Curitor
Editor Tooling · Topic Guide

Setup Window

One window, one button, and a list of everything the kit installs with a live installed/missing state next to each row. It is designed to be pressed again — repeatedly, on a project you have already customised — without eating your work.

Opening it

Tools → Party Core Kit → Setup Window in the menu bar. It opens as a dockable window titled Party Core Kit, and it is the first thing to open in a fresh project.

The Setup Window on a project that is already installed: every row green, and the button reads Reinstall / Repair. On a fresh project the badge instead reads Setup required and the button counts what is missing.

The status summary

At the top: how many of the kit's items are installed, a progress bar, and a badge that reads either Ready to play or Setup required. Under it, the one button — labelled Install Party Core Kit (N missing) when there is work to do, and Reinstall / Repair once everything is present.

That second label is the point of the whole window. Repair is not a separate mode or a scary advanced option; it is what the same button becomes.

The safety contract

The window states its own contract in its header, and it is worth reading literally, because it is a promise the code keeps rather than a reassurance:

Safe to re-run at any time: assets keep your edits,
scenes are only rebuilt with your consent.
FieldTypeWhat it does
Assetsalways keptConfigs, item and stat definitions, catalogs, themes, prefabs. Install fills in what is missing and never overwrites what you have edited. There is no prompt because there is no risk.
Scenesyour choiceIf generated scenes already exist, Install asks first: Recreate Scenes, Keep Scenes, or Cancel. Recreating discards their current contents; keeping leaves them alone and still repairs everything else.
Build Settingsadditive onlyMissing scene entries are added. Entries you added are never removed or reordered.
The level catalogadditive onlyNew levels are appended; your display names, thumbnails and ordering survive every rescan.
The only destructive choice in the installer, and it always asks.

The module list

Below the button, every item the kit installs is a row: what it is, one line of what it is for, and Installed or Missing. This list doubles as a map of the product — reading it top to bottom is a reasonable way to learn what you bought.

FieldTypeWhat it does
FoundationsgroupThe New Input System backend, the Water scene tag, the movement config, game settings, and the toolkit's own copy of the input actions asset.
Character & playergroupThe character part catalog scanned from the Designer library, the character prefab with its generated animator, and the one player prefab that serves single-player, split-screen and online.
Gameplay contentgroupStat definitions and effects, the stone item, three equipment items with stat bonuses, and the coin and chest loot table.
MapsgroupMap materials, the pre-fitted tile prefabs, the tile catalog, movement metrics and the generator config. Extending generated maps is adding a catalog entry — no code.
BuildinggroupThe building config, the Building Hammer tool, a crate to place, the scene placement system with its replicator, and placement persistence.
UIgroupTwo themes, the widget prefab set, and a gallery scene showing every widget in its states.
ScenesgroupThe Main lobby, the Playground and Race stock levels, the generated level, and the scripting showcase with one zone per event source.

Setup, Documentation, News, Modules

A left-hand tab bar splits the window into four pages. Setup carries the status summary and module list above. Documentation opens this site directly — the same shortcut README.md describes. News is a short welcome plus the most recent entries from What's Changed. Modules is the one page worth reading in full before you buy anything else that promises to extend the kit: every module the product ships or plans, each marked Available or Planned— nothing in between, no version numbers, no download button that does nothing. It is the single source of truth this documentation site's own module lists (the front page grid, the "What's Coming" list) are kept in sync with by hand.

First run

  1. Open the window

    Tools → Party Core Kit → Setup Window.
  2. Press Install

    It reports how many items are missing. Pressing it installs all of them; on a fresh project nothing asks about scenes because there are none yet.
  3. Open Main and press Play

    Install tells you to do exactly this when it finishes. The lobby offers host, join and play-local.
  4. Re-run it whenever something looks wrong

    A missing replicator, an unregistered scene, a repair after an upgrade — Install is the answer to all of them, and Keep Scenes makes it non-destructive.

The rest of the window

FieldTypeWhat it does
Open Main ScenebuttonJumps straight to the lobby scene.
Open Playground LevelbuttonOpens the sandbox level directly, for a quick look.
Reveal Main Scene in ExplorerbuttonFor when you want the file rather than the scene.
Latest changespanelA short changelog, with a link to the What's Changed page on curitor.dev for the full dated history.
DocumentationpanelOpens the product website.
Reveal Saved Data in ExplorerbuttonOpens the folder holding save files. Tools → Party Core Kit → Saving & Loading → Clear Saved Data wipes them.

An Advanced — run individual steps foldout exposes the granular installers: create the movement config alone, generate the character model, install just the UI kit, create the scenes, add the tags. Two of its buttons are the template snapshots described in Level Authoring.

Multiplayer