Quick setup

2 min read

Updated on November 11, 2025

Minimum Requirements

There is basic Test scene located in /Demo/Scenes along with the Sample Scenes. Sample scenes show off most of what the asset can do, while the Test scene contains a few small pieces just to follow this Quick Setup guide. Open the Test scene.

The minimum requirements this asset needs to work is the Resource And Production Manager, the Input Manager, the Save Manager and a Miner.

These components come prepacked in a prefab called ResourceAndProductionManager located in /Prefabs/Managers. Drop that into your scene.

You will need to assign a Camera. This can be your own Camera, or one of the premade Control Mode Cameras.

If you are you not using your own Camera, and want to test the system with the premade Control Mode ones, the Control Mode prefabs are located in /Prefabs/ControlModes. Try dragging the OverseerCamera into your scene, and then assign it on the ResourceAndProduction manager component.

By Default, Saving and Loading is turned off, if you want to turn it on, go to SaveManager under the ResourceAndProductionManager and enable Save On Exit and Load On Play.

The last thing you must have in order for the system to work is an InventoryManager. This is a full UI element with a sample UI setup. Drag Inventory_UI from /Prefabs/UI onto a Canvas.

Not mandatory, but a very useful asset for getting this assets UI elements to look at the assigned Camera is the UIBillBoardManager located in /Prefabs/Managers. Drag one into the scene.

Resource Nodes

Resource Nodes are the how the system starts, with various options for how resources and collected. There are some sample prefabs in Demo/Resources or you can create your own starting from /Prefabs/ResourceNode_Master. Either will work for now. Drag a few into your scene and distribute them.

ResourceNodes require Items, for now use the ones already assigned. There are a few more demo Items set up in /Demo/Items if you wanted to try switching them.

You can try playing the game now, clicking on the resources to see what happens. You will see the Resource Nodes being hit, but nothing is collected yet, we need an Item Container.

Item Containers

Item Containers contain all Items in a class called Item Amounts, which consists of an Item, and its corresponding quantity.

Drag one in from /Prefabs/ItemContainer_Master.

Keep Storage Type and settings as is for now.

Now when you hit play and click Resource Nodes, the Item Amounts are collected into the Item Container. You can open the Item Amounts List on the Item Container to see them in there.

Crafters

Crafting is not essential for the system to work, but is a great part of the Resource and Production asset.

Crafters turn Blueprints into Item Amounts using a couple of different methods.

For Crafting to work, you will need a CraftingManager – Navigate to /Prefabs/UI/Crafting_UI and place one under the Canvas next to the Inventory_UI.

Drag in a Crafter from /Prefabs/Crafter_Master to your scene.

Voila, you can now click the Crafter, select a Blueprint (try Wooden Fence), and craft it, as long as you have the materials. Mine some Logs and you will see the craft starting.

You can see your the Items you own by clicking ‘E’ by default to see the Inventory.

Controlling

Most of the control is set up in the InputManager. You can choose whether to use the New Input System or the Old Legacy one. If you are using the New Input System the ActionMap is located under the Root of the asset.

Mostly its clicking or holding Resource Nodes to mine them, clicking and choosing a Blueprint or open the Blueprint Queue or looking into the Inventory and clicking an ItemSlot to view its details and sell.

By default, I have set up for ‘E’ on the keyboard to open the Inventory window.

Customisation

This is the very basics from a blank scene, and getting the asset to work. There is tons of customisation across the 40 components to build the system you want. The rest of the documents will go into more detail about how to modify these components.