Party Core Kit
It is to give you a reliable starting point with enough range for races, arena ... INCLUDED SYSTEMS ... Stats and effects: health, stamina, scalable attributes, timed effects and equipment ...
by cupedos
Price History +
UNITY AND RENDERING
• Minimum Unity version: Unity 6000.3
• Developed and validated with Unity 6000.3.9f1
• Render pipeline: Universal Render Pipeline (URP) 17.3
• Built-in Render Pipeline and HDRP are not supported in version 1.0
• Physics: Unity PhysX / Rigidbody-based
• UI: uGUI and TextMeshPro
• Input: Unity Input System only
REQUIRED UNITY PACKAGES
• Netcode for GameObjects 2.13.0
• Input System 1.18.0
• Universal Render Pipeline 17.3.0
• Unity UI 2.0.0 with TextMeshPro
The Setup Window checks required packages and project configuration. No paid third-party Unity assets are required.
MULTIPLAYER
• Single-player and local split-screen
• LAN discovery and direct-address hosting/joining
• Host-authoritative gameplay through Netcode for GameObjects
• Synchronized player appearance, stats, inventory, containers, placed objects, supported world state and generated-map seeds
• No built-in relay, matchmaking, automatic NAT traversal or hosted dedicated-server service
CONTENT
• Modular Humanoid player character: approximately 4,300–5,400 triangles depending on equipped parts
• Goblin training character: approximately 18,000 triangles
• Character, environment and prop textures use game-ready compressed imports up to 2048×2048
• Reusable low-poly coastal environment and combat props
• Example content is included for demonstration and can be replaced with project art
• Eight focused example levels plus the Main lobby and polished Playground
• Full documentation and generated visual-scripting node reference
PACKAGE STRUCTURE
• Runtime and Editor assemblies are separated
• Modular ScriptableObject configuration and documented C# extension interfaces
• Repeatable Setup Window operations preserve authored user values
• Readable JSON save format
• Source code included
BUILD PARTY GAMES ON A WORKING FOUNDATION
Party Core Kit is a modular Unity toolkit for creating configurable party games without rebuilding the same player, UI, multiplayer and game-flow systems for every project.
Use the guided Setup Window to install the required project settings, packages, player prefab, UI and examples. Configure the included systems from focused Inspector dashboards, author common gameplay rules without code, or extend the public C# seams for your own game.
WHY WE BUILT IT
Like many developers, we started making games by learning from toolkits created by others. They helped us test ideas sooner, understand unfamiliar systems and turn rough concepts into something we could actually play with friends. Party Core Kit is our way of giving something back: a focused collection for the kind of games we love most — creative and competitive rounds that bring people together.
We selected the parts we kept needing across different prototypes and built them to work together while remaining replaceable. The goal is not to prescribe one particular game. It is to give you a reliable starting point with enough range for races, arena challenges, cooperative objectives, physics games and ideas we have not imagined. The technical foundation should support your creativity rather than define its limits.
ONE PLAYER PREFAB — MULTIPLE WAYS TO PLAY
The same modular character supports single-player, local split-screen and LAN/direct-connect network sessions. Host and client players share synchronized movement, stats, appearance, inventory, equipment, world objects, placed buildings and generated map layouts through Unity Netcode for GameObjects.
INCLUDED SYSTEMS
• Character movement: walk, sprint, crouch, jump, swim and automatic steep-slope sliding
• Camera modes: first-person and third-person views with saved player preferences
• Character customization: Humanoid character with modular body and wardrobe parts
• Stats and effects: health, stamina, scalable attributes, timed effects and equipment bonuses
• Combat and physics: animation-timed melee, thrown props, damage payloads, respawn and feedback
• Inventory and equipment: stacks, hotbar, gear slots, pickups, item details and world containers
• Building and placement: preview, place, pick up, synchronize and restore buildable objects
• Saving and loading: readable JSON for supported player, inventory, container and world state
• Rounds and game flow: countdowns, checkpoints, finishes, results and best-of-N series
• Bot players: host-managed course runners with Casual, Average and Skilled presets
• Generated maps: seeded race and lap layouts with editor preview and synchronized selection
• Visual scripting: readable conditions, instructions and triggers authored in the Inspector
• Modular settings: saved audio, input, presentation and camera preferences with custom provider rows
• UI and feedback: themed HUD, menus, inventory, storage, particles, camera shake and hit-stop
DESIGNED TO BE EXTENDED
Modules remain separate instead of being hidden inside one monolithic controller. ScriptableObject configuration, documented interfaces and public extension points let a project replace individual systems or add its own modules, settings, gameplay nodes and UI.
EXAMPLES AND DOCUMENTATION
The package contains a polished Playground plus focused scenes for movement, combat, inventory, scripting, rounds and generated maps. Components include tooltips and repair actions, while the documentation provides module guides, worked examples and a generated reference for every included visual-scripting node.
MULTIPLAYER SCOPE
Version 1.0 supports local co-op, LAN and direct-address connections. Internet play is possible when the host makes the game port reachable, for example through port forwarding. Relay, matchmaking, automatic NAT traversal and hosted dedicated-server services are not included. Bots are course-running party players; a general-purpose enemy-AI framework is not included.
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Documentation: Link
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