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Coming soon to the Unity Asset Store

Voxel City: Animated Town

560 stylized voxel prefabs for a whole town that moves: houses and shops, landmarks with working parts, a fairground with a turning Ferris wheel, a harbor and a steam train, stone stairs and lookouts, detailed ground tiles and 264 facade decorations. Wind, water, smoke and machinery animate in the shader, the stylized water sends waves up every beach, and one line of C# turns day into night.

Ships with two demo scenes: the town from the trailer, with about 10,000 placed prefabs, a fairground reached by stairs and paths, a harbor with floating boats and about 390 lamps, and a water example on a Unity Terrain island.

Store link coming soon See the gallery

At a glance

  • 560Prefabs
  • 264Decorations
  • 132Animated prefabs
  • 115 sTrailer

Voxel City is a complete stylized town in one pack: cottages, town houses and eight canal-gable row houses, eleven shops, civic buildings and eight landmarks, a fairground with a Ferris wheel, carousel and circus tent, twenty-one trees with the plants, hedges and topiary around them, street lamps, a working street clock, benches, bridges and fountains, market stalls, boats, docks, a steam train with a level crossing, stone stairs and lookouts, plus 26 detailed 4 × 4 m ground tiles, 264 facade decorations and the 55 terrain and water pieces of the demo world. Every prefab is ready to drop in, at real-world scale, with hand-shaded voxel textures and baked ambient occlusion.

Motion is the point. Trees and crops sway in the wind, flags, bunting and awnings flap, chimneys smoke, and windmill sails, clock hands, bells, wheels and the carousel turn on real pivots. The Ferris wheel turns with its gondolas hanging level, the lighthouse sweeps its beams across the harbor at night and the village well lowers its pail on command. Nearly all of it runs in the vertex shader, so nothing needs an Animator, and global channels for wind, mechanisms, water, lights and night change the whole town at once.

Stylized water. Add a sea, a lake, a river or a fountain basin from the GameObject menu and set the water level by moving it. One click on Bake The Coast reads your Unity Terrain and colliders and gives the sea waves that run up the beaches and drain back, with foam along quays and rocks; for close views, the Simulation mode simulates the surf around the camera on the GPU. Planar reflections mirror the quays, boats and lit windows, the water reflects the live sky, and boats and buoys ride the waves with Water Float, leaving a wake when they move.

When night falls, windows, lamps, fair bulbs and stained glass light up, and the lamp prefabs carry real lights that fade in with them. The VoxelLine tool draws wood fences, picket fences and strings of bunting along any curve. Characters, NPCs, traffic logic and gameplay scripts are not part of this pack (townsfolk and furnished interiors come as two separate packs, below); the train and the boats in the demo follow simple paths with the included VoxelMover component.

  • Day to night in one line: VoxelCity.SetNight(true, 3f) fades in lamps, windows and fair bulbs, and the included controller follows with sun, moon, ambient light and fog
  • Shader-driven animation for wind, foliage, crops, swing, cloth, flags, floating, rotation and grass, SRP Batcher compatible
  • Stylized water in a few clicks: a sea, lake, river or fountain basin from the GameObject menu, waves on every beach after Bake The Coast, planar reflections and boats that float
  • Moving parts on real pivots: 58 prefabs have separate sails, hands, bells, wheels, rides or awnings you can drive from code; the Ferris wheel and the village well have their own components
  • Curved fences and bunting: the VoxelLine tool follows any curve, with gates and openings, in one merged mesh
  • 264 facade decorations in 15 families, one model per surface: window boxes, climbers, lanterns, string lights, awnings, wreaths and more
  • 26 detailed ground tiles, 4 × 4 m, for roads, curved paths, plazas, fields, beach and quay, plus 14 modular stone stairs and lookouts
  • 1 unit = 1 meter, Y up, colliders on 286 prefabs (decorations have none)
  • Two demo scenes: the whole town with a fly camera and adjustable field of view, and a water example on a Unity Terrain island, plus a README

Contents

560 prefabs in 8 families

Buildings 43

Eleven houses, eight canal-gable row houses, eleven shopfronts with awnings, three civic buildings, a farm shed, a harbor warehouse and eight landmarks with working parts. House Cottage A, House Cottage B, House Farmer, House Tall A, House Tall B, House Town A, House Town B, House Town C, House Town D, House Town E, House Villa, Row House in blue, lime, orange, pink, red, teal, white and yellow, Apothecary, Bakery, Bistro, Cafe, Florist, Grocer, Hattery, Perfumer, Pub, Tailor, Winery, Mayor House, Research Center, Social Club, Shed Farm, Warehouse Harbor, Cathedral, Church, Lighthouse, Obelisk, Observatory, Town Hall, Train Station, Windmill.

Nature 46

Twenty-one wind-animated trees with two LOD levels, five light trees for distant hills, eighteen plants, hedges and topiary animals, and two rock sets. Autumn, Birch, Blossom, Cloud, Cypress, Ipe Pink, Ipe Yellow, Magenta, Oak Big, Olive, Orange, Palm, Pine, Pine Big, Poplar, Purple, Purple Big, Red, Round A, Round B, Willow, 5 light trees, Bush A, Bush Flower, Bush Hydrangea, Bush Lavender, Bush Rose, Flower Bed, Flower Bed Round, Hedge, Hedge Arch, Hedge Corner, Lily Pads, Topiary Ball, Topiary Bear, Topiary Cone, Topiary Rabbit, Topiary Spiral, Topiary Swan, Vine Ivy, Rock Big, Rocks.

Street, Plaza & Stairs 62

Lamps that switch on at dusk, a working street clock, benches, fences and fence kits, bridges, fountains, a well, pergolas, planters, statues, a hedge maze, and 14 stone stair pieces and lookouts. Bench, Bench Park, Bench Stone, Bollard Street, Bridge Arch, Bridge Stone, Fence Kit Picket, Fence Kit Wood, Fence Picket, Fence Wood, Flag Pole, Lamp Garden, Lantern Wall, Notice Board, Postbox, Sidewalk Sign, Signpost, Street Clock, Street Lamp, Street Lamp Double, Trash Can, Fountain Animated, Birdbath, Cafe Table, Canal End, Canal Straight, Drinking Fountain, Fountain, Fountain Wall, Gazebo, Hedge Maze, Parasol, Pergola, Pergola Blue, Pergola Green, Pergola White, Planter Box, Planter Box Blue, Planter Box Oak, Planter Box White, Planter Pot, Planter Pot Blue, Planter Pot Green, Planter Pot Stone, Statue Founder, Statue Lion, Sundial, Well, Lookout Platform, Lookout Platform Pass, Stairs Stone, Stairs Stone Base, Stairs Stone Base Cap, Stairs Stone End, Stairs Stone Landing, Stairs Stone Landing Open, Stairs Stone Mid, Stairs Stone Rail, Stairs Stone Rail Level, Stairs Stone Rail Mid, Stairs Stone Rail Step, Stairs Stone Step.

Park & Fairground 29

Ferris wheel, carousel, circus tent, ticket booth, popcorn cart and lemonade stand, a bunting kit, a playground and picnic sets. Book Nook, Bunting Kit, Carousel, Circus Tent, Climbing Dome, Ferris Wheel, Garden Arch, Garden Arch Clematis, Garden Arch Honeysuckle, Garden Arch Wisteria, Lemonade Stand, Picnic Blanket, Picnic Blanket Beach, Picnic Blanket Music, Picnic Blanket Tea, Picnic Table, Picnic Table Empty, Picnic Table Feast, Picnic Table Fruit, Picnic Table Tea, Popcorn Cart, Roundabout, Sandbox, Seesaw, Slide, Stepping Stones, Swing Bench, Swing Set, Ticket Booth.

Market, Harbor, Rail & Works 35

Market stalls and carts, boats, docks and cargo, a locomotive and coach with lit windows, platform, rail, level crossing and tunnel, and a building site. Cart, Ice Cream Cart, Market Stall Bread, Market Stall Fish, Market Stall Flowers, Market Stall Fruit, Produce Crates, Barrel, Boat Fishing, Boat Row, Boat Sail, Bollard, Buoy, Crate, Crate Stack, Dock End, Dock Straight, Lobster Traps, Net Rack, Rail Crossing, Rail Straight, Station Platform, Train Coach, Train Loco, Tunnel Portal, Brick Pile, Crane, Ladder, Road Barrier, Sand Pile, Scaffold, Timber Stack, Wheelbarrow, Workbench, Haystack.

Modular Ground Tiles 26

4 × 4 m tiles, each with its own detailed material: roads, crossings, curved dirt and cobble paths, plazas, grass, fields with waving crops, beach, seabed, water and quay. Cobble, Dirt, Gravel, Path Cobble, Path Cobble Corner, Path Dirt, Path Dirt Corner, Paving, Road Corner, Road Cross, Road Crosswalk, Road End, Road Straight, Road T, Grass, Grass Flowers, Plaza, Plaza Center, Field Veg, Field Wheat, Lavender, Vineyard, Beach, Seabed, Water, Quay.

Facade Decorations 264

Fifteen families with one model for every spot they fit (window sills, window tops, doors, walls, ledges, roof edges and the ground) and several looks each. Window boxes (32), Climbing flowers (30), Hanging baskets (27), Lavender (22), Bunting (18), Pumpkins (18), Wreaths and garlands (18), Shop signs (15), Sunflowers (14), Awnings (12), Birdhouses (12), Candles (12), Lanterns (12), String lights (12), Ivy (10).

World Terrain & Water 55

The terrain of the demo world: the city base, terrain chunks, far terrain, ocean floor and two water surfaces. City base, 25 terrain chunks, 24 far terrain chunks, 2 river fills, Ocean seabed, Ocean and pond water.

Technical details

Specs

Prefabs560, sorted by family: 505 town prefabs plus 55 world terrain and water pieces; 58 with separate moving parts, 76 with real lights
Meshes951 FBX files, 1 unit = 1 m, Y up, no embedded materials
Triangles12 to 110,190 per prefab outside the world pieces (the cathedral is the largest), about 3,200 on average
Shaders7 included URP shaders: VoxelCity/Lit, Water Stylized, Water Spray, PannedTranslucent, Ripple, Smoke and LightBeam, plus 3 compute shaders for the water
Materials52 on the included URP shaders
Textures36: hand-shaded 4096 color atlases with baked AO and emissive twins, a 4096 × 1024 decoration atlas, the 16 × 16 palette, a ground detail atlas, water normal, streaks and foam (21 shared, PNG), plus 4 terrain layers for the water example and 11 baked coast maps for the two demo seas (PNG and EXR)
AnimationVertex animation in the shader in 9 modes (wind, foliage, crops, swing, rotate, cloth, flag, float, grass), driven by 10 global channels, plus scripted Ferris wheel and well. No AnimationClips
WaterVoxelWater for seas, lakes, rivers and fountain basins: a coast bake from Unity Terrain and colliders, beach waves in two modes (Swash, or Simulation with GPU surf around the camera), planar reflections, foam, Water Float and boat wakes
Scripts28 C# files in the VoxelCityKit namespace: the VoxelCity API, components, the VoxelLine tool, the water system and editor tools
CollidersBox or mesh colliders on 286 prefabs; decorations have none
Demo scenes2: the demo town (about 10,000 placed prefabs, instanced grass and about 390 point lights) and the water example on a Unity Terrain island
LODs, rig, character animation21 trees with a 2-level LOD Group and 5 light trees for distant hills; no rigs or characters
Made withUnity 6000.4.5f1 and URP 17.4.0

Compatibility

Render pipelines

Universal Render Pipeline: required. The materials use the seven included URP shaders, which is where the animation lives. Turn on the Depth Texture (in the URP Asset or on the camera) for the water, fountains and lighthouse beams; the demo camera does it for you. The Forward+ renderer is recommended for scenes with many lamps.

Compute shaders: the water's floating objects, wakes and simulated surf use compute shaders; on WebGL the sea still draws with its beach waves.

Built-in and HDRP: not supported. The shaders are written for URP, so in another pipeline the materials render pink and nothing moves.

Performance: the animation costs no CPU per object. In big scenes the cost is in real lights and grass: lower the grass density or draw distance, switch off lamp lights you do not need and set the shadow distance in the URP Asset. Planar reflections can be switched off on each water.

Not included: characters, NPCs, traffic or gameplay scripts, audio, and the presentation sky and effects of the store images.

FAQ

Before you ask

How do I switch the town to night?

Call VoxelCity.SetNight(true, 3f) from any script to fade to night in three seconds, or add the controller from GameObject > VoxelCity > Controller, which also handles the sun, moon, ambient light and fog. In the demo, press N. VoxelCity.SetLights(false, 1f) switches the lamps and windows on their own.

Can I slow down or stop the animations?

Yes, for the whole town at once. VoxelCity.SetAnimationsEnabled(false, 1.5f) freezes everything smoothly, VoxelCity.SetMechanismSpeed(0.5f, 2f) runs windmills, clocks and wheels at half speed, VoxelCity.WindStrength sets the wind and VoxelCity.SetChannel controls each channel (wind, swing, flags, cloth, water, smoke, flicker, mechanisms, lights, night).

A windmill or clock stopped turning around its axis. Why?

The pivot of each moving part is its axis, and static batching merges meshes and loses it. Do not mark animated objects as Batching Static; the prefabs ship without static flags.

How do I draw a curved fence or a string of bunting?

Use GameObject > VoxelCity > Line and pick Wood Fence, Picket Fence or Bunting, then click in the Scene view to add points. The posts, rails, pickets or pennants follow the curve, and marks turn a bay into a gate or an opening. The result is one merged mesh with a collider per bay; Bake To Mesh Asset in the inspector saves it as a normal mesh.

Do the decorations snap to the buildings?

The 264 decorations are ordinary prefabs: drag them onto windows, doors, walls and roofs. Each family has its own model for every spot, and the buildings carry empty VXS_ attach points that mark where each kind fits.

How do I add water?

Use GameObject > VoxelCity > Water and pick Sea, Lake, River or Fountain Basin, then move it up or down to set the water level. For a sea, press Bake The Coast in the inspector: it reads your Unity Terrain and colliders, and the waves find every beach. Add the Water Float component to a boat or a buoy to make it ride the waves.

The water or the fountain looks wrong. What is missing?

Usually the Depth Texture. Water, fountains and the lighthouse beams read the scene depth, so turn it on in the URP Asset or on the camera.

Does it work with the Built-in pipeline or HDRP?

No. The look and every animation come from the seven included URP shaders, so the pack needs the Universal Render Pipeline.

Is the sky in the images included?

The demo scene ships with a procedural skybox and its own post-processing. The gradient sky, color grading and light motes in the store images are a presentation setup for the screenshots and are not part of the pack.

Can I use the pack in a commercial game?

Yes. The pack is sold under the standard Unity Asset Store EULA, which allows use in commercial games. It does not allow reselling or redistributing the assets themselves.

Was AI used to make this pack?

Yes, and the store listing will say so too. The voxel models were built by an AI model (Anthropic Claude) that wrote modelling scripts for Blender; no text-to-3D or image-to-3D generator was used. The color palette, the URP and compute shaders, the C# components and the water system, the Unity prefabs, the demo scenes and the documentation were made by the same process. The publisher defined the town and its catalogue, made the production decisions and decides what is published. The images and videos on this page are renders of the pack in Unity; none was made with an AI image or video generator.

Pairs well with

Bring the town to life

Two packs made to fit Voxel City: townsfolk with a character creator, and furnished interiors you build in the Editor and walk through. Each one works on its own and is sold separately.

Voxel City: Characters site card: four voxel townsfolk in a furnished hall with wood floors, green wallpaper and a tall yellow lamp. Coming soon

3D · Characters · Humanoids

Voxel City: Characters

Voxel townsfolk and the Character Creator that makes them: 7 ready-made Humanoid characters, 232 pieces in 27 categories, 24 bodies and 91 color ramps. One click writes a game-ready prefab, and the creator runs in your game too.

  • 7Townsfolk
  • 232Pieces
  • 24Bodies
  • 1Draw call
Voxel City: Interiors site card: a furnished voxel house seen from above with the walls cut away: a checkered hall with stairs, a kitchen, a dining room and a living room. Coming soon

3D · Props · Interior

Voxel City: Interiors

Furnished voxel interiors and Build Mode: 751 prefabs, 33 ready houses and shops, stairs, doors and windows. Build in the Editor, then walk through in first person, where doors, drawers, taps, fires and clocks work.

  • 751Prefabs
  • 33Houses
  • 465Pieces
  • 151Come alive

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