GameLoop Starter


Interactables - gather nodes, chests (multi-item list + CSV import), doors (optional key ... Modules are plain MonoBehaviours - not mounted = zero overhead; delete a folder to ... Requirements


by Unity China Publisher Hub


Price History +

2D top-down RPG scene wizard with dual map routes (PNG image map + Tilemap), template-match auto decoration placement, and a full quest/dialogue/inventory/combat/save core loop.

- C# scripts only, no native plugins, no third-party dependencies

- 65+ commented scripts organized by module (Foundation/Quest/Dialogue/Inventory/Combat/Save/Shop/Equipment/Time/Achievement/Collection/UI/World)

- 4 prefabs, 12 sample ScriptableObject assets, 1 blank starter scene

- Editor wizard and assembler under an Editor folder

- ScriptableObject data, JSON serialization, EventBus messaging

- Unity 6 (6000.0), Built-in 2D, legacy Input Manager, uGUI

GameLoop Starter - A scene wizard that assembles a complete, playable 2D top-down RPG core loop in Unity 6. Two map routes, template-match decoration auto-placement, plus quests, branching dialogue, inventory, melee combat, gathering, shops, equipment, saves, minimap, achievements - all wired up in minutes, not weeks.

You do not start from an empty project wiring eight systems together. Open the wizard, pick a preset, press Play. Every generated object is a normal GameObject / Prefab / ScriptableObject - no lock-in, no framework magic.


Two Map Routes (v1.3)

Route 1 - Image Map (for ready-made map PNGs): import a full map PNG, auto-stretch to world size, auto boundary collision, paint unwalkable areas with a collision brush, place POI markers (quest/teleport/shop/npc/gather/save/custom), export scene as a reusable template.

Route 2 - Tilemap (for tileset assets): one-click tileset slicing (auto-cut Tile assets + Tile Palette), 4-layer skeleton (Floor / Walls with collider / Decoration / Front foreground occlusion), Rule Tile auto-tiling (4-neighbor adjacency, no extra package dependency), layer manager with collider toggles and sorting control.

Decoration System (v1.3 enhanced)

  • Template-match auto-locate (exclusive) - pass a single sprite (e.g. a tree), the wizard scans the map base image and finds every matching position; check the ones you want and generate decorations with outline collision in one click
  • Batch auto-locate - add multiple patterns (whole folder supported), scan all, generate all
  • Area scatter - random placement with count / area size / min spacing, mix multiple patterns
  • Outline collision - physics shape hugging the sprite alpha edge (same algorithm as Sprite Editor Generate), adjustable Detail and Alpha tolerance
  • Pixel snapping - generated coordinates align to pixel grid, no sub-pixel blur

Wizard - 8 entries

  • Quick scene - minimal / standard / full demo preset, idempotent (never duplicates)
  • Map - dual routes (see above)
  • Characters - player (J to attack), NPCs (static / patrol / schedule, quest / shop / affinity tags), killable enemies (HP, hit flash, contact damage, loot table, optional respawn)
  • Interactables - gather nodes, chests (multi-item list + CSV import), doors (optional key), portals (spawn-point dropdown), readable objects - all with optional loot tables
  • Buildings / Decorations / Logic points - enterable buildings, trees/rocks with collision and random rotation, spawn / save / respawn points, zone triggers with BGM switch
  • Scene checklist - categorized list with select / lock / hide / delete and one-click validation

Safety rails: item IDs are always picked from a global dropdown (auto-scanned from the project), every action supports Undo, and objects are sorted into Hierarchy groups automatically.

Runtime systems (65+ commented C# scripts, event-driven)

  • Quests - 5 objective types (Collect / Kill / Reach / Talk / Custom), quest chains, auto progress
  • Dialogue - multi-node branching, typewriter, NPC affinity (gifting) and daily schedules
  • Inventory & equipment - auto stacking, 4 item types, equipment slots with stat bonuses, hotbar
  • Combat - melee hit box, killable targets, loot tables (probability + quantity range), hit flash
  • Save - JSON serialization, multiple slots, forward-compatible schema
  • Shop with dynamic pricing, gold, achievements, collection book, day/night time, minimap, zone teleport

Designed to be modified

  • Modules are plain MonoBehaviours - not mounted = zero overhead; delete a folder to remove a module
  • Systems talk through a small EventBus - plug in your own combat, weather, or skill systems with a few lines of C#
  • Each generated object supports placeholder color blocks, a project Sprite, or an imported PNG

Requirements

  • Unity 6 (6000.0 LTS), Built-in 2D render pipeline
  • Legacy Input Manager and uGUI (both built in, zero packages to install)

Honest limitations

  • No NavMesh / pathfinding, no mobile controls, no one-click build pipeline
  • Placeholder art by design - replace blocks with your own sprites
  • Template matching works best with same-asset-pack patterns (map and sprite from the same source)
  • Editor tooling UI is in Chinese; full README (Chinese) included in the package

30-second test: import the package, open StarterScene (blank, one camera), run GameLoopStarter > Scene Wizard > Full Demo, press Play - talk to the village chief, collect apples, kill the training dummy, turn the quest in for gold.