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
-
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. -
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.
-
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 6000.0 | Tested | The minimum version |
|---|---|---|
| Unity 6000.3 | Tested | |
| Unity 6000.6 | Tested | The newest version tested |
| Built-in Render Pipeline | Tested | The preview and every sample |
| URP | Tested | The preview and every sample |
| HDRP | Tested | The preview and every sample. The project needs Linear colour space, which HDRP's own setup sets |
| Windows, Mono | Tested | Player builds |
| Windows, IL2CPP | Tested | Player builds |
| Input System | Either | The kit reads no input. The samples use the Input System package when it's active, and the old Input Manager otherwise |
| Domain Reload off | Works | Faster Enter Play Mode works |
| Dependencies | None. The Input System and Netcode for GameObjects 2.x are used when you have them |
|---|---|
| Source | Full C#, in the RomanoAssets.RuntimeBuildingKit namespace |
| Your data | Assets/AllInOneRuntimeBuildingKitData/, outside the kit's folder, so updates never touch it |
| Performance | The preview takes about 0.25 ms per frame with 900 placed pieces (Editor, Windows desktop) |
| Menu | Tools > 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.
Support
Help with the Runtime Building Kit
Stuck, found a bug or have an idea? Pick whichever is easiest. Every message gets an answer.
More from Romano Assets
Other kits, built to the same standard
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All In One Interaction Kit
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All In One Game Settings & Menu Kit
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