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Synty Asset Inventory — enemy picks + future-development catalog reference 2026-06-06
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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.

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 07-182026-07-18_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. Still unused: Hit-react/Block/Dodge sets.
  • 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).
  6. 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.