290 downloads 10.9K viewsWorlds Unity Package 30.2K Tris
Description
Someone was asking about this so I'm just uploading all the assets used in 2 of my worlds. If you copy the tavern+book over, you can make new worlds using the same system/dice/figures/etc. It uses SDK2.
The triggers just spam static figures and physics-dice, there are no calculations or game mechanics made by the map itself. You still need a DM just like in a traditional tabletop system. The difference here is that the figurines and environment are full-scale, so that each player can stand, move, and act out their actions instead of moving minis around on a table. The 2 maps have campaign notes to go with them, but are fairly open-ended. There are a lot of figurines to choose from, and they can be recolored (you may need to fix the layers for it to work, not sure).
All assets made by me are public domain. Assets not made by me are creative commons, see the credits in the files.
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Auto-fixed version available2 fixes applied21.2 MB
Optional. The download above is the original file, unchanged. This copy is generated automatically with the VRChat setup problems we could fix already applied.
Upgraded SDK2 to SDK3 (new prefab)The original scene (Assets/GameMaster/DnD tower quest.unity) uses binary serialization, so it cannot be edited without Unity. Created 'Assets/avatarmini (1)-VRCMods.prefab' and ready-to-open scene 'Assets/avatarmini (1)-VRCMods.unity' instead: a prefab of the avatar model 'Assets/GameMaster/avatars/dmAvatar.fbx' with a VRChat SDK3 Avatar Descriptor on its root and the viewpoint at 0.768 m in world (eye level), derived from the measured model height. Open the generated scene in Unity to upload the avatar - the original scene is left untouched. The new prefab preserves the original scene's 0.159x root scale.
Added multi-avatar upload instructionsThe package contains 1228 avatar roots, but binary scene data cannot be faithfully separated by the server-side patcher. Assets/VRCMods-Upload-Instructions.txt identifies the generated primary prefab and explains how to migrate each remaining root in Unity.
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