The Velvet Lantern
A two-storey Victorian townhouse with a corner tower, built for scenes that need more than one room. Behind the red lamp at the door: a parlor with a bar, a grand staircase and an open gallery, private rooms on the upper floor and a suite at the top of the tower.
Free to use in your own scenes.
Rooms
Ground floor
Every room has its own light, and all of them cast shadows. That looks right, but each shadow-casting point light costs real frame time, seen or not. If your frame rate drops:
A two-storey Victorian townhouse with a corner tower, built for scenes that need more than one room. Behind the red lamp at the door: a parlor with a bar, a grand staircase and an open gallery, private rooms on the upper floor and a suite at the top of the tower.
Free to use in your own scenes.
Rooms
Ground floor
- Vestibule and entrance with the red lamp
- Parlor with chandelier and bar
- Bar back room and wine cellar
- Smoking room
- Booth
- Madame's office
- Restroom
- Gallery overlooking the parlor
- Ruby Room
- Emerald Room
- Sapphire Room
- Oriental Room
- Golden Suite
- Tower Suite with bath
- Turret table
- The lantern at the top
- The house as a single CustomUnityAsset, furnished
- Doors that open and close with a click
- Colliders for walls, floors and stairs, so characters can walk, sit and be posed against the building
- 21 lights placed room by room, named in the scene so each one is easy to find and adjust
- A ready scene with the house lit and the camera set up
- Load the included scene, or add a CustomUnityAsset atom and select The Velvet Lantern.
- Keep Collision switched on for the house atom. Characters rely on it to stand on floors and stairs.
Every room has its own light, and all of them cast shadows. That looks right, but each shadow-casting point light costs real frame time, seen or not. If your frame rate drops:
- switch off shadows on the lights of rooms you are not using