Setup in minutes, honest change notes, and a growing library of topic guides — written for buyers evaluating the toolkit and developers building with it.
Setting everything up
The toolkit is installed through its own editor window — no manual scene surgery, no package spelunking. The Setup Window creates (and later upgrades) everything the modules need, and it never touches content you have authored yourself.
Import the toolkit
Add the package to your Unity project. It brings its runtime modules, editor tooling and stock content — demo items, stock levels and ready-made presets, so there is something to play with before you author anything.
Run Install in the Setup Window
Open the Party Core Kit Setup Window and press Install. It generates the player prefab, the Main lobby scene, the stock levels and the level catalog, registers scenes in Build Settings (additively — your entries are never removed) and reports every step in a manifest you can inspect.
Press Play
Open SceneFlow/Main.unity for the full flow — lobby, level select, loading screen — or open any level scene directly for a quick sandbox: levels run standalone, and friends join a local game by pressing a key on their device.
Make it yours
Swap the character model, compose gameplay rules in the Inspector with conditions and instructions, and drop your own scenes into the Levels folder — they appear in the lobby lists automatically.
What's changed
Party Core Kit is version 1.0.0, available on the Unity Asset Store. These are the most recent entries — the full, unabridged release notes ship with the package as RELEASE-NOTES.md.
2026-09-12
1.0.0 — first Asset Store release
An empty project reaches a playable core through Setup Window configuration alone: core movement, local split-screen co-op, and LAN / direct-connect networking from one player prefab.
Low-code visual scripting — conditions, instructions and triggers composed in the Inspector, no code required for level logic.
Stats & effects, character customization (a mix-and-match wardrobe), inventory & equipment, combat (melee, thrown props, damage payloads), rounds / game state, saving & loading (readable JSON), building & placement, bot players, and procedural map generation all ship.
One shared UI theme whose widgets already know about gamepads and split-screen, scene flow (lobby, level catalog, loading screen), and the Networking Dashboard for reading and repairing a player's network stack in the Inspector.
Eight example levels under SceneFlow/Levels plus the Main lobby, and full documentation at curitor.dev/doc — a page per module plus a generated reference for every scripting node.
From six simulated first customers, the night before submission: the level catalog scans a configurable list of folders (your levels can live in your own folder); a Level Definition can name a per-level player-prefab override; a Round Series component plays best-of-N with standings on the results screen; a Repeat Every Seconds instruction (the zero-code wave spawner) and a Target on Modify Stat; and every refusal they hit — the co-op join guard, the round controller's player census, the bot spawner, the charged throw — now says why in the console.
Feedback & effects. A Feedback Definition asset bundles a particle, a camera shake, a beat of hit-stop and an optional sound; CharacterFeedback binds four stock definitions to a character's own hurt, death, knockback and landed hits with nothing but dragging assets into slots, and a Play Feedback node covers everything else.
The close-out weekend (2026-09-11/12): a player's chosen look now replicates to every other machine and to late joiners; a Launch Subject node is a real jump pad in one node (Launch throws the pad's carried prop, and says so); Place Object and Remove Placed Object nodes build without code; overhead bars follow any stat; a placeable can be marked throwable when placed. A production pass over every module put each inspector on the same five-block standard, added gizmos for hitboxes, feedback anchors and placement reach, documented every public API, made every silent refusal log once with its fix, and fixed the bugs it found: an Add Item rule stopping its list on non-owning machines, equipment bonuses refreshing a step late, HUD windows that would not drag after a rebuild, tab bars clearing your own listeners, a toast vanishing without a word when its template was missing.
Not in this release: online relay play / matchmaking and standalone enemy AI are planned, not shipped — see the Setup window's Modules tab for the current status of every module.
2026-07-14
Bot players
Bot runners fill empty slots: they traverse your course through the same character controller your players use — so they cannot teleport, clip or outrun the physics.
A typed waypoint graph you author in the level scene: walk, jump, drop and interact edges, drawn and validated in the Scene view.
Bots make human mistakes on purpose — mistimed jumps that become real falls, wrong turns, hesitation — driven by BotProfile assets you can retune with no code.
Casual, Average and Skilled presets ship. Difficulty lives in the mistakes, not in a bot that visibly jogs.
A stuck bot re-plans, and failing that takes the ordinary fail and respawn a human takes — it can never soft-lock a round.
Host adds bots from the in-game menu; bot slots are counted alongside human ones, so the spawn grid can never be over-filled.
2026-07-13
Rounds & stock levels
First round loop: gather in the start zone, countdown, run, results — then an automatic restart with a Back to Lobby choice.
PlayerRespawner on the player prefab: checkpoint respawns, fall recovery and stat restore, safe in all three game modes.
Round-over rule is per-scene configuration: all-players-finish or first-player-finishes — the Race level demonstrates the second.
Hand-authored levels now regenerate from template snapshots, so installs reproduce tuned scenes exactly.
Two stock levels: Playground and Race.
Clean session starts: the host explicitly starts the round, and joining locks while one is running — the session browser says so instead of bouncing you.
Hosts pick the session size, bounded by the level's spawn-point capacity (add spawn points to raise it) — enforced at connection level and shown as x/y players in the browser.
2026-07-12
Scene flow & level loader
Main lobby scene with Play Local, host-side level selection and a session browser — levels load with a proper loading screen.
Level catalog with auto-discovery: drop a scene into the Levels folder and it appears in the lobby lists.
Escape menu with role-aware exit (leave, end session, back to lobby) and a persistent session HUD.
One spawn-point system for single-player, split-screen and online.
2026-07-12
Inventory & equipment
Container windows: chests open like inventories — hover for details, click to take, with an optional per-container exclusive lock.
Worn equipment is visible on the character and adds stat bonuses; both replicate to every screen.
Items carry 3D world models for drops and pickups; loot tables roll deterministically so all machines agree.
Item dropping by drag-out or right-click, gated by one checkbox.
What's coming
15 modules ship in version 1.0.0 today, and 2more are planned next. Same honesty policy as everywhere else: no invented dates, no fake version numbers — this list mirrors the Setup window's own Modules tab exactly.