Neo Bay — Japanese City


What's inside: 1,600 city sectors streamed around the camera, with LODs for every building and a ... Collision data for every sector. A demo scene to fly and walk around the city.


by GAMES.CHAT


Price History +

A huge Japanese-style bay city for Unity 6 URP: 440,000 buildings, living traffic with buses, a river and bay with boats, dynamic rain and day/night lighting, streamed with LODs.

Number of textures: 148 city textures, 92 close-up textures for people, 1 texture array (256 × 256 × 96 layers) and 3 shared vehicle textures (reflection panoramas and license plates)

Texture dimensions: city 256–1024 px (tiling PBR maps); people close-ups 2048 × 2048; vehicle reflection panoramas 2048 × 1024

Polygon count: about 121 million triangles at full detail across the whole city, streamed by sector (only nearby sectors are loaded)

Minimum polygon count: about 400 triangles (far LOD of a street-life model)

Maximum polygon count: about 80,000 triangles (close-up version of a person)

Number of meshes/prefabs: about 7,300 meshes and 3,550 prefabs (city sectors, buildings, props and 112 street-life prefabs: 92 people, 19 vehicles and boats, 1 bus stop)

Rigging: No

Animation count: 0 (people are static; vehicles and boats are moved by script)

UV mapping: Yes

LOD information: buildings have 2 LODs plus a far LOD per sector; street life has 3 LODs (close-up, mid, far)

Types of materials and texture maps: URP materials with custom city, water and vehicle shaders; PBR maps (base color, normal, mask with metallic, occlusion, height and smoothness)

Collision: per-sector collision data (primitives, plus mesh colliders for terrain and streets)

Render pipeline: Universal Render Pipeline (URP 17), Unity 6 (6000.x)

Neo Bay — Japanese City is a complete, explorable Japanese-style metropolis for Unity 6 (URP): a bay city of about 20 × 20 km with downtown towers, residential districts, narrow yokocho alleys, canals, the Kosei river, a marina and a port, elevated highways and tunnels. It is streamed by sector, so the whole city runs on ordinary hardware.

What's inside:

• 1,600 city sectors streamed around the camera, with LODs for every building and a merged far city.

• About 440,000 buildings with facades and roofs, shop windows with merchandise, 130,000 shop signs, advertising and 38,000 alleys.

• Streets full of detail: 26,000 vending machines, 34,000 utility poles, 19,000 street lamps, 13,500 traffic-light poles, 549 bus stops, bollards, bicycles, planters and street trees (ginkgo, zelkova, camphor and sakura) that sway in the wind.

• Living traffic: cars, vans, trucks, taxis and motorbikes that follow lanes, stop at traffic lights and use turn signals, brake lights and headlights; city buses that stop at the bus stops.

• Street life: 92 unique people and 19 vehicle and boat models, placed as about 164,000 instances on sidewalks, parking lanes, alleys and quays, drawn with GPU instancing and three LODs (detailed close-up versions load near the camera).

• Living water: real-time reflections, wind-driven waves, shore foam and boat wakes; 708 moored yachts, sailboats, launches and yakatabune, boats cruising the river and the bay, schools of fish and seagulls.

• Dynamic rain: rain streaks, wet streets that dry slowly, rippling puddles, rain on the water and umbrellas.

• Six lighting profiles: morning, midday, afternoon, blue hour, night (lit windows, neon signs and street lamps) and overcast.

• Collision data for every sector.

• A demo scene to fly and walk around the city.

Performance: around 30 fps at street level on an Intel Iris Xe laptop GPU in our WebGL build (quality level 1, with street life and traffic).

Requirements: Unity 6 (6000.x) with the Universal Render Pipeline (URP 17). People are static meshes; vehicles and boats are rigid meshes moved by script (no skeletal animation).

Import: a 2.2 GB download. The first import takes about an hour and needs a lot of memory, because Unity keeps the city’s meshes in memory until it finishes: 32 GB of RAM is recommended (with 16 GB the import may run out of memory). It needs about 50 GB of free disk while importing; the imported city takes about 25 GB.