--- 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** ✅ **IN USE** ([[DR-025_World_Environment_Redo_Natural_Frontier]]): **Arid_Desert** = the **+1000 expedition region** (off-world survey site: satellite, solar panels, turbines, beacons, artefact, alien bones, craters; cliff/rock perimeter ring) and **Meadow_Forest** = the **home base** (tree-ring bowl, Warpgate gateway, cabin/windmill/well/pond). Built as cosmetic classic-URP roots in `Game.unity` (no conversion; colliders stripped). Ground = `Mat_Grass_Textures_01` / `sand 1` (both stock URP/Lit — AVOID the prop-atlas `S_General` mats as a floor). - **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. **DungeonRealms `SM_Wep_*` IN USE 07-19**: `SM_Wep_Axe_Large_01` = the player's salvage axe (rigid-skinned to Hand_R via `PlayerRigTools.AttachMeleeWeapon`; atlas `Dungeons_2_Texture_01_A`); large axes/maces/picks ship as future per-frame weapon variants. ## 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. ## Animation packs (imported 2026-07-16 — all `animationType:3` humanoid, drop onto the shared rig zero-work) - **AnimationBaseLocomotion** (original): the 8-direction Run + **Walk** strafe sets (+RootMotion variants), idles, in-air, transitions — **IN USE**: the player's Locomotion tree runs the WALK strafe set (07-16c, `PlayerRigTools.WireUnderwaterFeelClips`); `A_Walk_FwdStrafeF_RootMotion` averageSpeed 1.46 u/s = the `FeelConfig.TrudgeNaturalSpeed` StrideScale reference. - **AnimationIdles** (NEW): ~330 masc + feminine idle clips, Polygon + Sidekick rigs. Masculine/Polygon categories (clips): ArmsFolded 6 · **Base 1 (IN USE — the player Idle + Locomotion center since 07-16d)** · Bored 4 · CheckWatch 1 · Drink 6 · Eat 6 · HandsOnHips 6 · HeadNod 4 · HeadShake 3 · Inspect 5 · Lean 27 · Look 8 · PickNose 4 · PlayWithHair 3 · Plead 2 · PointHand 6 · Posture 12 (Aggressive/Dramatic/Shy/Slumped Enter/Loop/Exit) · Pray 7 · Stretch 6 · Sway 3 (Drunk — too wobbly for the diver) · Thoughtful 8 · UsePhone 25 · Wave 9 · WeightShift 2 · Yawn 1. Most stances ship Enter/Loop/Exit triplets → ready-made **idle-fidget rotation** (Bored/Look/WeightShift/Stretch fit the Bathynaut; a random-fidget sub-state machine is the natural follow-up). Props included (phone/cup/donut/comb — needs `Tools/SyntyPropBoneTool`). - **AnimationSwordCombat** (**IN USE since 07-18** — [[2026-07-18_SwordCombat_Attack_Anims]]): Polygon-rig clips — Attack 42 (Light/Heavy Combo01 chains A/B/C + ReturnToIdle, HeavyStab, HeavyFlourish, LightFencing, LightLeaping; each with RootMotion variants, `*_Sword` suffix, no Masc/Femn split) · Block 13 · Death 8 · Dodge 16 · Hit 19 (React/Stagger/KnockDown/Stun) · Idle 20 (Base/Fidgets/Menacing01/Sheathed). **Wired via `PlayerRigTools.WireSwordCombatAttackClips`:** Swing1/2/3 = LightCombo01 A/B/C, SpecialSlam = HeavyCombo01A, Death = Death_B_01, CombatIdle = looped Menacing01 (InCombat param). NOTE: attack FBX are **multi-take** (full + WindUp/Hit/FollowThrough) — load by exact clip name. 07-21: Hit-react IN USE (React + Stagger onto AC_EnemyTopDown via `EnemyRigTools.WireEnemyHitReacts`). Still unused: Block/Dodge sets, KnockDown/Stun. - **Tools/SyntyPropBoneTool** (NEW): Synty's prop-to-bone attachment utility (editor tooling for the idle/combat prop clips). ## 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. **Melee combat animation pass** — ✅ CORE SHIPPED 07-18 ([[2026-07-18_SwordCombat_Attack_Anims]]): LightCombo01 A/B/C onto Swing1/2/3, HeavyCombo01A slam, Death_B_01, Menacing01 combat idle. Remaining: hit-react variety (needs a damage-edge param) + idle-fidget rotation from AnimationIdles (Bored/Look/WeightShift/Stretch). 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.