Unity Lab / Walled Garden
Environments · Bounded Floor

Walled Garden

A small walled kitchen garden at dusk: stone perimeter walls around four raised vegetable beds, a water trough, an apple tree, a cobbled path. Press 1-4 to pick a bed and hold SPACE to water it - the soil visibly darkens as moisture rises and dries out slowly, so the garden asks for a return visit rather than a one-shot fix. This cycle applies the lab's environment floor (ground measured in texels per metre, cover built as chunked combined meshes rather than one GameObject per plant, a collider fitted to every solid, water read by specular and motion) to a DELIBERATELY BOUNDED space - the walls define the whole world, so there is no horizon to fake and every rule applies at full strength inside a footprint small enough to actually finish.

AI concept painting
1 · AI concept
Concept prompt

A small walled kitchen garden at dusk, seen from just inside the gate: old warm stone perimeter walls enclosing the whole space, neat raised vegetable beds in tended rows with leafy greens and staked tomato vines, a shallow stone water trough with still water reflecting the sky, one gnarled old apple tree heavy with fruit in the corner, a worn cobbled path down the middle, garden tools - a fork, a watering can, a woven basket - leaning against the wall, warm dusk sky visible above the wall line fading from amber to deep blue, soft evening light, high-end stylized 3D game render, no text, no watermark, no UI

Blender studio render
2 · Blender render (code-modeled)
1-4 select a bed · HOLD SPACE to water it Open fullscreen ↗
Made by AI, compiled by the real Unity 6 engine. The environment floor, measured rather than eyeballed: ground cover across the four beds is built from two authored clump shapes (cabbage, lettuce) combined per-bed into a handful of static meshes instead of one GameObject per plant, so the field costs a few draw calls, not dozens. Every placed solid - the walls, the tree, the trough, the tools - gets a collider fitted to its own measured bounds at load time. The trough carries real still water: high smoothness so it mirrors the sky rather than reading by albedo, with a small idle motion so it never looks frozen. The dusk sky above the wall line is a noise-broken gradient with soft cloud masses, not a flat two-stop band.