Lockpack — Interactive Lock & Puzzle System OFFICIAL SALE

Six interactive locks your player can actually solve — and a clean interaction system that never touches your player code.


Drag in a prefab, walk up to it, press E. The camera flies to the lock, your movement scripts pause, the cursor frees up, and a control hint fades in. Solve it and the lock swings open, fires an event, and hands control back. No wiring, no setup, no code.



▬▬▬ SIX LOCKS, SIX PUZZLES ▬▬▬


• DIAL PADLOCK — four number dials on a brass body. Walk the stack, turn each dial to the combination.

• LETTER LOCK — five alphabet wheels side by side. Spell the word.

• DIGITAL KEYPAD — a wall-mounted numpad with a working LCD, status LEDs and keys that physically depress. Type the PIN.

• DIRECTIONAL LOCK — a four-way arrow pad. Enter the sequence; one wrong press clears it.

• CLOCK LOCK — a Roman-numeral wall clock. Wind the hands to the target time. The hour hand drifts with the minutes, just like a real clock.

• SAFE — a steel door with a 60-position dial. Turn, lock in a number, repeat three times.


Plus a seventh, code-only keypad lock (script + UI panel) you can build onto any mesh in four steps.



▬▬▬ IT DOESN'T CARE WHAT YOUR PLAYER IS ▬▬▬


No lock references your FPS controller, your UI, or your camera rig. The camera controller simply toggles the enabled flag of whatever scripts you hand it, and the UI listens to static events. Bring your own controller, or use the complete player rig included in the pack.


Everything you need is in one folder. No third-party packages, no other assets to keep installed.



▬▬▬ FEATURES ▬▬▬


• Smooth camera blend to a designer-authored lock view, and back again

• Your movement and weapon scripts pause automatically while a lock is open

• Cursor frees up so on-screen buttons are clickable, then re-locks

• Fresnel rim highlight on the selected dial, wheel, hand or key — with a smooth cross-fade

• Per-lock audio: open, invalid, tick and key click

• Every key is a KeyCode field in the Inspector — remap anything

• Repeatable puzzles: untick "Stays Open" and a solved lock plays its close animation and re-locks itself

• UnityEvents on every lock — wire a door, a light or a reward with no code

• A SimpleDoor component included, so "solve the lock, open the door" is a two-click setup

• Designer-proof editor: the letter lock's password is authored with one dropdown per wheel, listing only the letters that physically exist on that wheel. You cannot author an unsolvable word.

• Debug switches on every lock that log the target code next to the player's input

• Ready-to-play demo scene with all six locks, signposted with their codes



▬▬▬ DOCUMENTATION ▬▬▬


• README — the overview and folder map

• SETUP — step-by-step wiring, including how to keep your own player controller

• DOCUMENTATION — full API reference: every class, field, event and recipe

• An 11-page illustrated PDF guide with annotated Inspector screenshots for every lock

• Every public field has a Tooltip. Every class has an XML summary. Opening a script is usually faster than searching the docs.



▬▬▬ GOOD TO KNOW ▬▬▬


• Built-in Render Pipeline. Materials use standard shaders, so URP and HDRP work after Unity's material upgrade.

• Uses the classic Input Manager (Input.GetKey). The new Input System package is NOT required.

• UI is uGUI. The demo scene's signposts use TextMesh Pro — on first import run Window > TextMeshPro > Import TMP Essential Resources.

• Source C# included and readable. Nothing is a DLL.