Esterházy – After Dusk, a Walkable Palace Prototype in Unity

Type: Game Status: MVP Tech Stack: Unity 6 (6000.3.11f1), C#, Universal Render Pipeline, Unity Input System, Netcode for GameObjects, Unity Transport, Unity glTFast, UI Toolkit, MCP for Unity Problem Statement The walkable architecture of this project is not built in a level editor. It comes from a separate sibling project that exports Esterházy Palace as

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PROJEKTE
Published
15 Oct 2026
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RAWK / FIELD STUDYEsterházy – After Dusk, a Walkable Palace Prototype in Unity
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THE IDEA

Esterházy – After Dusk, a Walkable Palace Prototype in Unity

Type: Game Status: MVP Tech Stack: Unity 6 (6000.3.11f1), C#, Universal Render Pipeline, Unity Input System, Netcode for GameObjects, Unity Transport, Unity glTFast, UI Toolkit, MCP for Unity Problem Statement The walkable architecture of this project is not built in a level editor. It comes from a separate sibling project that exports Esterházy Palace as a GLB file with JSON metadata — and that export keeps changing. Rebuilt by hand, collision geometry, lighting, doors, room furnishing, reflection probes and the surrounding grounds would have to be reworked after every new model revision. What was needed was a way to turn a moving external architecture export into a physically coherent, walkable environment automatically and repeatably. Description A walkable Unity prototype that turns a continuously updated 3D reconstruction of Esterházy Palace into a first-person exploration playable at night. Instead of hand-made level design, a content pipeline of roughly 35 editor scripts reads the metadata of the external GLB export and deterministically generates collision geometry, lighting, 113 genuinely simulated doors (the opening angle is computed physically against real obstacles rather than set by hand), room furnishing, reflection probes and a surrounding palace park. Each of these steps can be re-run after a new model export without any manual rework. You play a character with a flashlight who opens doors and uses a searchable location picker with guidance through the palace, the attic floor and the park; on top of that sits a complete menu, pause and settings system with four tabs and rebindable controls. Under the hood, Netcode for GameObjects is already running — single player is technically a local host — but a real multiplayer lobby and a second client are still missing. Instead of a classic test framework, the project validates itself through roughly 40 self-built editor smoke tests and a batch-mode build and validation entry point. A combat sub-mode (pistol, targets) is implemented but deliberately disabled until an actual game concept is settled. Use Case You walk through a faithfully rebuilt palace at night with a flashlight, open real doors and let yourself be guided to the finest rooms — without anyone having had to build those rooms into the game by hand. Link: —

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