Meta Progression Toolkit – Renovation & Decoration


REWARDS ... - Corrupt or ambiguous data is preserved, never reset. - Save size stays bounded. ... AUTHOR VISUALLY ... FITS YOUR GAME ... - A commit report feeds your UI and your analytics.


by KopPlay


Price History +

Add a renovation & decoration meta to your game: tasks, styles, areas that unlock, rewards, a uGUI kit and a crash-safe save. Your levels report results; the toolkit does the rest.

Features

- Complete renovation/decoration meta: areas, days, tasks, steps, costs, rewards, styles (variants) and redesign.

- Unlock conditions, day and task ordering, day gifts (automatic) and area chests (claimed).

- Crash-safe local save: atomic commits, journal, checksums, backup, recovery, bounded size, content migrations.

- Durable outbox for rewards owned by your economy (boosters, items).

- Guided Editor window in 7 languages: build, world capture and preview, isolated simulator, validation.

- One-click uGUI kit; TextMeshPro supported. 4 samples, including Cozy Room.

- Full C# source. Imports as one folder: Assets/CasualMetaCampaignBuilder/.

Supported OS

- ✅Unity 2022.3 LTS or later. Tested with Unity 2022.3.62f3 and Unity 6.3 LTS (6000.3.25f1); also checked in the Editor on Unity 6000.6.0f1.

- Built-in Render Pipeline and URP.

- Tested: Windows (Editor and player) and Android 15 (Release IL2CPP ARM64 smoke test). Other platforms were not tested for this release; the runtime is pure C# with no native code.

Link to documentation

- Offline documentation is included in Assets/CasualMetaCampaignBuilder/Documentation (getting started, cookbook, integration, troubleshooting).

- Support: https://kopplay.fun/support/

Your gameplay. A world to restore.

Meta Progression Toolkit gives your game the complete meta layer of a renovation and decoration game: tasks, styles, areas, rewards, UI, and a robust save. You keep your own gameplay, and your levels simply report their results. The toolkit turns those results into a world that players restore, room after room.

READY TO INTEGRATE

- Your gameplay reports a result: "level won, 2 stars". The toolkit applies it once, even when a callback repeats.

- A one-click uGUI interface shows task cards, the style picker, rewards, and resource counters.

- The four samples show the whole loop, including Cozy Room, a complete renovation meta.

TASKS, DAYS, AND AREAS

- Areas are split into days (segments) of tasks, and each task has steps with costs and rewards.

- Tasks within a day can be done in any order or in sequence.

- Areas unlock when the previous one is complete or when your conditions are met.

STYLES AND A WORLD THAT CHANGES

- Players choose a style for an object and can redesign it later.

- World states are captured straight from your scenes and previewed safely in the Editor.

- On reload, the world is restored silently, exactly as the player left it.

REWARDS

- Day gifts are granted automatically, and area chests are claimed by the player.

- Stars and coins live in the campaign.

- Boosters and items that your own economy owns are delivered through a durable outbox and acknowledged, so nothing is lost or paid twice.

A SAVE YOU CAN TRUST

- Each command is saved atomically, with a journal, checksums, a backup, and automatic recovery.

- Corrupt or ambiguous data is preserved, never reset.

- Save size stays bounded.

- Content updates migrate existing saves automatically once you publish them. Changes that would break saves are refused.

AUTHOR VISUALLY

A guided Editor window, in seven languages, takes you from a starter campaign to a validated, published content version: areas, days, tasks, steps, ordering, unlock conditions, and styles; world capture and preview; an isolated simulator; coded validation diagnostics.

FITS YOUR GAME

- Status queries tell your UI why a task is locked, what is missing, and what can be claimed.

- A commit report feeds your UI and your analytics.

- Presentation hooks (UnityEvents, Animator triggers, sounds) run after the save.

- Additive scenes and prefabs are supported.

YOU PROVIDE

Your core gameplay (for example your puzzle levels), art, scene loading, currencies outside the campaign, backend or cloud save, IAP, ads, analytics vendor, and localization tables. The toolkit connects to them through small documented interfaces. It never requires a specific scene, GameObject name, tag, or layer.

LIMITATIONS

- One live runtime per save slot. Your game ensures it.

- Local save only: no cloud save, multi-device merge, or anti-cheat.

- External rewards are delivered at least once; apply them once per grant ID.

- No branching storylines, spreadsheet import, or visual scripting.

- Removing published content requires a custom migration.

- No art assets are included: the samples use simple procedural visuals.

Full C# source, offline documentation with a cookbook, and no third-party dependency.

The key images show the real Casual Meta Campaign window, rendered in the Unity Editor, with backgrounds and decorative illustrations generated with AI (Krea). These illustrations are not included in the package.

Support: kopplaygame@gmail.com - https://kopplay.fun/support/