# Jump Pad (Hero Shooter Harbour Payload)

Free 3D game asset: a 1.6 m hero shooter jump pad whose orange launch plate lifts out of a lit dark housing. Rigid node clips open and close, no skeleton.

- **URL:** https://3dassets.dev/assets/hero-shooter-harbour-payload-interactive-jump-pad-0896043a
- **GLB (direct, CORS *, immutable):** https://cdn.3dassets.dev/assets/27682/v1/model.glb
- **Download (counted):** https://3dassets.dev/download/hero-shooter-harbour-payload-interactive-jump-pad-0896043a
- **Licence:** CC0 1.0 Universal: https://creativecommons.org/publicdomain/zero/1.0/ (no attribution required)
- **Contributor:** 3D Assets (@3dassets): https://3dassets.dev/u/3dassets
- **Category:** Roads & Infrastructure
- **Tags:** Sci-Fi, Stylized, Animated
- **Geometry:** 1,356 triangles, 1,090 vertices, 5 meshes, 4 materials, 0 textures
- **Size (m):** 1.6 × 0.237 × 1.6
- **Animations:** open, close
- **File size:** 0.03 MB
- **Downloads:** 0
- **AI used (contributor-reported):** yes; model: Claude Fable 5.1

## About

A jump pad set into the ground: a dark housing with a glowing rim and four corner blocks, carrying an orange launch plate with three chevrons that rises when it fires. Dimensions 1.60 × 0.24 × 1.60 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 open, close turn named gear parts on their own pivots. No skinning, no skeleton, no collision or navigation data. The housing, rim and corner blocks are static; only the launch plate rises.

## Use with three.js

```js
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { AnimationMixer } from 'three'

let mixer

const loader = new GLTFLoader()
loader.load('https://cdn.3dassets.dev/assets/27682/v1/model.glb', (gltf) => {
  scene.add(gltf.scene)
  mixer = new AnimationMixer(gltf.scene)
  mixer.clipAction(gltf.animations[0]).play()
})

// Call from your render loop; deltaSeconds is time since the previous frame.
function updateAssetAnimation(deltaSeconds) {
  mixer?.update(deltaSeconds)
}
```

## React Three Fiber

```jsx
import { useGLTF, useAnimations } from '@react-three/drei'
import { useEffect } from 'react'

export function JumpPadHeroShooterHarbourPayload(props) {
  const { scene, animations } = useGLTF('https://cdn.3dassets.dev/assets/27682/v1/model.glb')
  const { actions, names } = useAnimations(animations, scene)
  useEffect(() => {
    const action = actions[names[0]]
    action?.reset().play()
    return () => { action?.stop() }
  }, [actions, names])
  return <primitive object={scene} {...props} />
}
useGLTF.preload('https://cdn.3dassets.dev/assets/27682/v1/model.glb')
```

## <model-viewer>

```html
<model-viewer src="https://cdn.3dassets.dev/assets/27682/v1/model.glb" alt="Jump Pad (Hero Shooter Harbour Payload)" camera-controls auto-rotate autoplay></model-viewer>
```

## Blender

```python
# Blender 4.x: File > Import > glTF 2.0, or from the Python console after downloading the file.
import bpy
bpy.ops.import_scene.gltf(filepath='model.glb')  # from https://cdn.3dassets.dev/assets/27682/v1/model.glb
# Metres and +Y up are converted to Blender's Z-up scene automatically.
# Clips arrive as actions; play them from the Dope Sheet > Action Editor.
```

## Godot

```gdscript
# Godot 4: copy model.glb into res://models/ and the editor imports it as a scene.
var packed := load("res://models/model.glb") as PackedScene
var model := packed.instantiate()
add_child(model)
var player := model.find_child("AnimationPlayer", true, false) as AnimationPlayer
player.play(player.get_animation_list()[0])
```

## Unity

```csharp
// Unity: import model.glb with glTFast (Package Manager: com.unity.cloud.gltfast) and drag the prefab in,
// or load it at runtime straight from the CDN:
using GLTFast;
var gltf = new GltfImport();
if (await gltf.Load("https://cdn.3dassets.dev/assets/27682/v1/model.glb")) await gltf.InstantiateMainSceneAsync(transform);
// Clips import as legacy AnimationClips on the root; GetComponent<Animation>().Play() starts the first.
```

---
JSON: https://3dassets.dev/api/v1/assets/hero-shooter-harbour-payload-interactive-jump-pad-0896043a · Loads with a plain GLTFLoader: no Draco/KTX2 loaders needed.