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Asset have some bugs (like wall rotating not every click), Now I noticed there is documentation and new input support so I have to check it out ;) I will update my review if something would not work. Thanks for creating it. The characters dont go into certain places in buildings, for example it would be great that they sit when they eat or produce eat. Also the idea of eating is mystery, They get eat from main building? There is really need of better docs, cause asset seems to be really good but without docs I could give it 4 stars max.
Edit: Changed to 5 stars because the developer replies very fast and seems liek Discord Link is working but you have to use it in app, it dont work in browser. Thank You!
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Reply from publisher:
replied 5 months ago
Hi and thank you for the Feedback.
The Discord link definitely works can you try it again? I just tested the one on Publisher Page on unity asset store. Also there should be a PDF doc in the asset and also there is a tutorial video on my YT channel. If you have more specific questions I can answer on Discord or Email.
When switching the New Input System, Unity may have different sensitivity but you can adjust all those settings, on the Camera prefab you can adjust the camera movement, and on the UI prefabs you can change the scroll sensitivity and yes it's somehow different for the same value when using new input system, but number can be changed.
The colonist can access the main building storage from anywhere so they will eat automatically when hungry. There is no "sitting" animation feature, but you can set the "work" locations points on a building like the kitchen or farm. I guess you could replace the work animation by an animation that shows the character sitting so wouldnt be hard to add.
I will check the bug about walls rotating but do you have more info on how to get that because i don't think i have it.
There is so much here it's mindblowing. Want a road that increase speed? It's there. Random events? It's there. Customisable techs? It's there. Hunger, low energy penalties on speed/gather rate? It's there. I could probably spend all my life doing games with this asset with minimal changes to the code. In 40 days I have a fully working game, of course polish will take much more time but the base code and UI is excellent. This asset is really good value!
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t
Great Asset: I added a UCC (unofficial) conversion script
a year ago
trevorkeiber2on previous version 1.13
Hi,
I found this half price summer 24. I was prompted to open it in a new project, but found it worked fine imported into my existing without changing the preferences. The demo was surprisingly balanced challenging and engaging. The asset is well organized and the code is easy to follow, plenty of things can be changed with no code at all.
Since this would be adapted as a feature and not the primary part of my project, I immediately wanted to know if it could with the character controller I am using. After trial and error I put together an integration for anyone using the Opsive (third person) character controller.
Motivation:
My attempts to develop a even a simpler framework using AI behavior trees was computationally heavy and laborious to make and difficult to balance. Here much of the leg work is complete and it seems more feasible to change the details.
Also, I found some great harvest animations for logs, grain, berries, rocks metal, ie most of the resources from the colony simulator:
https://assetstore.unity.com/packages/3d/vegetation/plants/wild-harvest-grain-crops-288134
The Idea:
Allow the player to toggle seamlessly between the colony simulator and the Opsive third-person character controller. The player's third-person character becomes an identical 'looking' clone controlled by the colony simulator and then reverts to the character controller with the press of a key. The colony simulator continues to function in the background or can be paused.
To Try This:
Backup your project that includes your Opsive third-person character.
Download and Import
a) Install the colony simulator.
b) Allow the colony simulator to update its package dependencies and install its files, but DO NOT let it update your project settings.
Add Script
a) Paste the C# script into your project.
b) Create an empty GameObject (ModeSwitcher) and attach the script to it.
In the Unity Inspector, Assign:
a) Opsive 'Game' GameObject
b) Opsive 'MainCamera' GameObject
c) Opsive 'Player' GameObject
d) Colony 'Camera'
e) Colony 'Controls' (Child object of Managers)
f) One of the 'prefab' characters from the colony simulator (you can later replace this with your own prefab of the player)
g) Select the scripts you want to disable on the Opsive character. I suggest disabling the Locomotion Handler and the Player Input Proxy, but it may also be sensible to disable the Animator and Animator Listener.
h) Set the toggle keys and the hide mouse key inputs or leave them as default.
Enable and Disable Game Objects:
a) Ensure the colonySimulatorCamera, theControls, and npcPrefab are activated in the hierarchy.
b) The characterControllerGameObject and characterControllerCamera should be deactivated on start.
Comments:
None of the Opsive character controller scripts were changed to make this work. The integration itself is very light and can be undone by removing the GameObject from your scene.
There are no additional scripts added to your Opsive character.
The toggle mouse cursor was added to make this work for various third-person viewpoints; it can be changed.
Strangely, I found that the character would not render properly using the directional light from the colony simulator. When disabled, it worked fine. This would probably work fine in URP if you had the integration from Opsive.
The view must start with the colony simulator; otherwise, any initial NPCs will become inactive the first time the character controller is activated. Interestingly, NPCs who are born or arrive after this are unaffected. I am sure it would be a simple fix in the colony simulator scripts, but I did not change any of them.
You might want to add scripts to your Opsive character to further integrate the two assets, especially the scripts that reference the player object and its scripts; otherwise, you will need to set them each time your prefab player model changes.
using UnityEngine;
using Opsive.Shared.Events;
public class ModeSwitcher : MonoBehaviour
{
public GameObject characterControllerGameObject; // Main game GameObject for the character controller
public GameObject playerCharacterGameObject; // Player character GameObject
public GameObject characterControllerCamera; // Character controller camera
public GameObject colonySimulatorCamera; // Colony simulator camera
public GameObject npcPrefab; // NPC prefab to replace the player character
public GameObject theControls; // TheControls GameObject for colony simulator inputs
private GameObject npcInstance;
private bool isInCharacterControllerMode = false;
private Renderer[] playerRenderers;
private bool isCursorVisible = true;
// Fields to specify the scripts to be managed
public MonoBehaviour[] scriptsToDisable;
// Serialized fields for the keys to switch modes and toggle the cursor
[SerializeField]
private KeyCode switchToCharacterControllerKey = KeyCode.LeftBracket; // Default: {
[SerializeField]
private KeyCode switchToColonySimulatorKey = KeyCode.RightBracket; // Default: }
[SerializeField]
private KeyCode toggleCursorKey = KeyCode.End; // Default: End key
void Start()
{
// Get all renderers of the player character
playerRenderers = playerCharacterGameObject.GetComponentsInChildren<Renderer>();
// Ensure the initial state is the colony simulator active and character controller inactive
InitializeColonySimulator();
// Initially disable the specified scripts
foreach (var script in scriptsToDisable)
{
script.enabled = false;
}
// Set the cursor to be visible initially
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
void Update()
{
// Check for input to switch to the character controller mode
if (Input.GetKeyDown(switchToCharacterControllerKey) && !isInCharacterControllerMode)
{
ActivateCharacterController();
}
// Check for input to switch to the colony simulator mode
else if (Input.GetKeyDown(switchToColonySimulatorKey) && isInCharacterControllerMode)
{
ActivateColonySimulator();
}
// Check for input to toggle the cursor visibility
else if (Input.GetKeyDown(toggleCursorKey))
{
ToggleCursor();
}
}
// Toggles the cursor visibility and lock state
private void ToggleCursor()
{
isCursorVisible = !isCursorVisible;
Cursor.visible = isCursorVisible;
Cursor.lockState = isCursorVisible ? CursorLockMode.None : CursorLockMode.Locked;
}
// Initializes the colony simulator state
private void InitializeColonySimulator()
{
characterControllerGameObject.SetActive(false);
SetCharacterVisibility(false);
characterControllerCamera.SetActive(false);
colonySimulatorCamera.SetActive(true);
theControls.SetActive(true);
npcInstance = Instantiate(npcPrefab, playerCharacterGameObject.transform.position, Quaternion.identity);
}
// Activates the character controller mode
private void ActivateCharacterController()
{
if (npcInstance != null)
{
// Move player character to NPC position
playerCharacterGameObject.transform.position = npcInstance.transform.position;
Destroy(npcInstance); // Destroy the NPC instance
}
characterControllerGameObject.SetActive(true);
SetCharacterVisibility(true);
characterControllerCamera.SetActive(true);
colonySimulatorCamera.SetActive(false);
theControls.SetActive(false);
// Enable the specified scripts
foreach (var script in scriptsToDisable)
{
script.enabled = true;
}
// Notify that the character controller is activated
EventHandler.ExecuteEvent("OnCharacterActivate", true);
isInCharacterControllerMode = true;
}
// Activates the colony simulator mode
private void ActivateColonySimulator()
{
npcInstance = Instantiate(npcPrefab, playerCharacterGameObject.transform.position, Quaternion.identity);
characterControllerGameObject.SetActive(false);
SetCharacterVisibility(false);
characterControllerCamera.SetActive(false);
colonySimulatorCamera.SetActive(true);
theControls.SetActive(true);
// Disable the specified scripts
foreach (var script in scriptsToDisable)
{
script.enabled = false;
}
// Notify that the colony simulator is activated
EventHandler.ExecuteEvent("OnCharacterActivate", false);
isInCharacterControllerMode = false;
}
// Sets the visibility of the player character
private void SetCharacterVisibility(bool visible)
{
foreach (Renderer renderer in playerRenderers)
{
renderer.enabled = visible;
}
}
}
If you are still reading here are some minor issues I found:
The colonists should feed themselves, especially if they work on a farm. I was surprised when they were dying of hunger without my constant attention. Since eating just takes a second, it would make the gameplay much smoother if I did not have to constantly feed them by hand. Admittedly sometimes they eat on their own but not predictably. They should also display the hunger status or have some way of communicating their starvation. (this is an easy fix but could be included in the demo)
A larger issue is that when I also tried to import the farming simulator to the same project, I was greeted by API errors which were difficult to resolve and persisted after one of the packages was removed. It would be nice if there was a contingency for this with better file and dependency sharing between the two.
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2
u
Best asset
2 years ago
uzmanonderon previous version 1.13
Geliştirmeye açık. Yeni bir oyun yapmak için gerekli ön hazırlıkları var. Events sistemi çok güzel oluşturulmuş. Harika bir asset.
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z
One of, if not the best;- Awesome;- So much ANYONE can do with this asset!!
2 years ago
zrocwebon previous version 1.11
I have to say without even looking a one line of code, don't care, this asset, just running the demo scenes, is F.... Amazing. So much to it, out-of-the-box, and so much anyone could do with it to use as a basis for a town builder with sim action and the entire RTS-like feel wrapped around it!!! I have to say, I've never been more excited to use an asset for a new-upcoming project, than this one!
I've given this a 5-star and recommend to all looking to start or continue a sim, city/town and/or RTS builder stye game. However it does need some polishing, especially with the camera and setting limits on scrolling/key/mouse panning the edges of the world.. etc.. UI does clip the terrain depending on heights, so that is an issue. Also, there is very limited documentation, especially on the functionality of the components and their interactions with each other and the system(s).
Well Done Indie Mark, Well Done!
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Reply from publisher:
replied 2 years ago
Thank you very much for the great review!
You can try changing the distance from plane for the UI canvas. Or set it to Overlay.
If you have any questions about features and where to find them feel free to ask on Discord.
I also fixed the ui clipping and camera bounds in 1.12
If you want to make a colony management type game this is a really good asset. The documentation is super limited, but the dev is active on his discord.
His code is very well written and organized. It's very easy to add and make changes to the systems. And you can figure out the engine fairly easily by just going through things and taking your time.
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a
Great choice
3 years ago
abstractdev7on previous version 1.09
It provides a reliable and comprehensive foundation for developing colony sim games. It's easy to use, with well-organized and feature-rich code that can be easily expanded upon. The developer is responsive and supportive, providing assistance through Discord. Overall, if you're looking to create a colony sim game, Colony Simulator is a great choice that can help you bring your vision to life.
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2
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S
Solid!
3 years ago
SpaceDoubton previous version 1.08
Really solid code foundation, very easy to expand and add features. Dev is super helpful in discord. What more could ya want?!
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