--- title: Synty Asset Inventory — enemy picks + future-development catalog type: reference date: 2026-06-06 tags: [reference, synty, assets, enemies, environment, vfx, ui, roadmap] permalink: gamevault/06-roadmap/synty-asset-inventory --- # Synty Asset Inventory Catalog of the Synty Polygon packs under `Assets/Synty/`, produced by the [[DR-023_Enemy_Animation_MonsterMash]] research pass. Purpose: (1) pick enemy characters, (2) note what each pack offers future development. **Enemy-grade = shares the unified Synty Polygon *Generic* skeleton** (`animationType:3` + Optimize-Game-Objects OFF) so the existing `AC_Polygon` / Base-Locomotion clips + the DR-022/DR-023 Rukhanka recipe drive it with **zero per-pack avatar work**. ## Character packs | Pack | Characters | Rig | Enemy use | |---|---|---|---| | **PolygonSciFiSpace** | the player soldier + aliens (`SM_Chr_Alien_01`), `BR_BigAlien`, robots | Generic ✓ (player reference) | Already the player. Aliens/BigAlien = a ready sci-fi enemy faction. | | **PolygonSciFiCity** | 20 cyberpunk humanoids: Robot, CyborgNinja, Android, Cyber, Alien, Muscle, Junky/Garbage | Generic ✓ (verified) | **Best next enemy faction** — one skeleton + one atlas → one material; on-theme. | | **PolygonKaiju** | 4 giant monsters (+40 recolor skins) | Generic core ✓ (extra Jaw/Eye bones idle; tail = separate attach) | **Brute/boss** (in use: Kaiju_01 = Brute). Reskin alts = cheap variants. | | **PolygonWerewolf** | 1 werewolf + undead variant | Generic ✓ | **In use** (Grunt + Swarmer). Eye-glow mat; 21 biped attachments + 2 axes reusable. | | **PolygonMech** | humanoid pilots (drop-in); the mech walker | pilots Generic ✓; walker = bespoke rig | Pilots = drop-in Grunts. Walker = its own rig (separate task). | | **PolygonGeneric** | Robot / Skeleton / **Charred** (a literal "husk") | Generic ✓ | Charred/Robot/Skeleton are sci-fi-adjacent enemy options. | | **PolygonDog** | Hellhound / Wolf / Zombie / Robot / SciFi dogs | **custom quadruped** (`animationType:2`, ships its own clips) | The ideal quadruped **Swarmer** — but a SEPARATE Rukhanka rig + dog controller (independent track, not drop-in). | | PolygonFantasyHeroCharacters / Vikings / Western / DungeonRealms | fantasy/western humanoids (DungeonRealms has Undead Knight + Demon) | Generic ✓ / likely ✓ | Off-theme for sci-fi; fine as test beds or a themed mode. | ## Environment / world (no characters — map + set-dressing) - **PolygonNatureBiomes** (highest env value): **Arid_Desert** reads as an off-world expedition site out of the box (satellite, solar panels, turbines, beacons, artefacts, even a **Warpgate**) — perfect for the **+1000 expedition region** ([[DR-013_M6_Aether_Cycle_Region_Split]]). Meadow_Forest (ships a post-process volume) for the home base. - **PolygonNature**: trees/rocks/foliage/water + skybox — terrain dressing, harvestable-node visuals. - **PNB_Core**: shared sky/weather/water/aurora atmosphere (rain/snow/fog FX, skydome, 9 ShaderGraphs — verify under URP 17.4; use the skydome in the classic-URP cosmetic root, not baked EG meshes). - **PolygonKaiju** (env half): 23 buildings incl. **pre-destroyed** highrises/blocks + 40 props (cars, boats, bridge+rubble, neon signs, powerlines, crane, jet, missile) — a ruined-city map + FX meshes (bullets/fire/stomp). - **PolygonFantasyKingdom**: castle/base kit + 15 **siege engines** → turret/structure visuals. **PolygonGeneric** `Models/Base`: sci-fi wall/floor kit with destroyed variants → buildable structures. **PolygonWestern/DungeonRealms/Carnival**: modular building kits, props. ## FX / props - **PolygonParticleFX** (high presentation value): ~180 ready FX prefabs — muzzle/tracer/shell-eject (player gun + turret), impacts, **BloodSplat/Explosion_Body/GoreChunk** (Husk-death VFX), pickup/heal/levelup/coins (resource & goal feedback), **Portal** (expedition gateway), fire/smoke/dust (base-damage & machine ambience). Wire into `VFXConfig`/`CombatFeedbackSystem` as client-only cosmetics; strip any self-propelling Rigidbody/colliders; verify mats under URP. ## UI / icons - **PolygonIcons**: 520 3D icon meshes (Network/Error/Node, Gear/Volume, Play/Pause, Heart/Shield, Crafting/Coin/Ingot, Skull/Star) — need a render-texture→sprite bake to use as UITK background-images. - **InterfaceSciFiSoldierHUD**: a UGUI kit (does NOT drop into the code-built UITK HUD) — **harvest its sprites/fonts**: Icons_Status (Health/Armor/Oxygen/Radiation), Icons_Resources (125), Icons_Weapons/Ammo, HUD 9-slice panel skins, 3 cursors (for `AimReticleSystem`), Exo 2.0 + Orbitron fonts. - **InterfaceCore**: UGUI dependency base — harvest 631 input-prompt glyph PNGs (Icons_Input) for scheme-correct (KBM/Gamepad) control hints. - **SyntyPackageHelper / AnimationBaseLocomotion**: import helper (no game content) / the shared `AC_Polygon_*` controllers + locomotion clips already driving every Generic-Polygon character. ## Roadmap hooks (from this catalog) 1. **Cyberpunk enemy faction** — add PolygonSciFiCity meshes as new wave variants on the exact DR-023 pipeline (one new material + variant-table rows in `EnemyRigTools`). 2. **Quadruped Swarmer** — PolygonDog as a separate Rukhanka rig + dog controller (its bundled Attack/Death clips enable a real death anim). 3. **Ruined-city / off-world maps** — Kaiju destroyed-city + NatureBiomes Arid_Desert for the base + expedition regions. 4. **Combat/heal/portal VFX** — wire PolygonParticleFX into `VFXConfig`. 5. **HUD polish** — ✅ DONE ([[DR-024_HUD_Synty_Skin_Theme]]): harvested Interface* sprites/fonts (status/map/inventory icons, HUD panels/bars/pips/gradients/glow, 640 input glyphs, Orbitron + Exo 2.0) into the UITK HUD via a build-safe `HudTheme` ScriptableObject. PolygonIcons (3D meshes) still un-baked — a future render-to-sprite option if more icon variety is wanted.