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.
- Unzip the download and drag the
.fbxfrom itsfbx/folder into your Project window, for example intoAssets/Models/. - 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.
- 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:
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
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.
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);
}
}