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t1k:unity:rendering:synty-polygon-knights

FieldValue
Modulerendering
Version3.1.7
Efforthigh
Tools

Keywords: assets, knights, polygon, Synty

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

  • 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

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)


  • 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

CategoryCountSubfolder
Buildings210Prefabs/Buildings/
Environments61Prefabs/Environments/
Props47Prefabs/Props/
Characters20Prefabs/Characters/
Weapons8Prefabs/Weapons/

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 _Snow variants 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 _Snow variants
  • 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

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 material

Dark variants useful for night/dungeon scenes. Snow-to-Grass swap material enables smooth biome transitions.


  • Characters are static meshes (no SkinnedMeshRenderer) — bake directly via RenderMeshAuthoring
  • Team colors: each character prefab references one of 4 character materials — use MaterialMeshInfo index or MaterialPropertyBlock for runtime tinting
  • Buildings bake as static obstacles — add PhysicsBodyAuthoring (Static) + PhysicsShapeAuthoring (mesh or compound box)
  • _Lite building variants have fewer tris — prefer these for dense battlefield backgrounds
  • Snow variants use the same geometry; _Snow suffix only changes material → can swap materials at bake time for season system
  • Path tiles (SM_Env_Path_*) are flat meshes without colliders — add box PhysicsShapeAuthoring for walkable surface
  • Canal/bridge pieces (SM_Env_Canal_*, SM_Env_Canal_Bridge_01) useful as choke-point terrain

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
  • Team color material assignment: Character prefabs reference specific PolyKnights_Character_01_* materials — swapping team color at runtime requires MaterialPropertyBlock or reassigning MaterialMeshInfo index, not material swap
  • Snow variant is material-only: _Snow prefabs share the same mesh as non-snow — switching seasons at bake time only requires material swap, not prefab swap