In development Coming to the Asset Store

All In One Runtime Building Kit

Let your players build bases and place furniture while they play. Turn your own model into a build piece in about ten minutes, with no code. Pieces snap together through sockets, and every spot that's refused says why, in plain words: "Overlaps Wall_03", "Needs 4 Wood (you have 2)", "Keep the path clear".

  • Unity 6000.0+
  • Built-in, URP & HDRP
  • No dependencies
  • Full C# source

How it works

From your model to a placed piece in three steps

  1. Make it buildable

    In Tools > All In One Runtime Building Kit, drop your model or prefab into Make Buildable, check the measured size, pick a preset and click Create Piece. Your model is never changed.

  2. Test it

    Test in Play Mode opens a test scene with your piece ready to place. Place a second one and it snaps to the first.

  3. Build in your game

    Add a Build World to your scene and a Builder to your player. The Builder never reads input itself: call it from your own controls, or use the samples' input script.

Features

Building that snaps, costs, saves and says why

Placement that explains itself

Sockets · Grid · Free
  • Sockets first, then the grid, then free placement: walls stand flush on the edge of a foundation, and a floor resting on walls lines up with the foundation below.
  • Every refused spot says why: "Overlaps Wall_03", "Slope 38° (max 30°)", "Too far (12.4 m, max 8 m)", "Hangs over the edge of Table_01".
  • A preview that never triggers gameplay: a see-through copy of the model's meshes only, with no colliders, scripts or physics, green or red.
  • Turn it any way: steps, fine steps or freely with the mouse, per-piece steps, random turns for decor, pictures spun on walls, tilt.
  • One piece, several surfaces: a lamp for tables and walls, or only some ("Goes on Tables only"). Nudge, raise and lower; hold a key to go off the grid.
  • Works with rotated and unevenly scaled pieces and any pivot. Add your own rules, with your own reasons, in C#.

Build fast

Rows · Areas · Blueprints
  • Drag out rows of walls and areas of foundations: the preview shows how many fit and what they cost, and one undo takes them back.
  • Copy a building and stamp it again, turned, anywhere: every piece checked and charged, by the host too.
  • Pick a placed piece with the eyedropper; give pieces looks players choose and paint later.
  • Build limits per piece, player or category, in plain words ("Sofa: only 2 per player").

Make it yours

Four themes
  • Classic, Blueprint, Warm and Minimal: one click changes the whole look
  • Change or switch off every part: preview, crosshair, words, hotbar, menu, sounds, effects
  • Every word in one Text Table, ready to translate
  • Your own UI through events; per-piece colours and sounds

Your models, no code

  • Make Buildable measures your model and offers a one-click Scale when it's the wrong size
  • Presets: Foundation, Wall, Floor, Furniture, Wall Mounted
  • Box or Mesh collider for models without one
  • Pieces lists every problem with a Fix button

Furniture and interiors

  • Stands on floors, tabletops and shelves
  • Hangs on walls or from ceilings
  • Needs Support refuses anything hanging over an edge
  • Turn a placed piece where it stands

Costs and sandbox

  • Resource Types and a cost per piece
  • Your own inventory through IResourceProvider, or the included Simple Resource Inventory
  • A refund % when a piece is removed
  • Sandbox mode builds for free

Remove, move, upgrade, undo

  • Remove with a refund
  • Pick a piece up and put it down elsewhere, for free
  • Upgrade in place to the next tier, keeping its links
  • Undo and redo each player's own actions; costs and refunds are reversed exactly

Structure and Build Zones

  • Removing a piece that holds others up is refused ("Holds up Wall_01") or removes them too, as you choose
  • No physics collapse: pieces never fall
  • Build Zones forbid building in an area, or allow it only there, each with its own reason

Saving

  • Versioned JSON saves that name pieces by ID, never by name or path
  • Pieces whose definition is missing are skipped and named
  • Save to the cloud or your own save system through ISaveBackend

Multiplayer

Netcode for GameObjects
  • Host-authoritative: players see their own preview at once, and the host checks every request with the same rules and costs as single player, then sends the change to everyone.
  • Forged requests are refused: the host uses the connection's client ID, checks where the player is, and answers a repeated request once.
  • Everyone sees the same world: late joiners get everything built so far, refusals come back in plain words, and each player undoes only their own actions.
  • An "owner only" permission is included. Another networking library works through IBuildMessenger, and without Netcode for GameObjects everything else works as before.

Build menu

  • Tab, or the gamepad's View button, opens every piece by category
  • Keyboard, d-pad and mouse
  • A Keys page to change the controls, saved between sessions (Input System)

Included sample scenes

Try it before you add it to your game

Six sample scenes, each with its keys on screen and a short README. They look the same in the Built-in Render Pipeline, URP and HDRP.

  • Base Building

    F2 switches between the four themes in every sample. A cottage to extend: foundations, walls, a doorway, floors, a gable roof and stairs, with Wood and Stone costs, a wood-to-stone upgrade, undo and saving.

  • Furniture & Interior

    A furnished room: tables, chairs, a bookcase, books and plants that need support, pictures and lamps on the walls, a ceiling lamp.

  • Third Person

    The base-building pieces with an orbiting camera, and reach measured from the character.

  • Top Down

    The same with a top-down camera: the mouse pointer aims.

  • First Slice

    The smallest set-up: a foundation, a wall and a crate. The kit window's Open Sample Scene opens it.

  • Multiplayer

    Host and join, and build together with host-authoritative building. Needs Netcode for GameObjects 2.x.

Compatibility

What it runs on, as tested

Unity 6000.0TestedThe minimum version
Unity 6000.3Tested
Unity 6000.6TestedThe newest version tested
Built-in Render PipelineTestedThe preview and every sample
URPTestedThe preview and every sample
HDRPTestedThe preview and every sample. The project needs Linear colour space, which HDRP's own setup sets
Windows, MonoTestedPlayer builds
Windows, IL2CPPTestedPlayer builds
Input SystemEitherThe kit reads no input. The samples use the Input System package when it's active, and the old Input Manager otherwise
Domain Reload offWorksFaster Enter Play Mode works
DependenciesNone. The Input System and Netcode for GameObjects 2.x are used when you have them
SourceFull C#, in the RomanoAssets.RuntimeBuildingKit namespace
Your dataAssets/AllInOneRuntimeBuildingKitData/, outside the kit's folder, so updates never touch it
PerformanceThe preview takes about 0.25 ms per frame with 900 placed pieces (Editor, Windows desktop)
MenuTools > All In One Runtime Building Kit

Good to know

Limits, stated up front

  • Multiplayer has one authority, a host or a dedicated server. Netcode's distributed authority mode isn't supported.
  • There is no physics collapse: pieces that lose their support are protected or removed, never dropped.
  • HDRP needs the project in Linear colour space (HDRP's own setup does this); in Gamma nothing is lit.
  • With the old Input Manager, the samples read gamepad buttons only. Sticks, the build menu's d-pad and changing keys need the Input System package.
  • Resource amounts belong to your inventory and are saved by it. The included Simple Resource Inventory doesn't save them.

Status

  • The kit is in development and not on the Asset Store yet. Its documentation goes up here the day it launches.

Hear the day it launches

Join the Romano Assets Discord for launch news, or ask a question about the kit now.