ModuForge — Modular Customization System OFFICIAL SALE

Build an object out of parts, by slot, in the editor and at run time.

Define the mounting points on a body, fill a catalog with parts, and ModuForge assembles, validates, scores and saves every configuration: weapons with attachments, vehicles, spaceships, machines, or a product configurator that is not a game at all. (The editor calls the mounting points slots; the API calls them sockets.)

One window, no code The Assembly Editor builds and authors in the same place. Click the model to place slots, drag parts onto them, and edit every slot, part, stat, rule and condition in a details panel, with one Ctrl+Z history for all of it. Parts that do not fit are greyed out, with the reason in their tooltip, and hovering a part shows what it would do to every stat before you commit.

Nesting that actually nests A part carries its own sockets, so a rail takes a mount and the mount takes a light, as deep as you allow. A socket can also be a rail: the part slides along it and the position is saved with the build.

Stats you can trust A fixed pipeline (base, add, multiply, override, clamp) with a total order, so the same build always gives the same numbers, whatever order it was assembled in. Every number lists where it came from.

Rules with readable messages Required slots, single-use categories, budgets, limits, parts that need or exclude each other, and install conditions such as a parent tag, a minimum stat or an unlock flag. Messages are written for players, so your game can show them as they are. Write your own rule, condition or stat modifier in C# and it appears in the editor's menus.

Saves that survive your content Every asset carries a stable id, so renaming or moving a part never breaks a player's saved build. Builds save to small, readable JSON through PlayerPrefs, files, or your own storage.

Included

  • Assembly Editor window, custom inspectors, scene handles for placing sockets on prefabs
  • Catalog validator (also runnable from the command line for CI)
  • Runtime API: Assembler, AssemblyInstance, AssemblyView component, events, pooling, tinting through MaterialPropertyBlock, reversible static mesh merging
  • Three demo scenes with a shared runtime UI: a rifle with nested rails, a car with colors and category limits, a spaceship with budgets and unlocks
  • Starter content generator: one menu item writes a small working weapon catalog (nested slots, a rail, add, multiply and clamp stats, an install condition, a weight budget, a recolorable part); the three demos cover the rest
  • Documentation: README, QuickStart with screenshots, full API reference, changelog, upgrade guide

Requirements

  • Unity 6000.5 (Unity 6.5) or newer
  • URP. The built-in pipeline also works; its demo materials are converted with one menu item.
  • No dependencies. The demo scenes use uGUI (included in Unity's project templates).

What it does not do No skeleton retargeting or skinned mesh merging (a socket can follow a bone by name), no procedural build generation, no network synchronization (a build serializes to JSON for your netcode to send), no node-based rule editor, no integration with specific vehicle or weapon controllers.

About the images: the 3D objects are renders from the Unity Editor and the windows are Unity Editor screenshots of the included demo content. The backgrounds, lighting effects, socket markers, callouts, captions and the icon were drawn in HTML and CSS.