Video Store Kit: Interactive ’90s Rental Store


36 invented films and 12 games, each with original cover, spine and label art. ... Interaction-ready by design ... The drop-box flap and the cooler door swing shut on their own.


by Halfwatt Games


Price History +

A walk-in '90s video rental store, 174 game-ready prefabs. Tapes go into cases and cases onto shelves; the VCR plays and the rewinder rewinds. Built for shop and job simulators.
  • 174 prefabs: 149 unique models (36 films, 12 games, the checkout PC, set dressing) + 25 colour variants
  • Tapes go into cases, the VCR, the rewinder, the drop box, the cubby; cases go onto shelves and racks
  • Every door, drawer, lid, flap and gate is a separate, correctly pivoted part with colliders
  • VCR loads and ejects tapes and plays them on the TV, the console plays its cartridge, the rewinder rewinds, the bell rings
  • 36 invented films and 12 games with original cover art; title and genre metadata on every case
  • Checkout PC: the rental terminal shows each tape set on the counter; barcode scanner, membership cards
  • Rental counter with lift-up flap, swing gate, drawer and returns bin
  • Walk-in demo store (sales floor, games corner, stock room) with first-person interaction
  • Triangles: 12 to 7,980 per model (LOD0); props average ~1.1k, fixtures ~1.5k, room pieces ~0.8k
  • LODs: 3 levels (100% / 50% / 20%) on the 5 models over 3k triangles, with a ready-made LODGroup
  • Moving parts: 73 (hinge, slide and spin) across 64 models; script-driven, no animation clips
  • Colliders: 311 boxes (BoxColliders in Unity)
  • Materials: 58 (50 textured PBR including six 2048 px print atlases, 8 emissive and glass)
  • Textures: 1024 px seamless tiles (1 m) and 2048 px print atlases; BaseColor, Normal, Roughness, MetallicSmoothness
  • UVs: UV0 box projection (1 unit = 1 m); UV1 non-overlapping lightmap UVs
  • Real-world scale in metres, wall-snapping origins, 2 m modular room
  • Unity 6.0 LTS or newer: built in 6.0, tested in 6.0 and 6.6
  • Render pipelines: Built-in and URP (Tools > Halfwatt Kits > Convert Materials to URP); HDRP via Unity's converter (not tested)
  • Also included: FBX and GLB files, Godot 4 import script, manifest.json
  • Dependencies: none. Documentation: Halfwatt/VideoStoreKit/Documentation/README.md
  • Shares scripts and room grid with the Pawn Shop Kit (sold separately)

Build the video store your players run.

Video Store Kit is a '90s rental store made for shop, job and night-shift simulator games. It's built around the store loop: stock the shelves, rent, take returns, rewind, restock. Every tape, case and machine works the way players expect.

What's inside

  • 149 unique models and 174 prefabs: wall shelving, double-sided islands, a spinning games rack; a rental counter with a lift-up flap and swing gate; a reserve cubby, a return drop box, a drink cooler; a bargain bin, a return cart, security gates and a ceiling TV bracket.
  • 36 invented films and 12 games, each with original cover, spine and label art. Every film is a case plus its matching tape; every game is a box plus its cartridge.
  • A checkout PC: a beige CRT rental terminal that shows what you set on the counter, a keyboard, a barcode scanner and membership cards.
  • Set dressing: an AV cart with TV and VCR, an entrance mat, a trash can, a working wall clock and a staff-only sign.
  • Counter and stock props: a tape rewinder, shipping boxes, a phone, a ledger, a calculator, a bell, candy, sodas and popcorn.
  • Signage: an exterior VIDEO sign, nine genre headers, posters, a cardboard standee and the OPEN neon.
  • The room: a storefront glass wall and door, '90s confetti carpet and night-blue walls, on the same 2 m modular grid as the Pawn Shop Kit.
  • A walk-in Unity demo store: sales floor, games corner and stock room, using every prefab.

Interaction-ready by design

  • Moving parts: every door, drawer, lid, flap, gate and dial is its own part, pivoted where it really moves, with colliders that follow it. Call Toggle() from your raycast, or SetOpenAmount(0..1).
  • Holders keep what's inside them and take items back: shelves and racks have face-out case slots; cases hold their tape, game boxes their cartridge; the VCR, rewinder, cubby, drop box, cooler, cart and shipping boxes all take items in.
  • Machines that do something: put a tape in the VCR and it slides in through the flap and plays on the CRT TV; eject it and it pops out, ready to take. Push a cartridge into the '90s console and the game comes up on the TV. Close a tape in the rewinder and it rewinds, then pops open (with an event for your game code). Ring the service bell (the ding is generated in code, no audio file). The drop-box flap and the cooler door swing shut on their own.
  • Metadata: every case and tape carries its title, genre, studio and rating (PropInfo.GetTag("title")).
  • Physics: pickup props carry their real-world mass and a stable centre of mass.

Consistent and clean

  • Real-world scale, wall-snapping origins, a 2 m grid.
  • Seamless PBR textures at 1024 px/m, plus 2048 px print atlases (one material each, so shelves full of cases batch).
  • Lightmap UVs on UV1 and 3-level LODs on heavy models.

Engines and formats

  • Unity: prefabs, materials and demo scene. Built-in works out of the box; URP takes one menu click.
  • Godot 4: GLB files plus an import script.
  • Other engines: FBX and GLB with textures, metadata and colliders.

Works with the Pawn Shop Kit: one shared set of scripts and the same 2 m room grid, so both kits combine in one project. Includes 11 general props and room pieces that also appear in our Pawn Shop Kit (cash registers, VCR, CRT TV, walls, floor, ceiling and the OPEN sign). The kits are sold separately, never combined.