Island Survival — Multiplayer FPS Template View on Asset Store (opens in new tab)

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1.0
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6000.0.78 or later
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Island Survival — Multiplayer FPS Template

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Co-op multiplayer FPS survival template for Unity 6 URP: procedural islands, gathering, base building, crafting, day/night and per-player saves. Server-authoritative on Mirror.

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Price history for Island Survival — Multiplayer FPS Template, 6 months Current $39.99; lowest $39.99; highest $95.00 in this period. $0 $50 $100 Sep Oct Nov

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Island Survival — Multiplayer FPS Template screenshot 1

Island Survival — Multiplayer FPS Template screenshot 1

About this asset

Island Survival is a complete, ready-to-play co-op survival FPS you can drop

straight into your project — or use as the foundation for your own game.

Procedurally generated islands, resource gathering, base building, crafting,

day/night, drowning and PvP, all playable in multiplayer over Mirror or fully

offline on a single machine.

The same scripts run both ways. With a session active every system is

server-authoritative; with Mirror not running they apply their effects directly.

You never maintain two code paths.

WHAT'S INSIDE

• Procedural island generation — terrain, trees, rocks and ore from a single

  seed, with a live island preview in the "New Game" menu

• Resource gathering — chop trees, mine rocks and ore, with respawning nodes

• Base building — snap-based placement, build menu, destructible pieces

• Crafting & server-authoritative per-player inventory with hotbar

• Item dropping and loot sacks — walk over them to pick up; dying scatters

  everything you carried

• Day/night cycle with a server-owned clock

• Water, drowning and an underwater screen effect

• Full-screen island map (M) with grid, zoom, pan and colour-coded markers

• PUBG-style compass HUD that shows your map markers at their real bearing

• Text chat and proximity voice chat (pure C# codec — no native plugins,

  no third-party licences)

• Complete menu flow: Create Game, Load Game, Create Server, Join, settings,

  key rebinding, loading screen and pause menu

• Save/load system with per-player persistence — position, health, stamina,

  hotbar, inventory, buildings and harvested resources

TWO READY-MADE SCENES

MAIN MENU and DEMO come fully built and wired — HUD, map, compass, chat, build

menu and pause menu are already in the scene. Nothing is generated on demand, so

reusing a piece of UI in your own scene is a copy-paste: every reference travels

with the object.

BUILT FOR MULTIPLAYER, NOT PATCHED FOR IT

• Deterministic world, not replicated world. The island is regenerated on every

  peer from one synced seed — no heightmaps or object lists ever cross the wire.

• Id-based resource sync. Nodes get stable ids from generation order instead of

  a NetworkIdentity each, so hundreds of trees and rocks cost almost nothing.

• Late joiners see the world as it is now. A player joining an hour in gets the

  island rebuilt from the seed, then immediately clears exactly what the others

  already harvested.

• Server-authoritative inventory, crafting, building, dropping and pickup. A

  modified client cannot conjure items or claim loot twice.

• Per-player saves keyed by a persistent id, so a player who quits and rejoins

  gets their own inventory and position back.

EASY TO ADAPT

• Every script has detailed XML documentation comments — no black boxes.

• No assembly definitions to fight with; everything compiles into

  Assembly-CSharp.

• Editor tools: Rebuild Item Database, Fix Build and Networking Issues, and

  Validate Multiplayer Setup, which scans your scene and reports exactly what is

  missing.

• Swappable networking backend. Connection code sits behind IMultiplayerConnector

  and MultiplayerSession — the menu, loading screen and pause menu never name a

  networking type.

• Steam, Epic, Edgegap, relays and mobile are just Mirror Transport components:

  swap the Transport on the NetworkManager and change no code at all. The Join

  panel adapts by itself, hiding the port box for backends that use join codes

  or SteamIDs.

• Add your own save data by inheriting SaveableBehaviour with a unique SaveId.

SUITABLE FOR

Survival, crafting and base-building games; co-op and PvP island/shipwreck

settings; open-world exploration prototypes; anyone who needs a working

server-authoritative gameplay foundation instead of building netcode from

scratch.

REQUIREMENTS

• Unity 6

• Universal Render Pipeline — included materials are authored against URP/Lit

• Mirror networking — FREE on the Asset Store, must be imported first

A 15-page PDF documentation file is included, covering setup, singleplayer

conversion, the networking design, every system and its known limitations.

From the publisher's Asset Store listing.

Technical details

Multiplayer:

• Server-authoritative gameplay built on Mirror (host / dedicated server / client)

• Deterministic world generation from a synced seed — no terrain data sent over the network

• Id-based resource synchronisation — no NetworkIdentity per tree, rock or ore node

• Late-join catch-up: joining players receive the current harvested state

• Swappable backend behind IMultiplayerConnector / MultiplayerSession

• Transport-agnostic — works with KCP, Telepathy, FizzySteamworks, Edgegap and relays

• Runs fully offline with Mirror never starting — same scripts, no second code path

World:

• Procedural island generator (terrain, water, coastline) driven by an IslandSettings asset

• Seeded spawners for trees, rocks and ore nodes with configurable density

• Live island preview in the New Game menu

• Networked day/night cycle with server-owned clock and client-side interpolation

• Coast spawning — players appear at random shoreline points on join and respawn

• Proximity LOD system for spawned world objects

Player systems:

• First-person character controller (walk, sprint, jump, crouch)

• Health, stamina and oxygen with drowning damage and underwater screen effect

• Per-player server-authoritative inventory (24 slots) and hotbar (8 slots)

• Crafting system driven by ScriptableObject recipes

• Snap-based building system with destructible pieces and a build menu

• Wall-mounted placeables (torches) with server-side validation

• Item dropping, loot sacks with walk-over pickup, and full inventory drop on death

• Melee tools and weapons (axe, pickaxe, swords) with tiered gathering

UI:

• Two complete scenes: MAIN MENU and DEMO, fully wired

• Create Game / Load Game / Create Server / Join Game flow

• Full-screen island map with grid, zoom, pan and colour-coded markers

• Compass HUD showing map markers at their real-world bearing

• Networked text chat and proximity voice chat with self-tuning jitter buffer

• Settings with graphics, audio, microphone picker and key rebinding

• Loading screen with fallback camera and real handover progress

• Pause menu with in-game saving

Saving:

• Slot-based save/load system, host-authoritative in multiplayer

• Per-player persistence keyed by a persistent GUID — survives quit and rejoin

• Saves island seed, time of day, harvested resources, buildings, wall mounts,

  and each player's position, rotation, health, stamina, hotbar and inventory

• Extensible: inherit SaveableBehaviour with a unique SaveId to add your own data

Code & tooling:

• ~95 C# scripts, all with XML documentation comments

• No assembly definitions — compiles into Assembly-CSharp

• Editor tools: Rebuild Item Database, Fix Build and Networking Issues,

  Validate Multiplayer Setup

• Input System based, with runtime rebinding saved to PlayerPrefs

• 15-page PDF documentation included

Voice chat:

• Pure C# IMA ADPCM codec at 16 kHz (~8 KB/s per speaker) — no native plugins

• Server-enforced proximity range with linear falloff

• Push-to-talk with lead-in and tail so the first and last word aren't clipped

• Live microphone level meter and device picker

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.78f1 Not listed Compatible Not listed

As listed on the Asset Store.