LUMEN is a complete first-person horror and exploration toolkit for Unity 6 and the Universal Render Pipeline. It gives you a finished player, a flashlight that drains and flickers, a data-driven interaction system, an inventory with usable and inspectable items, doors, drawers, locks, trigger zones, health, audio and a full HUD. Common scenarios need no code: you build behaviour in the Inspector by combining actions and conditions.
Open the Showcase scene, press Play, press F, and walk the corridor. Every pedestal demonstrates one feature and has a sign explaining what it uses.
FLASHLIGHT THAT FEELS ALIVE
Toggle, focus the beam with the mouse wheel, and watch the battery drain. Below the threshold the light starts to flicker. Random flickers keep the player nervous, and a "broken" flicker keeps going until they press a key to fix it. Batteries in the inventory refill it with a hold-to-use action. Battery HUD included.
INTERACTIONS WITHOUT CODE
Put a ModularInteractable on any collider and build its primary (E) and secondary (Q) behaviour from 20 actions and 9 conditions. Entries are evaluated top to bottom and the first one whose requirements pass wins, so branching logic like "locked until you have the key, then opens" is a two-line setup in the Inspector.
Actions: toggle door, toggle drawer, toggle GameObject, set Animator parameter, collect item, consume item, unlock lock, damage player, heal player, teleport player, inspect, exit inspection, read, subtitle, play audio, camera shake, screen fade / flash, delay, UnityEvent, debug log.
Conditions: has item, lock unlocked, game state, health threshold, flashlight on / off, battery level, random chance, interaction count, tag check. Every condition can be inverted.
TRIGGER ZONES
The same actions and conditions fire on enter, exit or stay. Execute Once turns any zone into a one-shot story beat.
INVENTORY AND ITEMS
Slot-based, stackable inventory driven by ItemData ScriptableObjects. There is no item-type enum: what an item can do is defined by the actions attached to it. Key, restore health, restore battery, inspect, read and equip ship in the box, and you can add your own in a few lines. Pickup toasts, an inventory panel with action buttons, and a collectibles journal are included.
INSPECTION AND READING
Rotate items in 3D with a dedicated inspection camera and depth of field, with Collect / Use / Exit buttons you can extend. Read notes and documents in a reading panel. Typed subtitles for one-line narration.
DOORS, DRAWERS, LOCKS AND KEYS
Single doors, both-sided doors, synced double doors, desk drawers and closets, all animated from one shared behaviour profile. Change the animation speed or open angle once and every door in your game follows. Locks consume keys (optional) and generate their own "Locked (Requires Key)" prompts.
HEALTH
Damage, healing, regeneration, overheal, low-health overlay, damage flash and damage zones. Implements IDamageable and IHealable so your own systems can plug in.
AUDIO
Pooled AudioManager with AudioEvent assets (clip lists, volume and pitch randomisation, mixer routing), footsteps driven by the movement state machine, and music and ambience loopers with fade-in.
PLAYER
Walk, sprint, crouch, jump and head bob from a small state machine. Mouse look with right-click zoom. Stack-based input modes (Gameplay / Inspection / Inventory / Reading / Paused) switch action maps and cursor state automatically.
EDITOR TOOLS
Welcome window, one-click LUMEN > Setup Scene, custom inspectors for ModularInteractable and ItemData that list every action and condition in your project (including your own subclasses), and a hierarchy fixer.
BUILT TO EXTEND
Full C# source, assembly definitions, one namespace. A new action or condition is a single class that appears in the Inspector automatically. A public API covers inventory, health, flashlight, battery, reading, subtitles and audio. A static ServiceRegistry replaces FindObjectOfType calls.
WHAT IS IN THE BOX
- Showcase scene demonstrating every feature, plus a clean base template scene
- Player and flashlight prefabs, 40+ prefabs for doors, drawers, closets, pickups, inspectable items, notes, keys, decals and UI
- 20 interaction actions, 9 conditions, 6 item actions
- Post-processing volume profiles (ACES tonemapping, vignette, film grain, motion blur, inspection depth of field)
- Blood, dirt and splatter decal prefabs (URP Decal Projector)
- CC0 furniture models (Quaternius), CC0 PBR materials (AmbientCG) and CC0 UI borders (Kenney), all attributed
- Three documentation files: Quick Start, How It Works, Reference
REQUIREMENTS
Unity 6000.0 or newer, Universal Render Pipeline, Input System, TextMeshPro. Decal prefabs need URP's Decal Renderer Feature enabled on your renderer. Not compatible with the Built-in or HD render pipelines out of the box.