Cozy Controller is an all-in-one life-sim character controller system built for cozy games: farming, fishing, collecting, building, and relaxing exploration. Drop it into a new or existing project and you’ll have a solid foundation for a complete life-sim loop—movement, camera, inventory, tools, interactables, UI, and saving—ready to extend.
What’s Included
Character Controller
- Smooth, camera-relative movement with walk/run/sneak
- Jump with coyote time + jump buffer for forgiving controls
- Ground detection + configurable layers
- Gameplay-ready events (jump/land/footsteps/speed changes)
Camera System (Multiple Styles)
- Cozy-style fixed angles with Q/E rotation
- Isometric mode (true isometric angle)
- Fixed follow mode
- Free-look orbit mode + zoom
- Optional camera collision + interior mode support
Inventory + Hotbar
- Category-based inventory (tools, fish, bugs, seeds, crops, materials, furniture, etc.)
- Stacking, equipping, consumables, placeables
- Currency support + buy/sell prices per item
- Events for UI updates, item added/removed, money changes, slot selection
Tool System (5 Tool Types)
- Fishing Rod, Axe, Net, Shovel, Watering Can
- Tool cooldowns, interaction range, rotate-to-target, optional movement blocking
- Dedicated tool model scripts for visuals/particles
- Tool events for easy integration (fish bite/caught/escaped, chop/tree felled, bug caught, dug item, plant watered)
Time & Seasons
- Simulated time (configurable minutes per day)
- Real-time mode and real-time scaled mode
- Day/night support with sunrise/sunset events
- Season progression with configurable days per season
- Lighting hooks for sun/moon setup
Farming: Plant Growth + Watering
- Multi-stage crop growth (seed → growth → main → harvestable)
- Water level + optional “requires watering”
- Harvest logic, quantities, optional regrowth
- Visual stage models + world prompts/effects/events
Harvesting / Chopping System
- Health-based destructibles with drops (trees, rocks, etc.)
- Optional harvest-mode for renewable resources (fruit trees, berry bushes)
- Regen options, hit shake, damage delay for animation sync
Fishing Minigame
- Cast → wait → bite cue → catch window
- Weighted fish pools with time + season restrictions
- Optional Fishing Spots with custom pools and overrides
Bug Catching
- Catchable creatures with wander + flee behaviors
- Flying options (height range + bob)
- Catch effects + events
Digging
- Weighted buried loot with chance of “nothing”
- Dug state tracking + optional respawn time
- Dig visuals/audio + events
Building & Decoration
- Building mode for placing/moving/picking up furniture
- Building zones with bounds, grid snap, capacity limits, Y tolerance
- Preview materials for valid/invalid placement
- Pre-placed object support + saved placement data
Shop System
- Buy/sell UI flow with stock counts and price overrides
- Sell price multiplier support
- Interaction range + trigger open option
- Transaction events (bought/sold/failed)
Save / Load System
Saves the core state needed for a life-sim loop:
- Player transform
- Inventory contents + currency + hotbar selection
- Time/day/season state
- Plant growth + watering state
- Choppables (health/harvest state/destroyed)
- Dig spots (dug state)
- Caught creatures tracking
- Placed objects (item ID, transform, zone)
Includes CozySaveable for persistent object identity and auto-save support.
UI Kit
- Hotbar UI, Inventory UI, Time UI
- Item popups (pickup notifications with fly-to-UI)
- Building UI
- Shop UI
- World tooltips + harvest button helpers
Audio
- Surface-based footstep system (component or tag-driven)
- Jump/land/swim hooks
- Tool SFX hooks ready via events
Editor Tools
- Quick scene setup helpers (create time manager/save manager/popup manager)
- Save reset/open folder shortcuts
- Debug menu utilities (skip hour/day, set season, log inventory)