Corner Store Props Starter
Version 1.0.0, released 7 November 2026 by Socket & Pivot.
The Props Starter contains 35 props for dressing a modern corner shop, and most of them do something when the player uses them. Doors on the fridge, drink cooler, ice merchandiser, lockers, fuse box and bins open on their hinges. Drawers slide, the card reader turns towards the customer, and boxes, baskets, the mop bucket and the wet-floor sign can be carried. Shelves, coolers, the freezer and the back-room rack fill themselves with product from a data table, and players can take items out and put them back.
The free Corner Store Sampler is part of this kit: its ten props are included among the 35 and use the same asset names. All brands on the packaging are fictional, and no generative AI was used to make the meshes, textures or label artwork.
1. Contents
Fixtures
| Prop | Unreal Engine asset | Behaviour |
|---|---|---|
| Fridge | BP_Fridge |
Door opens 100°. Interior light. Shelf sockets Slot_1 to Slot_3. |
| Glass-door drink cooler | BP_DrinkCooler |
Glass door opens 100°. Interior light. Shelf sockets Slot_1 to Slot_4. |
| Chest freezer | BP_ChestFreezer |
Windowed lid opens 75°. A raised wire deck carries the shelf socket Slot_1. |
| Wall shelf, 100 cm | SM_Shelf_Wall_100 |
Shelf sockets Slot_0 to Slot_4. |
| Gondola shelf, 120 cm, double-sided | SM_Shelf_Gondola_120 |
Shelf sockets Slot_A0 to Slot_A3 on the front and Slot_B0 to Slot_B3 on the back. |
| Checkout counter | BP_CheckoutCounter |
Operator-side drawer slides 40 cm. Sockets Place_Register and Place_CardReader. |
| Cash register | BP_Register |
Cash drawer slides 26 cm. |
| Card reader on a swivel stand | BP_CardReader |
Terminal turns 150° to face the customer. |
| Basket stand | SM_BasketStand |
Socket Place_Basket for the first basket. |
| Shopping basket | BP_Basket |
Can be carried. |
| Pedal bin | BP_PedalBin |
Lid opens 75°. |
Back room
| Prop | Unreal Engine asset | Behaviour |
|---|---|---|
| Storage rack, 120 cm | SM_Rack_Storage_120 |
Deck sockets Slot_0 to Slot_3, for stock boxes or products. |
| Staff locker | BP_StaffLocker |
Door opens 105°. |
| Fuse box | BP_FuseBox |
Wall-mounted. Door opens 110°. |
| Cardboard boxes, small and medium | BP_Box_Small, BP_Box_Medium |
Can be carried. Each size is also a data-table row, so racks can be stocked with them. |
| Mop bucket | BP_MopBucket |
Can be carried. |
| Wet-floor sign | BP_WetFloorSign |
Can be carried. |
Exterior
| Prop | Unreal Engine asset | Behaviour |
|---|---|---|
| Ice merchandiser | BP_IceChest |
Printed door opens 100°. |
| Newspaper box | BP_NewsBox |
Window door tips forward 70°. |
| Outdoor litter bin | BP_OutdoorBin |
Emptying door opens 100°. |
Products
Every product is a mesh plus a row in DT_StoreItems. Any product can stock a shelf slot, and the player can pick it up, carry it and put it back.
| Product | Mesh | Data-table rows |
|---|---|---|
| Socket Soda can | SM_Can_Soda |
SocketSoda_Lime, SocketSoda_Cherry, SocketSoda_Orange |
| Pivot Spring water | SM_Bottle_Water |
PivotSpring_500 |
| Greybox Dairy milk | SM_Carton_Milk |
GreyboxDairy_Milk1L |
| Tessel Crisps | SM_Bag_Crisps |
TesselCrisps_SeaSalt |
| Morning Grid cereal | SM_Box_Cereal |
MorningGrid_500g |
| Loopcut Energy can | SM_Can_Energy |
LoopcutEnergy_500 |
| Node Noodles cup | SM_Cup_Noodles |
NodeNoodles_Chicken |
| Bevel Bar chocolate | SM_Bar_Chocolate |
BevelBar_Milk |
| Keyframe Juice carton | SM_Carton_Juice |
KeyframeJuice_Orange |
| Lerp Jam jar | SM_Jar_Jam |
LerpJam_Strawberry |
| Spline Wash detergent | SM_Bottle_Detergent |
SplineWash_1500 |
| Quad Soft toilet rolls | SM_Pack_ToiletRoll |
QuadSoft_4Roll |
| Vertex Creamery ice cream | SM_Tub_IceCream |
VertexCreamery_Vanilla |
| Render Roast coffee cup | SM_Cup_Coffee |
RenderRoast_Coffee |
| Stock boxes | SM_Box_Cardboard_S, SM_Box_Cardboard_M |
Stock_Box_Small, Stock_Box_Medium |
Systems and maps
| Item | Assets |
|---|---|
| Interaction system | BPC_Interactable, BPC_Interactor, BP_Pickup |
| Stocked shelf row | BP_ShelfSlot |
| Product data | DT_StoreItems (18 rows), struct S_SP_StoreItem, enum E_SP_SizeClass |
| Input and demo player | IA_SP_Move, IA_SP_Look, IA_SP_Jump, IA_SP_Interact, IMC_SP_Demo, BP_SP_DemoCharacter, BP_SP_DemoHUD, BP_SP_DemoGameMode |
| Demo map | L_PropsStarter_Demo, a stocked 10 by 8 metre shop with a checkout, a back-room corner and an entrance |
| Overview map | L_PropsStarter_Overview, every asset and every data-table row with a label |
The download contains an Unreal Engine project, a Blender asset library with 37 assets (the soda can appears once per flavour), and FBX files with their textures for other software.
2. Compatibility
| Software | Tested with | Notes |
|---|---|---|
| Unreal Engine | 5.8.3 on Windows 11, DirectX 12, Shader Model 6 | The project is saved in 5.8 and cannot be opened in earlier versions. Mac, Linux, consoles and mobile have not been tested. |
| Blender | 5.2 LTS | Assets were tested with both Append and Link. Blender 4.5 LTS and 5.3 have not been tested. |
| Rendering | Lumen, Virtual Shadow Maps, Nanite | Every mesh also has LODs for platforms without Nanite. Baked lighting has not been tested. |
3. Installation
Opening the Unreal Engine project
Open UE5/SP_CornerStorePropsStarter/SP_CornerStorePropsStarter.uproject in Unreal Engine 5.8. The editor starts on L_PropsStarter_Demo, and Play drops you at the shop entrance. Unreal compiles shaders for the kit's materials the first time the project opens, so that start is slower than later ones.
Adding the props to an existing project
- Close the project.
- Copy
UE5/SP_CornerStorePropsStarter/Content/SocketAndPivotinto the project'sContentfolder, keeping the folder name. - Open the project and load
SocketAndPivot/CornerStore/Maps/L_PropsStarter_Demo.
If the free Sampler is already in the project, allow the copy to replace its files. The Starter contains every Sampler asset under the same name.
The demo maps carry their own GameMode override, so no project settings need to change. Unreal Engine 5 projects use Enhanced Input by default. For an older project that still uses the legacy input classes, open Project Settings > Input and set Default Player Input Class to EnhancedPlayerInput and Default Input Component Class to EnhancedInputComponent.
Blender
In Edit > Preferences > File Paths > Asset Libraries, click Add and choose the Blender folder from this download. The Asset Browser then lists the props under Corner Store, in the catalogues Fixtures, Back Room, Exterior and Products. Append (Reuse Data) is the recommended import method, and Link also works. The Showcase collection in the .blend file places every asset in a row for a quick look.
FBX files
There is one FBX file per prop in Exports/FBX, in centimetres with Z up. In Blender's axes each prop faces -Y, which becomes +Y after import into Unreal Engine. Each file also contains the UCX_ collision hulls and SOCKET_ sockets that Unreal Engine reads on import; other software can ignore or delete them. Textures are in Exports/Textures, and Exports/materials.csv gives the textures and settings for each material.
4. Demo controls
| Action | Keyboard and mouse | Gamepad |
|---|---|---|
| Move | W, A, S, D | Left stick |
| Look | Mouse | Right stick |
| Jump | Space | Bottom face button |
| Interact | E | Left face button |
When you look at an object you can use, its edges light up in chartreuse and its prompt appears beside the crosshair.
5. Folder structure and naming
Content/SocketAndPivot/
Core/ Shared by every Socket & Pivot kit
Blueprints/ BPC_Interactable, BPC_Interactor, BP_Pickup, BP_SP_DemoCharacter, BP_SP_DemoHUD, BP_SP_DemoGameMode
Data/ S_SP_StoreItem, E_SP_SizeClass
Input/ IA_SP_Move, IA_SP_Look, IA_SP_Jump, IA_SP_Interact, IMC_SP_Demo
Materials/ M_SP_Master, M_SP_Glass and the MI_SP_ surface instances
Textures/ T_Surface_ and T_Default_ textures
CornerStore/ This kit
Blueprints/ One Blueprint per interactive or carryable prop, plus BP_ShelfSlot
Data/ DT_StoreItems
Maps/ L_PropsStarter_Demo, L_PropsStarter_Overview
Materials/ MI_Label_ instances for packaging and signs
Meshes/ Fixtures, BackRoom, Exterior and Products subfolders
Textures/ T_Label_ textures
Demo/ Rooms, counter and light panel used only by the demo maps
Core is identical across Socket & Pivot kits. A project with two kits installed shares one Core folder; keep the newer copy.
| Prefix | Asset type | Prefix | Asset type |
|---|---|---|---|
SM_ |
Static mesh | M_ |
Material |
BP_ |
Blueprint | MI_ |
Material instance |
BPC_ |
Blueprint component | T_ |
Texture (_D colour, _N normal, _ORM packed masks) |
DT_ |
Data table | IA_, IMC_ |
Enhanced Input action and mapping context |
S_, E_ |
Struct, enum | L_ |
Level |
6. The interaction system
Every interaction in the kit goes through two Blueprint components.
BPC_Interactor sits on the player pawn. It traces a line from the camera twenty times a second, on the Visibility channel and up to TraceDistance (250 cm by default). The first actor hit that owns a BPC_Interactable becomes the focus. Its meshes are highlighted, and GetPromptText returns the prompt for the HUD.
When the player presses Interact, TryInteract resolves the action. With empty hands, a carryable actor in view is picked up, and anything else runs the focused component's Interact function. With an item in hand, the outcome depends on what is in view:
| In view | Result |
|---|---|
| A slot that stocks the same product | The item goes back on the shelf. |
| A door, drawer or lid | It opens or closes, and the player keeps holding the item. |
| A slot for another product, or another carryable actor | No prompt is shown and nothing happens. |
| Nothing interactive | The item is dropped. |
BPC_Interactable is added to anything usable and has these settings:
| Setting | Purpose |
|---|---|
MovingPart |
The component that moves when the object opens. Set it in the owning actor's construction script. |
OpenRotation, OpenOffset |
Change in relative rotation and location between the closed and open states. |
OpenTime |
Duration of the eased movement, in seconds. |
Prompt, PromptWhenOpen, PromptWhileHolding |
Text shown to the player in each state. |
PickUp |
When enabled, the player carries the whole actor. |
HighlightWholeActor |
Highlights every mesh of the actor, not only the one in view. |
OnInteracted |
Event dispatcher, called with the interactor and the hit component. |
The highlight lives in the materials. Focusing an object writes 1 into Custom Primitive Data index 0 on its meshes, and M_SP_Master and M_SP_Glass respond with a chartreuse Fresnel rim and a 16 % tint. Since no overlay or post-process pass is involved, Nanite meshes highlight like any other. Your own materials can take part by adding a scalar parameter with Use Custom Primitive Data enabled at index 0.
7. Shelf slots
A BP_ShelfSlot is one row of a single product. It attaches to a socket whose name starts with Slot_, and its construction script works out how many units fit from the product mesh's bounds and the row's Facings value.
| Variable | Purpose |
|---|---|
ItemRow |
The DT_StoreItems row to stock. |
Width, Depth |
Usable area in centimetres. See the table below. |
MaxRows |
Maximum number of rows from front to back. |
Gap |
Space between units, in centimetres. |
FillPercent |
How full the slot starts, from 0 to 1. |
Seed |
Changes which positions start empty. |
| Fixture | Width × depth (cm) |
|---|---|
| Wall shelf | 92 × 34 |
| Gondola shelf | 112 × 34 |
| Fridge | 50 × 46 |
| Drink cooler | 58 × 55 |
| Chest freezer | 104 × 52 |
| Storage rack | 114 × 48 |
During play the player can take any unit, which spawns a BP_Pickup in their hands, and return it to an empty position in a slot of the same product. A slot that stocks something else shows no prompt and refuses the item. The gondola's back-side sockets are turned 180°, so slots attached to them face the second aisle.
To place a slot by hand, drag BP_ShelfSlot into the level, set its parent to the fixture and its parent socket to the slot you want, and reset its relative location and rotation. From a Blueprint, use Attach Actor To Component with Snap to Target. Every stocked fixture in L_PropsStarter_Demo is set up this way.
8. Placement sockets
Some fixtures carry sockets for placing other props. Attach the prop to the socket with Snap to Target.
| Socket | Fixture | Intended prop |
|---|---|---|
Place_Register |
Checkout counter | BP_Register, facing the operator |
Place_CardReader |
Checkout counter | BP_CardReader, on the customer side |
Place_Basket |
Basket stand | The first BP_Basket; further baskets nest on top of it |
9. The product data table
DT_StoreItems uses the struct S_SP_StoreItem:
| Field | Purpose |
|---|---|
DisplayName |
Name shown to the player. |
Category |
Shelf category, such as Drinks, Frozen or Household. |
Price |
Shelf price in your game's currency. |
SizeClass |
Small, Medium or Large. |
Mesh |
The product's static mesh. |
Facings |
How many units stand side by side when the product fills a slot. |
OverrideSlot, OverrideMaterial |
Optional material replacement. The three Socket Soda flavours share one can mesh this way. |
Pickable |
Whether the player can pick the product up. |
10. Using your own character
Add BPC_Interactor to your player pawn and call TryInteract from your Interact input. Your interface can read GetPromptText or listen to OnFocusChanged. BP_SP_DemoHUD is only there to make the demo playable.
11. Extending the kit
Adding a product
Import the mesh with its pivot at the centre of its base and its front facing +Y, add a row to DT_StoreItems, and use the row in a BP_ShelfSlot or BP_Pickup.
Adding a variant of an existing product
Duplicate the product's label material instance and give it a new BaseColorMap. A new data-table row then points OverrideSlot at the label's material slot and OverrideMaterial at the new instance.
Making another actor interactive
Add a BPC_Interactable. A door, drawer or lid needs MovingPart set in the construction script, as the kit's Blueprints do, plus an OpenRotation or OpenOffset. Other behaviour, such as a light switch, can be bound to OnInteracted.
Making a mesh carryable
Create a child Blueprint of BP_Pickup and set its PickupMesh. The kit's boxes, mop bucket and wet-floor sign are built exactly like this.
Creating a new surface
Make a material instance of M_SP_Master, or of M_SP_Glass for transparent surfaces:
| Parameter | Purpose |
|---|---|
BaseColorMap, Tint |
Colour texture and a colour it is multiplied by. |
NormalMap, NormalStrength |
Normal texture and how strongly it applies. |
ORMMap |
Packed masks: R ambient occlusion, G roughness variation, B metal. |
RoughnessMin, RoughnessMax |
The roughness range that the G channel is mapped into. |
Metallic |
Metalness where the B channel allows it. |
TileMetres |
Metres covered by one texture repeat. UVs are authored in metres. |
EmissiveColor, EmissiveStrength |
Light emitted by the surface. |
Changing the highlight colour
Adjust HighlightColor and HighlightStrength on the master materials, or override them per material instance.
12. Technical specifications
| Mesh | Size in cm (W × D × H) | Triangles at LOD0 | LODs | Nanite | Convex hulls | Sockets | Material slots |
|---|---|---|---|---|---|---|---|
SM_Fridge_Body |
60.3 × 74.8 × 181.4 | 7,152 | 4 | No | 8 | Hinge_Door, Light_Interior, Slot_1, Slot_2, Slot_3 |
6 |
SM_Fridge_Door |
60 × 21.85 × 165 | 13,432 | 4 | No | 2 | None | 5 |
SM_Shelf_Wall_100 |
100 × 47.6 × 200 | 1,700 | 4 | Yes | 8 | Slot_0, Slot_1, Slot_2, Slot_3, Slot_4 |
3 |
SM_Register_Body |
43 × 42 × 38 | 5,156 | 4 | Yes | 2 | Slide_Drawer |
5 |
SM_Register_Drawer |
38.2 × 40.3 × 8 | 4,192 | 4 | Yes | 1 | None | 4 |
SM_Bin_Pedal_Body |
29.7 × 37.2 × 41 | 2,516 | 4 | Yes | 2 | Hinge_Lid |
4 |
SM_Bin_Pedal_Lid |
29.5 × 30.65 × 2.8 | 1,084 | 4 | Yes | 1 | None | 2 |
SM_Basket_Shopping |
44 × 45.8 × 24.9 | 2,886 | 4 | Yes | 1 | None | 2 |
SM_Can_Soda |
6.4 × 6.4 × 12 | 1,212 | 4 | Yes | 1 | None | 2 |
SM_Bottle_Water |
6.6 × 6.6 × 21.4 | 2,448 | 4 | No | 1 | None | 3 |
SM_Carton_Milk |
7 × 7 × 25.4 | 148 | 4 | Yes | 2 | None | 1 |
SM_Bag_Crisps |
20 × 7.34 × 28 | 3,296 | 4 | Yes | 1 | None | 1 |
SM_Box_Cereal |
26 × 7 × 36 | 108 | 4 | Yes | 1 | None | 1 |
SM_Cooler_Body |
68.01 × 70.6 × 200 | 15,016 | 4 | Yes | 9 | Hinge_Door, Light_Interior, Slot_1, Slot_2, Slot_3, Slot_4 |
6 |
SM_Cooler_Door |
66 × 8.6 × 168 | 832 | 4 | No | 1 | None | 4 |
SM_Freezer_Body |
120.1 × 66 × 86.2 | 6,052 | 4 | Yes | 6 | Hinge_Lid, Slot_1 |
5 |
SM_Freezer_Lid |
120 × 66.5 × 6 | 712 | 4 | No | 1 | None | 3 |
SM_Counter_Checkout_Body |
154.2 × 75.1 × 92 | 1,890 | 4 | Yes | 7 | Place_CardReader, Place_Register, Slide_Drawer |
3 |
SM_Counter_Checkout_Drawer |
52 × 56.6 × 15.5 | 712 | 4 | Yes | 1 | None | 4 |
SM_CardReader_Base |
10.86 × 10.86 × 9 | 692 | 4 | Yes | 1 | Swivel_Terminal |
2 |
SM_CardReader_Terminal |
8.4 × 7.4 × 17.92 | 2,192 | 4 | Yes | 1 | None | 4 |
SM_Shelf_Gondola_120 |
124 × 90 × 153 | 29,026 | 4 | Yes | 9 | Slot_A0, Slot_A1, Slot_A2, Slot_A3, Slot_B0, Slot_B1, Slot_B2, Slot_B3 |
3 |
SM_BasketStand |
50 × 38 × 100 | 6,848 | 4 | Yes | 6 | Place_Basket |
4 |
SM_IceChest_Body |
100 × 72 × 132.02 | 3,788 | 4 | Yes | 5 | Hinge_Door |
4 |
SM_IceChest_Door |
83.5 × 10 × 96 | 796 | 4 | Yes | 1 | None | 4 |
SM_Locker_Body |
38 × 46 × 180 | 1,016 | 4 | Yes | 5 | Hinge_Door |
3 |
SM_Locker_Door |
36 × 4 × 170 | 4,988 | 4 | Yes | 1 | None | 4 |
SM_FuseBox_Body |
36 × 12 × 46 | 2,404 | 4 | Yes | 1 | Hinge_Door |
6 |
SM_FuseBox_Door |
35.6 × 2.1 × 45 | 4,660 | 4 | Yes | 1 | None | 4 |
SM_NewsBox_Body |
46.01 × 42.3 × 104.2 | 1,512 | 4 | Yes | 4 | Hinge_Door |
6 |
SM_NewsBox_Door |
41 × 4.5 × 40 | 424 | 4 | No | 1 | None | 3 |
SM_Rack_Storage_120 |
121.2 × 51.2 × 200 | 1,744 | 4 | Yes | 8 | Slot_0, Slot_1, Slot_2, Slot_3 |
4 |
SM_Box_Cardboard_S |
40.18 × 30.08 × 25.09 | 216 | 4 | Yes | 1 | None | 4 |
SM_Box_Cardboard_M |
60.18 × 40.08 × 40.09 | 216 | 4 | Yes | 1 | None | 4 |
SM_MopBucket |
40.9 × 34.39 × 75.4 | 2,836 | 4 | Yes | 2 | None | 5 |
SM_Sign_WetFloor |
30 × 23.56 × 65.02 | 752 | 4 | Yes | 1 | None | 2 |
SM_Bin_Outdoor_Body |
52.38 × 53 × 100 | 1,480 | 4 | Yes | 5 | Hinge_Door |
3 |
SM_Bin_Outdoor_Door |
40 × 3.3 × 64 | 1,816 | 4 | Yes | 1 | None | 3 |
SM_Can_Energy |
6.6 × 6.6 × 16.8 | 1,212 | 4 | Yes | 1 | None | 2 |
SM_Cup_Noodles |
10.24 × 11.32 × 10.16 | 1,044 | 4 | Yes | 1 | None | 3 |
SM_Bar_Chocolate |
15 × 1.3 × 6.2 | 188 | 4 | Yes | 1 | None | 1 |
SM_Carton_Juice |
6.3 × 4.5 × 10.5 | 260 | 4 | No | 1 | None | 3 |
SM_Jar_Jam |
7.28 × 7.28 × 10.2 | 2,496 | 4 | No | 1 | None | 4 |
SM_Bottle_Detergent |
12 × 7.32 × 29 | 1,292 | 4 | Yes | 2 | None | 3 |
SM_Pack_ToiletRoll |
21 × 21 × 10.5 | 428 | 4 | Yes | 1 | None | 1 |
SM_Tub_IceCream |
16.56 × 16.56 × 10.21 | 1,408 | 4 | Yes | 1 | None | 2 |
SM_Cup_Coffee |
8.52 × 8.52 × 12.75 | 1,236 | 4 | Yes | 1 | None | 3 |
SM_Demo_RoomLarge (demo maps only) |
1030 × 830 × 320 | 124 | 4 | Yes | 8 | None | 4 |
SM_Demo_Counter (demo maps only) |
166 × 66 × 91 | 484 | 4 | Yes | 1 | None | 3 |
SM_Demo_LightPanel (demo maps only) |
124 × 34 × 3 | 232 | 4 | Yes | 1 | None | 2 |
| Property | Specification |
|---|---|
| Scale | Real-world size in centimetres. |
| Pivots | Centre of the base for every prop, including the wall-mounted fuse box, which can be placed at any height. Moving parts pivot on their hinge or slide point. |
| Collision | Simple convex collision on every mesh. Cabinets have hollow collision so their shelves stay reachable. |
| LODs | Four per mesh, at 100, 50, 25 and 12.5 % of the triangles. |
| Nanite | Enabled on opaque meshes. Disabled on meshes with transparent parts, which Nanite cannot render: the fridge body and door, the cooler door, the freezer lid, the newspaper box door, the water bottle, the jam jar and the juice carton (because of its clear straw wrapper). |
| Heaviest meshes | The gondola shelf, about 29,000 triangles because of its pegboard holes, and the drink cooler body, about 15,000. Both use Nanite. The heaviest mesh without Nanite is the fridge door, about 13,400 triangles with its bins, gasket and handle. |
| Materials | 2 master materials and 49 material instances. |
| Textures | 51 textures. Tiling surfaces are 1024 × 1024 and are applied at 1024 pixels per metre, or 2048 on brushed metal and rubber. Packaging and sign prints are 1024 pixels on their longer side. Prints whose sides are not powers of two are stretched up to the next power of two on import, so they get mipmaps and compression while their UVs stay unchanged. |
| Texture format | Occlusion, roughness and metal masks are packed into ORM textures. Normal maps are authored in the OpenGL convention and imported with the green channel flipped. |
| UVs | UV0 is measured in metres on tiling surfaces and runs from 0 to 1 across prints. No separate lightmap UV channel was authored. |
| Asset count | 186 assets in Content/SocketAndPivot. |
| Blender library | 37 collection assets at metre scale. Materials use the Principled BSDF and render in EEVEE and Cycles. Every moving part is parented to its body and limited by a Limit Rotation or Limit Location constraint to the same travel as in Unreal Engine. |
13. Known limitations
- The kit has been tested in Unreal Engine 5.8.3 and Blender 5.2 LTS only. Section 2 has the details.
- Interactions are designed for single-player games and do not replicate over a network.
- There are no sound effects.
- The kit contains props and their interactions only. It has no customers, economy or save system.
- The demo HUD is a minimal Canvas HUD with English text. Prompts are stored as Text and can be localised.
- Interaction uses a single line trace, so aiming exactly at the 8 mm gap between two products reaches the shelf behind them.
- Reaching into the chest freezer works best from right beside it, looking down over the rim.
- Only materials that read Custom Primitive Data index 0 show the focus highlight. Both included master materials do.
- Collision hulls and sockets are left out of the Blender library. The FBX files include them.
- GLB and USD exports are not part of this version.
- Baked lighting has not been tested, and the meshes have no dedicated lightmap UV channel.
14. Version history
| Version | Date | Changes |
|---|---|---|
| 1.0.0 | 7 November 2026 | First release: the ten Sampler props plus 25 new ones, 18 data-table rows, and new demo and overview maps. |
15. Licence and credits
The terms of use are in LICENSE.txt. The Personal licence covers individuals and organisations whose revenue and funding in the last 12 months was under US$100,000, with no limit on seats. Larger organisations need a Studio licence, which covers up to 10 seats. Under either licence the props can be used in any number of projects, including commercial ones and client work, but may not be resold or redistributed as assets, put in a public repository in source form, or used to train, evaluate or prompt AI models. Copies bought on Fab or Superhive are covered by that store's licence instead.
Surface textures made from CC0 scans by ambientCG and Poly Haven, and the fonts used for the packaging and lettering, are listed with their licences in THIRD-PARTY-NOTICES.txt. The brands, logos and the newspaper shown on the props were all invented for this kit.
For help with the product, email support@socketandpivot.com with the product version, your engine or Blender version and a description of the problem. We reply within two business days. Licence questions go to hello@socketandpivot.com, and the full licence text is at socketandpivot.com/licence.