ENGINE GUIDE

Use ImgSearch game assets in Unity

Import the FBX props into Unity, or the GLB files through the glTFast package. They arrive at real-world size and share one palette texture. Add the WAV or OGG sounds as audio clips.

Import a model (FBX)

Each model downloads as a ZIP with the same prop in glb/, fbx/ and obj/ folders. Unity imports FBX out of the box.

  1. Unzip the download and drag the .fbx from its fbx/ folder into your Project window, for example into Assets/Models/.
  2. The FBX is exported in metres with its transform applied, so a 0.6 m crate is 0.6 units tall. Its base sits at the pivot, so a prop placed at y = 0 stands on the ground.
  3. The palette texture is embedded in the FBX. Select the model, open the Materials tab in the Inspector and click Extract Textures… to save it into your project, then Extract Materials… if you want to edit the material.
  • One material for the whole kit. Every prop in a kit samples the same palette texture, so you can point them all at one material under Remapped Materials and keep draw calls low.
  • Glowing parts such as lamp glass use a second palette texture for emission. Enable Emission on the material and use that texture if the glow is missing.
  • Collision: add a Box Collider, or a Mesh Collider with Convex ticked for props that move.

Or import the GLB with glTFast

Unity’s glTFast package imports GLB files like any other model. Open Window → Package Manager, click +, choose to add a package by name and enter:

Package name
com.unity.cloud.gltfast

After that, a .glb dropped into Assets imports as a model you can drag into a scene, with the palette texture and emission already set up.

Place props from code

PropRow.cs
using UnityEngine;

public class PropRow : MonoBehaviour
{
    [SerializeField] GameObject prop; // drag wooden-crate.fbx here

    void Start()
    {
        for (int i = 0; i < 5; i++)
        {
            var rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
            Instantiate(prop, new Vector3(i * 0.9f, 0f, 0f), rotation, transform);
        }
    }
}

Sounds

Drag the files you want from the pack’s wav/ folder into Assets; each becomes an AudioClip. Unity re-encodes audio on import, so starting from the WAV masters avoids compressing twice. The OGG copies work too.

  • Short effects: Load Type Decompress On Load.
  • Long loops and music: Load Type Streaming with Compression Format Vorbis, and tick Loop on the AudioSource.
PickupSound.cs
using UnityEngine;

[RequireComponent(typeof(AudioSource))]
public class PickupSound : MonoBehaviour
{
    [SerializeField] AudioClip clip; // drag coin.wav here

    AudioSource source;

    void Awake()
    {
        source = GetComponent<AudioSource>();
    }

    public void Play()
    {
        source.PlayOneShot(clip);
    }
}
All game assets