:
SM_Chr_Knight_01/02/03_Black/Blue/Orange/Yellow— heavy armored - Soldiers:
SM_Chr_Soldier_01/02_Black/Blue/Orange/Yellow— lighter infantry - Team colors map to
PolyKnights_Character_01_Black/Blue/Orange/Yellow.mat
Buildings:
- Castle: towers (
SM_Bld_Castle_Tower_01–04+ Round variants), walls (SM_Bld_Castle_Wall_01), gates, battlements, flags - Houses: rooms (
SM_Bld_House_Room_01–07), tall rooms, round rooms, foundations, windows, doors, chimneys - Church: rooms, tower sections, extensions, windows, doors
- Other:
SM_Bld_Tent_01/02/03,SM_Bld_Leanto_01,SM_Bld_Village_Well_01, rock walls, large stairs - Most have
_Snowvariants and_Lite(low-poly) versions
Environments:
- Paths:
SM_Env_Path_Cobble_01/02,SM_Env_Path_Dirt_01–06,SM_Env_Path_Stone_01–03,SM_Env_Path_Tile_01/02 - Tiles:
SM_Env_Tile_Dirt_01,SM_Env_Tile_Grass_01,SM_Env_Tile_Snow_01,SM_Env_Tile_Water_01 - Trees:
SM_Env_Tree_01/02/03,SM_Env_Tree_Twisted_01/02— all have_Snowvariants - Terrain: cliffs, ground mounds, mountains (grass + snow), canal sections, bridges
- Ground:
SM_Env_GroundMound_01/02,SM_Env_MountainGrass_01/02,SM_Env_MountainSnow_01/02
Props (selection):
- Banners:
SM_Prop_Banner_01/02/03 - Vehicles:
SM_Prop_Cart_01,SM_Prop_CartHay_01(with snow variants) - Lighting:
SM_Prop_Brazier_01,SM_Prop_Lampost_01,SM_Prop_CampFire_01 - Graveyard:
SM_Prop_Gravestone_01/02,SM_Prop_Statue_01,SM_Prop_Plinth_01/02 - Other:
SM_Prop_Fence_01/02,SM_Prop_Guillotine_01,SM_Prop_WaterWheel_01,SM_Prop_Rowboat_01
Weapons:
SM_Wep_Broadsword_01,SM_Wep_Halberd_01,SM_Wep_Rapier_01,SM_Wep_Zweihander_01- Shields:
SM_Wep_Shield_01/02/03/04
Materials
Section titled “Materials”Assets/Synty/PolygonKnights/Materials/ PolyKnights_01.mat / _01_Dark.mat # Main atlas (regular/dark) PolyKnights_02.mat / _02_Dark.mat PolyKnights_03.mat / _03_Dark.mat PolyKnights_04.mat / _04_Dark.mat PolyKnights_Character_01_Black.mat # Team color materials PolyKnights_Character_01_Blue.mat PolyKnights_Character_01_Orange.mat PolyKnights_Character_01_Yellow.mat PolyKnights_Snow_To_Grass_Swap_01.mat # Snow/grass blend shader Statue_01.mat # Stone statue materialDark variants useful for night/dungeon scenes. Snow-to-Grass swap material enables smooth biome transitions.
DOTS / ECS Usage Notes
Section titled “DOTS / ECS Usage Notes”- Characters are static meshes (no SkinnedMeshRenderer) — bake directly via
RenderMeshAuthoring - Team colors: each character prefab references one of 4 character materials — use
MaterialMeshInfoindex orMaterialPropertyBlockfor runtime tinting - Buildings bake as static obstacles — add
PhysicsBodyAuthoring(Static) +PhysicsShapeAuthoring(mesh or compound box) _Litebuilding variants have fewer tris — prefer these for dense battlefield backgrounds- Snow variants use the same geometry;
_Snowsuffix only changes material → can swap materials at bake time for season system - Path tiles (
SM_Env_Path_*) are flat meshes without colliders — add boxPhysicsShapeAuthoringfor walkable surface - Canal/bridge pieces (
SM_Env_Canal_*,SM_Env_Canal_Bridge_01) useful as choke-point terrain
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 - Team color material assignment: Character prefabs reference specific
PolyKnights_Character_01_*materials — swapping team color at runtime requiresMaterialPropertyBlockor reassigningMaterialMeshInfoindex, not material swap - Snow variant is material-only:
_Snowprefabs share the same mesh as non-snow — switching seasons at bake time only requires material swap, not prefab swap