About GameLoop Starter
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Theme > Military & Combat
GameLoop Starter - A scene wizard that assembles a complete, playable 2D top-down RPG core loop in Unity 6. Two map routes, template-match decoration auto-placement, plus quests, branching dialogue, inventory, melee combat, gathering, shops, equipment, saves, minimap, achievements - all wired up in minutes, not weeks.
You do not start from an empty project wiring eight systems together. Open the wizard, pick a preset, press Play. Every generated object is a normal GameObject / Prefab / ScriptableObject - no lock-in, no framework magic.
Two Map Routes (v1.3)
Route 1 - Image Map (for ready-made map PNGs): import a full map PNG, auto-stretch to world size, auto boundary collision, paint unwalkable areas with a collision brush, place POI markers (quest/teleport/shop/npc/gather/save/custom), export scene as a reusable template.
Route 2 - Tilemap (for tileset assets): one-click tileset slicing (auto-cut Tile assets + Tile Palette), 4-layer skeleton (Floor / Walls with collider / Decoration / Front foreground occlusion), Rule Tile auto-tiling (4-neighbor adjacency, no extra package dependency), layer manager with collider toggles and sorting control.
Decoration System (v1.3 enhanced)
Template-match auto-locate (exclusive) - pass a single sprite (e.g. a tree), the wizard scans the map base image and finds every matching position; check the ones you want and generate decorations with outline collision in one click
Batch auto-locate - add multiple patterns (whole folder supported), scan all, generate all
Area scatter - random placement with count / area size / min spacing, mix multiple patterns
Outline collision - physics shape hugging the sprite alpha edge (same algorithm as Sprite Editor Generate), adjustable Detail and Alpha tolerance
Pixel snapping - generated coordinates align to pixel grid, no sub-pixel blur
Wizard - 8 entries
Quick scene - minimal / standard / full demo preset, idempotent (never duplicates)
Map - dual routes (see above)
Characters - player (J to attack), NPCs (static / patrol / schedule, quest / shop / affinity tags), killable enemies (HP, hit flash, contact damage, loot table, optional respawn)
Interactables - gather nodes, chests (multi-item list + CSV import), doors (optional key), portals (spawn-point dropdown), readable objects - all with optional loot tables
Buildings / Decorations / Logic points - enterable buildings, trees/rocks with collision and random rotation, spawn / save / respawn points, zone triggers with BGM switch
Scene checklist - categorized list with select / lock / hide / delete and one-click validation
Safety rails: item IDs are always picked from a global dropdown (auto-scanned from the project), every action supports Undo, and objects are sorted into Hierarchy groups automatically.
Runtime systems (65+ commented C# scripts, event-driven)
Quests - 5 objective types (Collect / Kill / Reach / Talk / Custom), quest chains, auto progress
Dialogue - multi-node branching, typewriter, NPC affinity (gifting) and daily schedules
Inventory & equipment - auto stacking, 4 item types, equipment slots with stat bonuses, hotbar
Combat - melee hit box, killable targets, loot tables (probability + quantity range), hit flash
Save - JSON serialization, multiple slots, forward-compatible schema
Shop with dynamic pricing, gold, achievements, collection book, day/night time, minimap, zone teleport
Designed to be modified
Modules are plain MonoBehaviours - not mounted = zero overhead; delete a folder to remove a module
Systems talk through a small EventBus - plug in your own combat, weather, or skill systems with a few lines of C#
Each generated object supports placeholder color blocks, a project Sprite, or an imported PNG
Requirements
Unity 6 (6000.0 LTS), Built-in 2D render pipeline
Legacy Input Manager and uGUI (both built in, zero packages to install)
Honest limitations
No NavMesh / pathfinding, no mobile controls, no one-click build pipeline
Placeholder art by design - replace blocks with your own sprites
Template matching works best with same-asset-pack patterns (map and sprite from the same source)
Editor tooling UI is in Chinese; full README (Chinese) included in the package
30-second test: import the package, open StarterScene (blank, one camera), run GameLoopStarter > Scene Wizard > Full Demo, press Play - talk to the village chief, collect apples, kill the training dummy, turn the quest in for gold.
You do not start from an empty project wiring eight systems together. Open the wizard, pick a preset, press Play. Every generated object is a normal GameObject / Prefab / ScriptableObject - no lock-in, no framework magic.
Two Map Routes (v1.3)
Route 1 - Image Map (for ready-made map PNGs): import a full map PNG, auto-stretch to world size, auto boundary collision, paint unwalkable areas with a collision brush, place POI markers (quest/teleport/shop/npc/gather/save/custom), export scene as a reusable template.
Route 2 - Tilemap (for tileset assets): one-click tileset slicing (auto-cut Tile assets + Tile Palette), 4-layer skeleton (Floor / Walls with collider / Decoration / Front foreground occlusion), Rule Tile auto-tiling (4-neighbor adjacency, no extra package dependency), layer manager with collider toggles and sorting control.
Decoration System (v1.3 enhanced)
Template-match auto-locate (exclusive) - pass a single sprite (e.g. a tree), the wizard scans the map base image and finds every matching position; check the ones you want and generate decorations with outline collision in one click
Batch auto-locate - add multiple patterns (whole folder supported), scan all, generate all
Area scatter - random placement with count / area size / min spacing, mix multiple patterns
Outline collision - physics shape hugging the sprite alpha edge (same algorithm as Sprite Editor Generate), adjustable Detail and Alpha tolerance
Pixel snapping - generated coordinates align to pixel grid, no sub-pixel blur
Wizard - 8 entries
Quick scene - minimal / standard / full demo preset, idempotent (never duplicates)
Map - dual routes (see above)
Characters - player (J to attack), NPCs (static / patrol / schedule, quest / shop / affinity tags), killable enemies (HP, hit flash, contact damage, loot table, optional respawn)
Interactables - gather nodes, chests (multi-item list + CSV import), doors (optional key), portals (spawn-point dropdown), readable objects - all with optional loot tables
Buildings / Decorations / Logic points - enterable buildings, trees/rocks with collision and random rotation, spawn / save / respawn points, zone triggers with BGM switch
Scene checklist - categorized list with select / lock / hide / delete and one-click validation
Safety rails: item IDs are always picked from a global dropdown (auto-scanned from the project), every action supports Undo, and objects are sorted into Hierarchy groups automatically.
Runtime systems (65+ commented C# scripts, event-driven)
Quests - 5 objective types (Collect / Kill / Reach / Talk / Custom), quest chains, auto progress
Dialogue - multi-node branching, typewriter, NPC affinity (gifting) and daily schedules
Inventory & equipment - auto stacking, 4 item types, equipment slots with stat bonuses, hotbar
Combat - melee hit box, killable targets, loot tables (probability + quantity range), hit flash
Save - JSON serialization, multiple slots, forward-compatible schema
Shop with dynamic pricing, gold, achievements, collection book, day/night time, minimap, zone teleport
Designed to be modified
Modules are plain MonoBehaviours - not mounted = zero overhead; delete a folder to remove a module
Systems talk through a small EventBus - plug in your own combat, weather, or skill systems with a few lines of C#
Each generated object supports placeholder color blocks, a project Sprite, or an imported PNG
Requirements
Unity 6 (6000.0 LTS), Built-in 2D render pipeline
Legacy Input Manager and uGUI (both built in, zero packages to install)
Honest limitations
No NavMesh / pathfinding, no mobile controls, no one-click build pipeline
Placeholder art by design - replace blocks with your own sprites
Template matching works best with same-asset-pack patterns (map and sprite from the same source)
Editor tooling UI is in Chinese; full README (Chinese) included in the package
30-second test: import the package, open StarterScene (blank, one camera), run GameLoopStarter > Scene Wizard > Full Demo, press Play - talk to the village chief, collect apples, kill the training dummy, turn the quest in for gold.