Select your grading size in HDRP. You can find this in the asset search bar when you type in HDRP in asset search bar. Next you want to look for the quality level you are using and set the grading size to either 33 or 65. Once selected add volume on camera, choose profile of that selected size, drag profile to volume, then you see the color pop with your scene

3D/Tool/objectsDecore
Rigged: (No)
Rigged to Unity skeleton: (No)
If rigged to the Unity skeleton, IK bones are included: (No)
Animated: (No)
Number of Animations: 1
Animation types (generic)
Number of characters:0
Vertex counts of characters: 0
Number of Shaders4 and Materials12
Number of Textures:8
Texture Resolutions:512x512 (Please list all various texture resolutions)
Important/Additional Notes: none
Audio Features Included File Types: .wav,
Number of Audio Wavs:1
Does music loop: No)
Minutes of audio provided: 16.682
Supported Development Platforms: (,pc,xbox,playstation)
Important/Additional Notes: None
INSTALL NEW OR BOTH INPUT SYSTEM BEFORE DOWNLOAD
The AdvanceFPSController handles several subsystems:- Movement: Rigidbody velocity with acceleration, walking, running, and air control.- Look: Smooth camera pitch and yaw based on Gamepad input.- Jump: Single and optional double jump using physics impulses.- Crouch: Toggles capsule height and camera Y offset.- Grappling: Raycasts for grapple point, visual rope, spring simulation with swing and arc pull.- Rope Clamp: Prevents rope from stretching beyond maxVisibleRopeLength.- Audio: Plays shoot, hit, detach, and wind sounds using AudioSource.
Technical detailsFeatures
Rigidbody-based first-person controller with smooth look and movement
Jumping, crouching, and optional double jump
Physics-based grappling hook system with:
Rope swing using directional input
Pull-in arc behavior
Clamp system that enforces max rope length without teleportation
Dynamic Bezier-based rope rendering
Ground detection and fall speed limiting
Audio system for grapple events and wind
Optional tilt visual effect while swinging
Fully configurable parameters for speed, force, and distance
Designed for gamepad input via Unity Input System
You will get a UNITYPACKAGE (9MB) file
Minimal compatible Unity version
Unity 6.x
Supported render pipelines
HDRP
Last update
06/27/2025
File format
unitypackage
Size
9.33 MB
Created in figuro.io/Designer Introducing the Low poly Diner, obj formatted, all interior can be prefabbed if you convert it to fbx through blender.
Unity
Number of Unique Meshes: 24
Vertex Count total:24,404
Collision: yes
LODs: No
Number of LODs: None
Rigged: (No)
Rigged to Epic or MetaHumans Skeleton: No
If rigged to the Epic or MetaHumans skeleton, IK bones are included: (No)
Number of Characters:0
Vertex Counts of Characters: (0)
Animated: (No)
Number of Animations:0
Animation Types (none)
Number of Materials:30
Number of Material Instances: none
Number of Textures:17
Texture Resolutions: (512x512)
Supported Development Platforms: windows/Xbox/Playstation
Windows: (Yes)
Mac: (No)
Documentation Link: None
Important/Additional Notes:None
Minimal compatible Unity version
Unity 6.x
Supported render pipelines
HDRP & Built-in
Last update
07/13/2025
File format
unitypackage
Size
7.12 MB
🔥 Overview SimpleFireSpread.CS is a lightweight and pipeline-agnostic fire spread system designed for Unity 6. It enables objects to catch fire, propagate that fire to nearby objects, and optionally self-destruct after burning. This system does not rely on shaders or render pipeline features and works with any render pipeline (HDRP, URP, Built-in)
Works across all render pipelines (HDRP, URP, Built-in)
Uses only C# scripting and Particle Systems
Supports animated or moving objects
Fire spreads based on proximity and layer
Optional destruction after burning
Supports fire prefab VFX for visuals
The script keeps track of burn state using isBurning
When ignited, a fireEffectPrefab is instantiated
After burnDuration elapses, it:Spreads to other objects in spreadRadiusOptionally destroys itself
Fire only spreads to objects with simpleFireSpread.cs on the same burnableLayer.