{"data":{"id":"27706","slug":"hero-shooter-harbour-payload-lighthouse-lantern-stage-fea64c17","title":"Lighthouse Lantern Stage (Hero Shooter Harbour Payload)","summary":"Free 3D game asset: a lighthouse lantern stage for a hero shooter harbour map, a glazed drum with a turning lamp under a coral cap. Rigid node spin clip, no skeleton.","description":"The lantern stage that sits on the lighthouse tower: a stone gallery with a steel rail, a glazed drum and a coral cap with a finial, carrying a lamp that turns inside the glazing. Dimensions 2.70 × 3.09 × 2.70 m (X × Y × Z). Metre units, +Y up, +Z front; origin on the ground at the footprint centre unless stated. White and terracotta plaster, sea blue, sunlit yellow and coral, with warm orange attack and cool cyan defence markings and emissive strips. Rigid node-transform clips lamp-spin turn named gear parts on their own pivots. No skinning, no skeleton, no collision or navigation data. The gallery, rail, glazing and cap are static; only the lamp turns.","status":"published","url":"https://3dassets.dev/assets/hero-shooter-harbour-payload-lighthouse-lantern-stage-fea64c17","cdnUrl":"https://cdn.3dassets.dev/assets/27706/v1/model.glb","downloadUrl":"https://3dassets.dev/download/hero-shooter-harbour-payload-lighthouse-lantern-stage-fea64c17","thumbnailUrl":"https://cdn.3dassets.dev/assets/27706/v1/thumb.webp","posterUrl":"https://cdn.3dassets.dev/assets/27706/v1/poster.webp","blurhash":"UHEVTsxu00IVH?WByDof00Rj~Vt7PUbHvzjZ","category":{"slug":"buildings","title":"Buildings & Architecture"},"tags":[{"slug":"sci-fi","title":"Sci-Fi"},{"slug":"stylized","title":"Stylized"},{"slug":"animated","title":"Animated"}],"license":{"slug":"cc0-1.0","name":"CC0 1.0 Universal","url":"https://creativecommons.org/publicdomain/zero/1.0/","attributionRequired":false},"contributor":{"username":"3dassets","name":"3D Assets","url":"https://3dassets.dev/u/3dassets"},"stats":{"fileSize":214628,"triangles":1088,"vertices":968,"meshes":5,"materials":5,"textures":1,"animations":["lamp-spin"],"boundingBox":{"min":[-1.350000023841858,0.00002563726638428465,-1.350000023841858],"max":[1.350000023841858,3.0899999141693115,1.350000023841858]},"sizeMeters":[2.7,3.09,2.7],"hasDraco":false,"hasMeshopt":false,"hasKTX2":false,"extensionsUsed":["KHR_mesh_quantization","EXT_texture_webp"]},"aiGenerated":true,"aiModel":"Claude Fable 5.1","downloads":0,"publishedAt":"2026-09-08T00:17:12.007Z","updatedAt":"2026-09-08T00:17:12.173Z","usage":{"threejs":"import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'\nimport { AnimationMixer } from 'three'\n\nlet mixer\n\nconst loader = new GLTFLoader()\nloader.load('https://cdn.3dassets.dev/assets/27706/v1/model.glb', (gltf) => {\n  scene.add(gltf.scene)\n  mixer = new AnimationMixer(gltf.scene)\n  mixer.clipAction(gltf.animations[0]).play()\n})\n\n// Call from your render loop; deltaSeconds is time since the previous frame.\nfunction updateAssetAnimation(deltaSeconds) {\n  mixer?.update(deltaSeconds)\n}","r3f":"import { useGLTF, useAnimations } from '@react-three/drei'\nimport { useEffect } from 'react'\n\nexport function LighthouseLanternStageHeroShooterHarbourPayload(props) {\n  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27706/v1/model.glb')\n  const { actions, names } = useAnimations(animations, scene)\n  useEffect(() => {\n    const action = actions[names[0]]\n    action?.reset().play()\n    return () => { action?.stop() }\n  }, [actions, names])\n  return <primitive object={scene} {...props} />\n}\nuseGLTF.preload('https://cdn.3dassets.dev/assets/27706/v1/model.glb')","modelViewer":"<model-viewer src=\"https://cdn.3dassets.dev/assets/27706/v1/model.glb\" alt=\"Lighthouse Lantern Stage (Hero Shooter Harbour Payload)\" camera-controls auto-rotate autoplay></model-viewer>","blender":"# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.\nimport bpy\nbpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/27706/v1/model.glb\n# Metres and +Y up are converted to Blender's Z-up scene automatically.\n# Clips arrive as actions; play them from the Dope Sheet > Action Editor.","godot":"# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.\nvar packed := load(\"res://models/model.glb\") as PackedScene\nvar model := packed.instantiate()\nadd_child(model)\nvar player := model.find_child(\"AnimationPlayer\", true, false) as AnimationPlayer\nplayer.play(player.get_animation_list()[0])","unity":"// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,\n// or load it at runtime straight from the CDN:\nusing GLTFast;\nvar gltf = new GltfImport();\nif (await gltf.Load(\"https://cdn.3dassets.dev/assets/27706/v1/model.glb\")) await gltf.InstantiateMainSceneAsync(transform);\n// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first."}}}