Support

Help with our environments

Every environment ships with a plain-text manual in its Documentation folder. If that does not answer your question, write to us.

Contact

contact@mediacitygames.com

Please include your Unity version, your URP version and, if you can, a screenshot. We answer in English or Spanish, usually within two working days.

Requirements

Unity 6.3 (6000.3) or newer with the Universal Render Pipeline 17.x and the Input System package.

Two URP settings matter for the custom shaders: Opaque Texture must be enabled for the refractive window glass, and Depth Texture is recommended for the light shafts.

Common questions

The window glass looks opaque.
Enable Opaque Texture in your active URP Asset. On mobile, turn off the refraction keyword on the glass material instead.
The image looks flat, as if post-processing were off.
It is off by default on new URP cameras. Enable Post Processing on your camera and make sure a global Volume with the supplied profile is active.
The curtains do not move.
Curtain objects must not be marked Static. Static batching breaks the mask that anchors the cloth at the rail.
I see thin lines of light around the window frames.
Keep the directional light’s shadow bias at the values used in the demo scene (depth 0.02, normal 0.05). Larger values let light bleed at the openings.
Are the scenes lightmapped?
No. Lighting is fully realtime, so a scene works as soon as it is opened. You can bake your own lightmaps if you prefer.
Can I rearrange the rooms?
Furniture, props, bookcases, window sets and effects are separate prefabs and can be reused freely. The walls, floors and stairs are authored for their room; they can be moved, but they are not a snap-together building kit.

What support covers

The art content — models, textures, materials, prefabs and scenes — is fully supported.

The custom shaders and the first-person demo controller are included so the demo scenes look and play as shown. We keep them working in the listed Unity and URP versions and fix reproducible bugs there; we do not port them to other render pipelines or integrate them into individual projects.