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You'll learn how building system works in most games like in Ark and Valheim, or how to add more style based on pre-existing construction types. It's a snap to the nearest with favoritism.
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 Version
Built-in
URP
HDRP
2022.3.0f1
Not compatible
Not compatible
Compatible
Description

This is the HDRP version, if you want here is the URP or the BIRP.

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Required

This asset uses the new input system package and is suitable for any kind of games.


"Building System uses JosephinSlab-Regular(Font) under SIL Open Font License; see Third-PartyNotices.txt file in package for details."


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Summary


The Input :

Pressing 1 to 8 while hovering over an item in Mini Inventory selects a construction.

Rotate the xray with "Mouse ScrollWheel".

Pressing left click will spawn the construction with the xray rotation and position.

You can deselect the selection by right clicking or by pressing the same hotbar shortcut (1-8).

Pressing space bar jumps.

Press "F" to climb ladders.

Press "X" deletes the nearest construction.

Press "V" to change materials.

Press "H" to hide hud.

Press "I" to hide mini inventory.

Press "ALT" enables to look at the character's face.

Pressing "MMB"* creates a forcefield attracting the closest rigidbody from the mouse.


*MMB stands for Middle Mouse Button


Character controller :

The player no longer moves by directly updating it's transform position. It actually use MoveTowards function to add velocity to the rigidbody based on input. You can change the speed, the acceleration, the shift speed, the air acceleration, the height of a jump, the amount of jump in the air.


The ShowRoom :

There is a ShowRoom to display how a finished home would look like. And also to display how and where all the constructions should be placed. You can add constructions to the ShowRoom or make a completely new structure nearby.


The Favoritism :

You can only place floor first to create a new structure. So you have to place a floor first, then a wall on the floor, then a roof on the wall. You can only place floor on floor, wall on floor, doorway on floor, pillar on floor and corner on floor. You can only place door on doorway. You can only place roof on wall and roof on roof. You can only place stairs on floor and stairs on stairs. This way if a construction does not snap, it won't be able to be instantiated.


The Main Floor :

The main floor is a boolean to check on each construction if the selected xray is the first piece of a new building or if it's snapped to a piece already snapped to a main floor. This way a complete building is parented inside it's nearest main floor making the hierarchy easier to read but you should keep in mind that destroying the nearest construction might destroy the whole building if the nearest construction is the main floor (since all construction snapped on the main floor are child of the nearest main floor).


The Hinge joints :

The doors are working with Hinge joints so you just have to walk into them to "push" them open, kinda like the doors in far west saloon or in some restaurant.


The Torch and BeamLamp both use the hinge joints to make the chain move realistically and add more realism to the system.


There's also a trap door that opens upward.


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Link to documentation

Documentation


Itch.io page

linktr.ee/electorch

Technical details

Scripts:

  • GameController.cs
  • OrbitCamera.cs
  • PlayerController.cs
  • PlayerBuilder.cs
  • ConstructionType.cs
  • ConstructionObject.cs
  • XrayObject.cs
  • CanvasCamera.cs
  • CanvasFocus.cs
  • UICursorFollow.cs

Model:

  • Wall (620 vertices)
  • Wall.001
  • Wall.002
  • Floor (488 vertices)
  • Pillar (110 vertices)
  • Pillar.001
  • CornerInt (130 vertices)
  • CornerExt (130 vertices)
  • Door (476 vertices)
  • Door.001
  • Door.002
  • Door.002i
  • DoorWay (1024 vertices)
  • DoorWay.001
  • DoorWay.002
  • Stairs (517 vertices)
  • Roof (545 vertices)
  • Fence (392 vertices)
  • Gate (208 vertices)
  • Beam (24 vertices)
  • BeamLamp (100 vertices)
  • Ceiling (504 vertices)
  • Cellbar (1014 vertices)
  • Cellwall (1014 vertices)
  • Chain (2304 vertices)
  • HalfCeiling (318 vertices)
  • HalfFloor (386 vertices)
  • HalfWall (386 vertices)
  • BeamLamp (389 vertices)
  • Ramp (517 vertices)
  • Ramp.001
  • Shutter (9125 vertices)
  • Torch (10019 vertices)
  • TrapDoor (1070 vertices)
  • Trapeze (300 vertices)
  • TrapWall (876 vertices)
  • Ladder
  • Window (88 vertices)
  • WindowWall (870 vertices)

Materials :

  • Ground (for the plane we walk on)
  • Back/Front/DoorFrameMetal (for the construction)
  • Backxray/Frontxray(for the xray)
  • Scarf/Body/Eyes/Nose/PlayerCollider
  • SkyboxMat

Shaders :

  • PlayerOutline
  • Sobel

(HDRP)Building System

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License type
File size
46.1 MB
Latest version
1.8
Latest release date
Dec 19, 2023
Original Unity version
2022.3.0 or higher
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