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A set of basic scripts that will be needed by any starting person, which doesn't know where to start or just finished the junior pathway on Unity learn.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
6000.0.25f1
Not compatible
Compatible
Not compatible
Description

Future goal: make a full solution, so even new people won't need to code, for walking simulators at least or use visual scripting for simple projects, keep the simplicity inside, so when the person is ready to dive, he can look through small well commented scripts.

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  1. Does not contain character controller, there are plenty around and it goes above basic amount of code lines.
  2. Does not contain any complex Design Patterns, which can scary novices
  3. A pack of scripts (~20), each under 100 lines of code.
  4. Contains PDF documentation, which explains some stuff (not every step, though).

  • Potential issues when modifying code inside:
  • Tasks without null checks on error can set for e.g. isKinematic to false and you will be wondering why your set upped scene is wrong, it is because Task changed state of object in editor, when was giving errors if there is no null check (RigidBody in this case).
Technical details
  • A documentation that isn't is just a table with list of variables (mostly)
  • Name Modifier for Editor Hierarchy - Get an ability to bulk delete name parts and add prefix, suffix.
  • CollisionSoundHandler - Get a randomizing script if the budget is 1-2 AudioClips on entire project
  • Bunch of timers to toggle gO's and its components, including async version.
  • LightFlicker to make that spooky horror lamps flickering
  • Output camera to a material and put in on a quad/plane, customize resolution
  • Triggers to load scene or UnityEvent to do basic manipulations with your GameObjects
  • You can load scenes like its 2000's! With ThreadSleep() or a bool check in Trigger
  • Draggable panel for UI with protection from out of bounds, darken text OnPointerEnter()
  • A UGUI toggle prefab with Text Mesh Pro! WOW!
  • And more! (Probably not)

Starts:

  • Make an explosion in your instantiated object
  • Lock your cursor on game start
  • Target your framerate to prevent overloads
Created with AI

You can skip what is below, main rule (learnt in Blender API), especially not in Unity C#:

1. Always give previous code, then give the fixed AI code to AI again, so he won't forget what to fix next/improve, lose parts.


I gave it prompts and it gave me a script that I still need to fix and add namespaces, with hallucinating if you don't correct him every time with additional prompts and adding some contextual prompts because of everything getting deprecated in newer Unity versions.


It usually started like "make me a script to throw boots at the wall. Try your best". Even when I created a context prompt with "Only code, only comments, no explanation".


Making this applicable for the asset store took me 3 days (21h) than to just get the working good enough variants underhood, for just an 1 hour (if I knew the list of scripts already) and keep it for myself.


( Experimented making the same from scratch after finishing this asset and gave it "best" "rename on need" in prompt, I got the same goals scripts with even more code (-4, the similars got into 1 couple'o times), each is 200+ lines of code mess, except 3.

(Okay, tested, the first is okay (Collision sound) but 4 already (each 200+ ln's) is buggy, so probably all other are like that).

Took 54m, excluding opening Unity, creating folder for them. So my assumption was almost correct (because of "best" that made it do 200+ lines with bugs, probably would be okay if didn't juice it over 100+ lines, though some concepts're good enough but need fixing). )


P.S. I didn't do the PublicFloat, though

Basic Scripts Pack / Junior (Novice) C# Starter Kit

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FREE
License type
File size
335.5 KB
Latest version
1.0
Latest release date
Jan 22, 2025
Original Unity version
6000.0.25
Quality assets
Over 11,000 five-star assets
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Rated by 85,000+ customers
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Supported by 100,000+ forum members
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