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Living Forest - Tree Lifecycle & Chopping System (2D Pixel Art) 제품 등록을 위한 미디어 1개

설명

A living forest for your top-down 2D game. Every tree has a full life cycle: it grows from a sapling into a large tree, withers, dies, collapses, rots away — and a new sapling takes its place. Your player can step in at any moment with an axe or a shovel. Drag, drop, play.

What's included
  • 45 ready-to-use tree prefabs: Oak (Summer, Autumn, Snow) and Pine (Summer, Snow), 3 sizes × 3 health stages

  • Complete chopping loop: hit reactions, cut marks, health bar, the tree falls away from the player, bounces and drops logs; dig out the stump for planks and a sapling grows back

  • Dead trees collapse on their own (checks for free space) and leave a rotten trunk you can chop or that crumbles away

  • Self-running lifecycle on a timer: grow / wither / collapse / decay / sprout; damaged trees heal when the player walks away

  • Effects: wood chips, falling leaves, dust, dirt, poof clouds, birds flying off, camera shake, hit pause

  • Pickups: logs and planks arc out, merge into ×3 stacks and fly to the player

  • 20 sound effects (WAV)

  • Leaf-wind shader (URP) — only the canopy sways

  • Demo scene with an 8-direction woodcutter (idle, run, chop, dig)

  • C# events for your inventory/UI (Pickup.Collected, ChoppableTree.Felled, …); works with the Input System or the legacy Input Manager

  • English documentation (PDF + README + lifecycle guide)

Technical details
  • Unity 6 (6000.0 or newer), Universal Render Pipeline with the 2D Renderer

  • 32 pixels per unit, top-down / ¾ view; PNG sprites, point filter, pivots at the trunk base

  • All code in the YetArt.LivingForest namespace, assembly definitions included; editor menu under Tools ▸ Living Forest

  • Supports Enter Play Mode Options (Domain Reload disabled)

  • Dependencies: Universal RP (for the leaf-wind shader; trees still work without it). Input System package optional.

Generative AI disclosure

The tree, stump, sapling, effect, item and demo-character sprites were generated with PixelLab (AI pixel-art tool) and then cleaned up, recolored per season, cut into growth/health stages and collapse frames, and assembled into 45 prefabs by hand. The C# code was written with an AI coding assistant and tested as a complete system in Unity 6. Sounds are not AI-generated.

Third-party (public domain) content

Some sound effects are based on CC0 1.0 (public domain) sources, edited and layered for this pack: Impact Sounds by Kenney (https://kenney.nl/assets/impact-sounds), "Bubbles pop" by farfadet46 (https://opengameart.org/content/bubbles-pop) and "Pop sounds" by EZduzziteh (https://opengameart.org/content/pop-sounds-0). License: https://creativecommons.org/publicdomain/zero/1.0/

Support: [email protected]

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