Directional Combat System - AI & RPG
Unity · 模版
Island Survival is a complete, ready-to-play co-op survival FPS you can drop straight into your project — or use as the foundation for your own game. Procedurally generated islands, resource gathering, base building, crafting, day/night, drowning and PvP, all playable in multiplayer over Mirror or fully offline on a single machine. The same scripts run both ways. With a session active every system is server-authoritative; with Mirror not running they apply their effects directly. You never maintain two code paths. WHAT'S INSIDE • Procedural island generation — terrain, trees, rocks and ore from a single seed, with a live island preview in the "New Game" menu • Resource gathering — chop trees, mine rocks and ore, with respawning nodes • Base building — snap-based placement, build menu, destructible pieces • Crafting & server-authoritative per-player inventory with hotbar • Item dropping and loot sacks — walk over them to pick up; dying scatters everything you carried • Day/night cycle with a server-owned clock • Water, drowning and an underwater screen effect • Full-screen island map (M) with grid, zoom, pan and colour-coded markers • PUBG-style compass HUD that shows your map markers at their real bearing • Text chat and proximity voice chat (pure C# codec — no native plugins, no third-party licences) • Complete menu flow: Create Game, Load Game, Create Server, Join, settings, key rebinding, loading screen and pause menu • Save/load system with per-player persistence — position, health, stamina, hotbar, inventory, buildings and harvested resources TWO READY-MADE SCENES MAIN MENU and DEMO come fully built and wired — HUD, map, compass, chat, build menu and pause menu are already in the scene. Nothing is generated on demand, so reusing a piece of UI in your own scene is a copy-paste: every reference travels with the object. BUILT FOR MULTIPLAYER, NOT PATCHED FOR IT • Deterministic world, not replicated world. The island is regenerated on every peer from one synced seed — no heightmaps or object lists ever cross the wire. • Id-based resource sync. Nodes get stable ids from generation order instead of a NetworkIdentity each, so hundreds of trees and rocks cost almost nothing. • Late joiners see the world as it is now. A player joining an hour in gets the island rebuilt from the seed, then immediately clears exactly what the others already harvested. • Server-authoritative inventory, crafting, building, dropping and pickup. A modified client cannot conjure items or claim loot twice. • Per-player saves keyed by a persistent id, so a player who quits and rejoins gets their own inventory and position back. EASY TO ADAPT • Every script has detailed XML documentation comments — no black boxes. • No assembly definitions to fight with; everything compiles into Assembly-CSharp. • Editor tools: Rebuild Item Database, Fix Build and Networking Issues, and Validate Multiplayer Setup, which scans your scene and reports exactly what is missing. • Swappable networking backend. Connection code sits behind IMultiplayerConnector and MultiplayerSession — the menu, loading screen and pause menu never name a networking type. • Steam, Epic, Edgegap, relays and mobile are just Mirror Transport components: swap the Transport on the NetworkManager and change no code at all. The Join panel adapts by itself, hiding the port box for backends that use join codes or SteamIDs. • Add your own save data by inheriting SaveableBehaviour with a unique SaveId. SUITABLE FOR Survival, crafting and base-building games; co-op and PvP island/shipwreck settings; open-world exploration prototypes; anyone who needs a working server-authoritative gameplay foundation instead of building netcode from scratch. REQUIREMENTS • Unity 6 • Universal Render Pipeline — included materials are authored against URP/Lit • Mirror networking — FREE on the Asset Store, must be imported first A 15-page PDF documentation file is included, covering setup, singleplayer conversion, the networking design, every system and its known limitations. Multiplayer: • Server-authoritative gameplay built on Mirror (host / dedicated server / client) • Deterministic world generation from a synced seed — no terrain data sent over the network • Id-based resource synchronisation — no NetworkIdentity per tree, rock or ore node • Late-join catch-up: joining players receive the current harvested state • Swappable backend behind IMultiplayerConnector / MultiplayerSession • Transport-agnostic — works with KCP, Telepathy, FizzySteamworks, Edgegap and relays • Runs fully offline with Mirror never starting — same scripts, no second code path World: • Procedural island generator (terrain, water, coastline) driven by an IslandSettings asset • Seeded spawners for trees, rocks and ore nodes with configurable density • Live island preview in the New Game menu • Networked day/night cycle with server-owned clock and client-side interpolation • Coast spawning — players appear at random shoreline points on join and respawn • Proximity LOD system for spawned world objects Player systems: • First-person character controller (walk, sprint, jump, crouch) • Health, stamina and oxygen with drowning damage and underwater screen effect • Per-player server-authoritative inventory (24 slots) and hotbar (8 slots) • Crafting system driven by ScriptableObject recipes • Snap-based building system with destructible pieces and a build menu • Wall-mounted placeables (torches) with server-side validation • Item dropping, loot sacks with walk-over pickup, and full inventory drop on death • Melee tools and weapons (axe, pickaxe, swords) with tiered gathering UI: • Two complete scenes: MAIN MENU and DEMO, fully wired • Create Game / Load Game / Create Server / Join Game flow • Full-screen island map with grid, zoom, pan and colour-coded markers • Compass HUD showing map markers at their real-world bearing • Networked text chat and proximity voice chat with self-tuning jitter buffer • Settings with graphics, audio, microphone picker and key rebinding • Loading screen with fallback camera and real handover progress • Pause menu with in-game saving Saving: • Slot-based save/load system, host-authoritative in multiplayer • Per-player persistence keyed by a persistent GUID — survives quit and rejoin • Saves island seed, time of day, harvested resources, buildings, wall mounts, and each player's position, rotation, health, stamina, hotbar and inventory • Extensible: inherit SaveableBehaviour with a unique SaveId to add your own data Code & tooling: • ~95 C# scripts, all with XML documentation comments • No assembly definitions — compiles into Assembly-CSharp • Editor tools: Rebuild Item Database, Fix Build and Networking Issues, Validate Multiplayer Setup • Input System based, with runtime rebinding saved to PlayerPrefs • 15-page PDF documentation included Voice chat: • Pure C# IMA ADPCM codec at 16 kHz (~8 KB/s per speaker) — no native plugins • Server-enforced proximity range with linear falloff • Push-to-talk with lead-in and tail so the first and last word aren't clipped • Live microphone level meter and device picker