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Walkable demo

Sunken City and Underwater Ruins

Walk a drowned city on the seabed: a temple precinct with its colonnade, a mosaic plaza, a collapsed street of arches and doorways, a shipwreck site with its chain and anchors, and a hoard, all overgrown with kelp and coral.

About

What is placed

A drowned city on the seabed, 60 m by 46 m, walked as one loop. It is deliberately unnamed and the carvings on it are abstract: nothing here is a real place, a real people or a story you already know.

The temple precinct is the first thing you meet. A raised platform carries a colonnade of standing columns with one toppled across the floor between them, drum stacks and broken capitals where the rest came down, relief panels at the far end, a statue base with its torso beside it, and the pediment that spanned the front broken in two. Braziers flank the steps down to the plaza, where cracked paving gives way to a mosaic plate, the sundial plinth, a fountain basin, a well mouth and two obelisks on stepped plinths.

West of the plaza a collapsed street runs between two frontages four metres apart: wall runs intact and fallen, doorway frames, and arch sections whole and broken that you walk under. Behind the west frontage a whole block has come down into rubble, drums and toppled columns. North of the city the ruin thins out into a rubble field of column stumps, a broken arch and the last of the wall line.

East of the plaza the ground falls away to the wreck site: two hull sections, rib sets, mast stumps, a rudder, anchors and chain runs, with waterlogged cargo crates spilled down the slope. The hoard lies between the wreck and the city, a buried chest with its lid, scattered coins and amphorae upright, toppled and piled.

Marine growth is worked across the whole floor rather than gathered into beds: 23 kelp stands, sea fans, three kinds of coral head, anemones, barrel sponges, barnacle crusts, sea grass, urchins, starfish and clams, so no part of the ruin reads as bare silt. Bubble columns, light shaft plates and fish shoal plates are placed as accents, a few of them, never a grid.

534 placements of all 54 models in the pack, about 1.4 MB of GLB in all.

A seabed, not a simulation

The demo viewer walks a ground plane under a sky. It is not simulating water, and nothing here pretends it is: the walk presents the ruins as a walkable seabed floor, and the underwater reading comes from the pack's own content and the scene colouring, the blue green sky and the pale silt ground. A consumer drops these models into their own engine and lights and fogs them as underwater there, with a caustics pass and a water volume this viewer has no way to show. Everything stays at seabed level for the same reason: the walk has no vertical movement, so the standing columns, the obelisks and the arches are silhouette you look up at, never something you swim over.

What moves

Almost nothing, and that is the point. A doorway leaf on the street opens and closes, the treasure chest lid opens, and the crystal clusters on their plinths turn. Three of the 54 models carry clips and all three stand beside the walk. A ruin is a place where the mechanisms have already stopped, so a pack of it having three moving parts is correct rather than an omission: what a consumer wants from these models is silhouette, wear and the way the pieces tile.

What does not move, and why

Kelp, sea fans, sea grass, the bubble columns, the light shafts and the water itself are static geometry. Flexible material, fluid and light each need a joint per element or a shader to move, and neither is reachable with the single rigid node transform this library animates with; a faked version would cost a consumer more than it gives. The pack has no creatures: the urchin, the starfish and the clam are static props, and the fish shoal is a flat decorative plate, not a shoal that swims. There are no people anywhere, because there are no skinned meshes in this library at all.

Every piece here is a published model from the pack, placed by hand. Walk with the keys or touch, and approach a piece to see it move if it has animation. Colliders, navigation and gameplay are yours to add.

Points of interest

Use with an AI agent

Copy this prompt into your AI chat to rebuild the layout, then describe what to change.

Rebuild the "Sunken City and Underwater Ruins" demo scene from the Sunken City and Underwater Ruins pack in my project.

Layout (JSON, every placement with its CDN URL): https://3dassets.dev/api/v1/demos/sunken-city-and-underwater-ruins
Pack manifest: https://3dassets.dev/api/v1/packs/sunken-city-and-underwater-ruins
Demo page: https://3dassets.dev/demos/sunken-city-and-underwater-ruins

- 529 placements of 54 models; units are metres, +Y up, rotation is yaw in degrees about +Y
- Spawn at (0, 0.2, 20.6) facing 180 degrees; eye height 1.6 m
- Licence: CC0 1.0 Universal (no attribution required)
- Loading: three.js GLTFLoader, one load per distinct model, cloned per placement; no decoders required

Also available as JSON or Markdown, and via the MCP server.

Common questions

How do I use Sunken City and Underwater Ruins with my AI development tools?
Press "Copy for AI agent" above and paste the prompt into Claude Code, Cursor, Codex, GitHub Copilot, ChatGPT or any other coding assistant. The prompt carries the direct CDN URL, the real-world size, the licence and the loading notes, so the assistant can fetch the scene and place it in your project without you writing the loader yourself. For a permanent connection, add the 3DAssets.dev MCP server to your tool with one command (for Claude Code: claude mcp add --transport http 3dassets https://3dassets.dev/mcp) and the assistant can then search the whole catalogue, fetch files and read the usage snippets on its own.

MCP server setupGuide for AI agents

How do I get started?
Walk the scene here with the keys or touch to see how the pack fits together. To build it yourself, download the pack with the button, then copy the "Copy for AI agent" prompt: it links the layout JSON, which lists every placement with its position, rotation and CDN URL, so an assistant connected to the MCP server can rebuild the scene in your engine and change it to order.

MCP server setup

Which game engines and tools can I use Sunken City and Underwater Ruins with?
Anything that reads glTF, which today means all of the major ones: three.js and React Three Fiber on the web, Godot 4, Unity, Unreal Engine 5, Blender and the model-viewer web component. Every model in the scene is a self-contained binary glTF (.glb) with textures embedded, so each is one file to import and no plugin, converter or decoder to install first.
How do I import this scene into Unity, Godot, Unreal or Blender?
Unity: install the glTFast package (com.unity.cloud.gltfast) from the Package Manager, drop the .glb into Assets and drag the prefab in, or load it at runtime from the CDN URL. Godot 4: copy the file into the project folder and the editor imports it as a scene you can instantiate. Unreal Engine 5: File > Import with the built-in glTF importer, which converts the axes for you. Blender: File > Import > glTF 2.0. Units are metres with +Y up in the file, and every importer above handles the conversion to its own axes automatically.
Can I use Sunken City and Underwater Ruins in a commercial game, and do I need to credit anyone?
Yes to commercial use and no to credit. Every scene on 3DAssets.dev is released under CC0 1.0 Universal, which places it in the public domain: use it in a paid game, an app, a film or a client project, modify it, redistribute it, and put nothing in the credits. A link back is welcome but it is entirely your choice.

CC0 licence text

Can I load it from the CDN instead of downloading it?
Yes. The pack behind it has a permanent URL on cdn.3dassets.dev that is CORS-enabled and never changes content, so you can pass it straight to GLTFLoader, glTFast or model-viewer in production and cache it as hard as you like. Downloading is only needed for engines that import from disk.
Is the demo itself a file I can download?
No, and it does not need to be. A demo is a layout of the pack's published models composed in your browser from the CDN, so there is no extra file to fetch. Download the pack for the models, and take the layout JSON linked above for the placements: together they are the whole scene, and an AI agent can rebuild it from those two links.
Can I change the scene, or add gameplay to it?
Yes. The layout is plain data in metres, so move, add or remove placements freely in your own engine. Colliders, navigation and gameplay are yours to add: the demo shows what the pack looks like assembled, and your game decides how it plays.

Models in this demo

Silted Floor Module (Sunken City and Underwater Ruins)

Silted Floor Module (Sunken City and Underwater Ruins)

Four metre silted seabed module with soft drifts and scattered pebbles, bed surface at Y 0.18 m.

@3dassets288 tris
Sand Drift Module (Sunken City and Underwater Ruins)

Sand Drift Module (Sunken City and Underwater Ruins)

Four metre seabed module with a long diagonal sand drift about 0.3 m proud of the bed, for burying the foot of a wall or a wreck.

@3dassets558 tris
Cracked Paving Module (Sunken City and Underwater Ruins)

Cracked Paving Module (Sunken City and Underwater Ruins)

Four metre paving module of sixteen worn slabs on a 1 m pitch, two lifted out and two tipped, with silt and weed in the open joints.

@3dassets396 tris
Mosaic Floor Plate (Sunken City and Underwater Ruins)

Mosaic Floor Plate (Sunken City and Underwater Ruins)

Four metre mosaic module: a 3.3 m field of tesserae in concentric abstract bands with tiles missing, laid over the shared silt bed.

@3dassets1.4k tris
Stone Step Module (Sunken City and Underwater Ruins)

Stone Step Module (Sunken City and Underwater Ruins)

Four metre stepped terrace module: three 0.3 m steps climbing one bay to a landing at Y 1.16 m, on the shared silt bed.

@3dassets192 tris
Temple Platform Module (Sunken City and Underwater Ruins)

Temple Platform Module (Sunken City and Underwater Ruins)

Four metre temple platform module in two coursed courses with a slab deck at Y 1.16 m, matching the stepped terrace so a raised precinct can be any size.

@3dassets444 tris
Wall Run Intact (Sunken City and Underwater Ruins)

Wall Run Intact (Sunken City and Underwater Ruins)

Four metre coursed wall run 2.44 m tall and 0.62 m thick with a weathered capping course, for the precincts of the city.

@3dassets228 tris
Wall Run Collapsed (Sunken City and Underwater Ruins)

Wall Run Collapsed (Sunken City and Underwater Ruins)

Four metre wall run brought down to two courses with a 2.4 m stub at one end and its fallen blocks spread on the seabed either side.

@3dassets336 tris
Doorway Frame (Sunken City and Underwater Ruins)Animated

Doorway Frame (Sunken City and Underwater Ruins)

Four metre wall bay with a 1.72 by 2.3 m doorway, a carved lintel band and one timber and bronze leaf that swings on its jamb.

@3dassets600 tris
Rubble Pile (Sunken City and Underwater Ruins)

Rubble Pile (Sunken City and Underwater Ruins)

Heap of broken masonry about 2.4 m across and 0.8 m high in two stones with a patch of weed, for the foot of any collapse.

@3dassets300 tris
Barnacle Crust Plate (Sunken City and Underwater Ruins)

Barnacle Crust Plate (Sunken City and Underwater Ruins)

Barnacle crust plate 1.8 by 1.4 m and 0.13 m thick, forty four shells of mixed size on a dark rock skin, to lay over stone or a wreck.

@3dassets1.1k tris
Sea Fan (Sunken City and Underwater Ruins)

Sea Fan (Sunken City and Underwater Ruins)

Branching sea fan about 1.5 m tall and 1.4 m across in one plane, on a small rock foot; five orders of branches, no leaves.

@3dassets520 tris
Coral Head Domed (Sunken City and Underwater Ruins)

Coral Head Domed (Sunken City and Underwater Ruins)

Domed brain coral head 1.7 m across and 1.1 m tall, the surface broken into fourteen lobes with two darker patches.

@3dassets400 tris
Kelp Frond Cluster (Sunken City and Underwater Ruins)

Kelp Frond Cluster (Sunken City and Underwater Ruins)

Cluster of six kelp stipes 2.4 to 3.4 m tall on one holdfast, each carrying four bladed fronds, modelled standing as if in a slow current.

@3dassets1.1k tris
Standing Column (Sunken City and Underwater Ruins)

Standing Column (Sunken City and Underwater Ruins)

Standing column 3.9 m tall on a 0.84 m base, a tapered shaft under a block capital and abacus, with coral and weed taken hold of one side.

@3dassets172 tris
Column Drum Stack (Sunken City and Underwater Ruins)

Column Drum Stack (Sunken City and Underwater Ruins)

Stack of four column drums standing 1.75 m and settled out of true, the joints open and coral started on one face.

@3dassets184 tris
Amphora Upright (Sunken City and Underwater Ruins)

Amphora Upright (Sunken City and Underwater Ruins)

Storage amphora 1 m tall standing in a silt cushion, two handles at the shoulder and a spot of coral on the belly.

@3dassets308 tris
Toppled Column (Sunken City and Underwater Ruins)

Toppled Column (Sunken City and Underwater Ruins)

Column gone over and broken into three lengths of shaft with its capital thrown clear, about 4.7 m end to end on the seabed.

@3dassets204 tris
Statue Base (Sunken City and Underwater Ruins)

Statue Base (Sunken City and Underwater Ruins)

Moulded statue base 1.7 m square and 1.2 m tall with an abstract carved panel and the broken feet of the figure still on the top.

@3dassets336 tris
Fallen Statue Torso (Sunken City and Underwater Ruins)

Fallen Statue Torso (Sunken City and Underwater Ruins)

Draped statue torso 2.1 m long fallen on its side and broken at the neck, arms and waist, with weed growing over one shoulder.

@3dassets338 tris
Stone Brazier (Sunken City and Underwater Ruins)

Stone Brazier (Sunken City and Underwater Ruins)

Three legged stone brazier 1.1 m tall, the bowl full of coals still glowing under the water in the pack emissive blue.

@3dassets246 tris
Amphora Toppled (Sunken City and Underwater Ruins)

Amphora Toppled (Sunken City and Underwater Ruins)

Storage amphora gone over on its side in the silt with a shard broken off the neck, 1.1 m end to end.

@3dassets300 tris
Sea Grass Patch (Sunken City and Underwater Ruins)

Sea Grass Patch (Sunken City and Underwater Ruins)

Patch of sea grass about 2 m across and 0.9 m tall, forty blades leaning at their own angles out of a low silt bed.

@3dassets988 tris
Starfish (Sunken City and Underwater Ruins)

Starfish (Sunken City and Underwater Ruins)

Five armed starfish 1.1 m across and 0.12 m thick, arms tapering and curling a little at the tips, static with no rig.

@3dassets208 tris
Coral Head Plate (Sunken City and Underwater Ruins)

Coral Head Plate (Sunken City and Underwater Ruins)

Plate coral 1.9 m across: four thin shelves stepping up a rock core, each tilted its own way to catch the light.

@3dassets258 tris
Broken Pediment (Sunken City and Underwater Ruins)

Broken Pediment (Sunken City and Underwater Ruins)

Broken pediment fragment 3.7 m wide leaning on the seabed, one raking cornice left and an abstract carved band along the tympanum.

@3dassets464 tris
Stepped Plinth (Sunken City and Underwater Ruins)

Stepped Plinth (Sunken City and Underwater Ruins)

Three tier stepped plinth 2.2 m square and 0.9 m tall in coursed blocks, for standing a statue, an obelisk or a brazier on.

@3dassets108 tris
Obelisk (Sunken City and Underwater Ruins)

Obelisk (Sunken City and Underwater Ruins)

Square obelisk 4.97 m tall on its own base, tapering from 0.72 to 0.46 m under a pyramidion, with abstract carved bands on all four faces.

@3dassets1.4k tris
Weathered Relief Panel (Sunken City and Underwater Ruins)

Weathered Relief Panel (Sunken City and Underwater Ruins)

Carved wall panel 2.5 m wide and 2 m tall standing on its own footing, the face worn and one top corner gone, with coral at its foot.

@3dassets864 tris
Sea Urchin (Sunken City and Underwater Ruins)

Sea Urchin (Sunken City and Underwater Ruins)

Sea urchin 0.55 m across including spines, a small dark test under twenty six straight spines, static with no rig.

@3dassets464 tris
Anemone Cluster (Sunken City and Underwater Ruins)

Anemone Cluster (Sunken City and Underwater Ruins)

Four anemones on one rock, 1.5 m across, each a short column under a crown of nine blunt tentacles, modelled open.

@3dassets796 tris
Barrel Sponge (Sunken City and Underwater Ruins)

Barrel Sponge (Sunken City and Underwater Ruins)

Barrel sponge 1.1 m across and 1.56 m tall, the wall ribbed down its length and the mouth open and dark.

@3dassets286 tris
Coral Head Branching (Sunken City and Underwater Ruins)

Coral Head Branching (Sunken City and Underwater Ruins)

Branching staghorn coral 1.6 m tall on a dark rock foot, three main stems dividing four times to rounded tips.

@3dassets1.4k tris
Light Shaft Plate (Sunken City and Underwater Ruins)

Light Shaft Plate (Sunken City and Underwater Ruins)

Shaft of daylight 5.7 m tall leaning about twelve degrees, three crossed translucent blades with a pool of light where it lands.

@3dassets68 tris
Fish Shoal Plate (Sunken City and Underwater Ruins)

Fish Shoal Plate (Sunken City and Underwater Ruins)

Decorative shoal plate: twenty six flat fish forms on two crossed cards, about 3.2 m wide and 1.9 m tall, for hanging over a ruin.

@3dassets520 tris
Glowing Crystal Cluster (Sunken City and Underwater Ruins)Animated

Glowing Crystal Cluster (Sunken City and Underwater Ruins)

Cluster of nine lit crystal spires up to 1.1 m tall on a turned stone plinth, the cluster turning slowly on its mount.

@3dassets424 tris
Fountain Basin (Sunken City and Underwater Ruins)

Fountain Basin (Sunken City and Underwater Ruins)

Octagonal fountain basin 3.2 m across with a silted floor, a moulded rim and a turned centre pedestal, weed taken root in the bowl.

@3dassets348 tris
Sundial Plinth (Sunken City and Underwater Ruins)

Sundial Plinth (Sunken City and Underwater Ruins)

Turned stone sundial plinth 1.46 m tall with a dished dial, twelve cut hour marks and a fixed bronze gnomon.

@3dassets320 tris
Well Mouth (Sunken City and Underwater Ruins)

Well Mouth (Sunken City and Underwater Ruins)

Round well head 1.72 m across and 1 m tall, the kerb worn into hollows and the shaft below it dark and open.

@3dassets252 tris
Mast Stump (Sunken City and Underwater Ruins)

Mast Stump (Sunken City and Underwater Ruins)

Broken lower mast 3.1 m tall in its silt mound, an iron band round the heel, a cross spar still shipped and the head splintered.

@3dassets280 tris
Scattered Coins (Sunken City and Underwater Ruins)

Scattered Coins (Sunken City and Underwater Ruins)

Spill of about fifty struck coins over a low silt patch 1.4 m across, a few of them stacked, faces left blank.

@3dassets1.5k tris
Amphora Pile (Sunken City and Underwater Ruins)

Amphora Pile (Sunken City and Underwater Ruins)

Cargo of five storage amphorae spilled into a heap 2.2 m across, four on their sides and one still upright on top.

@3dassets1.3k tris
Cargo Crate Waterlogged (Sunken City and Underwater Ruins)

Cargo Crate Waterlogged (Sunken City and Underwater Ruins)

Waterlogged cargo crate 1 m square with sprung boards, an iron banded frame, the lid slipped off and weed on the corner.

@3dassets204 tris
Broken Column Capital (Sunken City and Underwater Ruins)

Broken Column Capital (Sunken City and Underwater Ruins)

Column capital and abacus tipped on the seabed with a short length of shaft still attached, 1.6 m across.

@3dassets112 tris
Giant Clam (Sunken City and Underwater Ruins)

Giant Clam (Sunken City and Underwater Ruins)

Giant clam 0.95 m across with both ribbed valves held ajar and a soft mantle between them, resting in its own silt hollow.

@3dassets490 tris
Bubble Column (Sunken City and Underwater Ruins)

Bubble Column (Sunken City and Underwater Ruins)

Rising column of thirty bubbles 3.2 m tall, widening as it goes, over a small dark vent in the seabed.

@3dassets748 tris
Arch Section Intact (Sunken City and Underwater Ruins)

Arch Section Intact (Sunken City and Underwater Ruins)

Standing arch 4.6 m wide and 4.6 m tall on two piers, with nine cut voussoirs on a true semicircle and weathered impost blocks.

@3dassets180 tris
Arch Section Broken (Sunken City and Underwater Ruins)

Arch Section Broken (Sunken City and Underwater Ruins)

Half fallen arch: one pier standing with four voussoirs still springing from it, the other snapped at 1.35 m, the rest heaped on the seabed.

@3dassets204 tris
Shipwreck Hull Section (Sunken City and Underwater Ruins)

Shipwreck Hull Section (Sunken City and Underwater Ruins)

Section of a wooden hull about 8.6 m long lying over on the seabed, keel and nine frames intact, one side still planked and the other stripped.

@3dassets952 tris
Wreck Rib Set (Sunken City and Underwater Ruins)

Wreck Rib Set (Sunken City and Underwater Ruins)

Five broken hull frames standing out of a silt mound 4 m across, leaning apart as the ship settled, with coral on the low ends.

@3dassets312 tris
Ships Rudder (Sunken City and Underwater Ruins)

Ships Rudder (Sunken City and Underwater Ruins)

Ship rudder 2.5 m tall leaning where it fell, its three pintles and gudgeon straps still on the leading edge.

@3dassets328 tris
Ships Anchor (Sunken City and Underwater Ruins)

Ships Anchor (Sunken City and Underwater Ruins)

Stocked iron anchor about 2.3 m long fallen on its side in the silt, one fluke buried and coral started on the shank.

@3dassets304 tris
Chain Run (Sunken City and Underwater Ruins)

Chain Run (Sunken City and Underwater Ruins)

Run of eighteen heavy chain links lying interlocked in a slack curve about 2.9 m long, half sanded over.

@3dassets1.2k tris
Buried Treasure Chest (Sunken City and Underwater Ruins)Animated

Buried Treasure Chest (Sunken City and Underwater Ruins)

Bound timber chest 1.2 m long sunk to a third of its depth in the silt, with a coopered lid that lifts on its hinge and coins spilled at the front.

@3dassets270 tris