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- 2022.3.62 or later
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Keywords
Easy Build System - Modular Building System
Easy Build System is a complete modular building framework for Unity. Everything you need to implement a full building system in any project. Extensible, source-included, and built to scale.
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Easy Build System - Modular Building System screenshot 1
About this asset
Easy Build System is a complete building framework for Unity.
Turn any prefab or custom model into a fully buildable object.
Add placement, snapping, adjustment, upgrades, destruction, saving, and more.
Modular, extensible, source-included, and designed to scale with your project.
🚀 Getting Started
Set up a complete building system in any scene with just a few clicks.
Docs include beginner guides, API references, and an architecture overview.
🛠️ Modular & Intuitive Workflow
Custom inspectors, visual gizmos, and editor tools make setup fast and easy.
Reusable presets let you share settings across multiple Building Parts.
Core features are modular, including grids, batching, saving, grouping, and more.
Enable only what your project needs, with no unnecessary hard dependencies.
🎮 Cross-Platform Ready
Supports the Legacy Input Manager and the new Input System out of the box.
Compatible with Standalone, Android, iOS, WebGL, Console, VR, AR, and XR.
Switch input backends without changing your building setup.
⚙️ Flexible API & Full Source Code
Complete C# source code is included and follows standard Unity conventions.
The API uses consistent naming, documentation, and a modular architecture.
Designed for customization, extension, and integration with your own systems.
Assembly definitions are included for faster compilation.
📦 Demos & Extensions
Multiple sample scenes showcase core features and control schemes.
Examples include first person, third person, top-down, orbital, mobile, and VR.
Gamepad support is also included across the example setups.
Extensions provide ready-to-use features and integrations for different projects.
🔗 Integrations
• PUN 2
• FishNet
• Mirror
🖥️ Unity Version & Render Pipeline Support
• Standard Render Pipeline 2022.3+ / 2023.1+ / 6.5+
• Universal Render Pipeline (URP) 2022.3+ / 2023.1+ / 6.5+
• High Definition Render Pipeline (HDRP) 2022.3+ / 2023.1+ / 6.5+
🌐 Community & Resources
• Website News, assets, and official resources.
• Documentation Guides, setup, and API reference.
• YouTube Tutorials, feature showcases, and previews.
• Discord Support, feedback, and community discussions.
• Twitter Updates, announcements, and development news.
See the Technical Details section for the full feature breakdown.
From the publisher's Asset Store listing.
Technical details
Building Manager
One Building Manager per scene, and everything registers to it.
Building Parts, Sockets, Areas and Groups sign in when they turn on.
Look them up by type, by ID, or by distance.
It also owns the sub-systems: Grid, Grouping, Batching, Save, Physics.
Turn on only the ones your game needs.
Building Controller
Goes on your player or your camera.
Holds the current build mode, the active view and the selected Building Part.
Sends the player input to whichever Building State is active.
Building Input
Reads validate, cancel, rotate and select, then hands them to the active state.
Works with the legacy Input Manager and the new Input System, out of the box.
Keyboard, mouse, gamepad and touch are all covered.
Building input stops while the cursor is over your UI.
Building States
One state per build mode, each with its own Enter, Update and Exit.
Placement previews the part, snaps to sockets, rotates and aligns to the grid.
Destruction removes a placed part, with its own feedback.
Adjustment moves a placed part while keeping its connections.
Upgrade switches a placed part to another variant, in place.
Inherit from BuildingState to add your own mode.
Building Views
A view answers one question: where does the player aim right now?
First Person, Third Person, Top Down and Orbital are included.
Each one builds its own build ray, and you can swap views while the game runs.
Inherit from BuildingView to support your own camera.
Building Part
The placeable object, set up entirely in the Inspector.
Preview visuals, placement, conditions and behaviors all live on one component.
Presets let several parts share the same setup.
Renderer variants cover visual styles and upgrade tiers.
An editor tool turns any model into a ready-to-use prefab, in one click.
Building Conditions
A condition decides whether an action is allowed, and says why when it is not.
They check socket attachment, areas, collisions, ground contact, support,
terrain layers, nearby trees and slope limits.
Conditions run in order, and the first failure blocks the action.
Inherit from BuildingCondition to write your own.
Building Behaviors
A behavior reacts once the action has already happened, so it never blocks.
Play an animation on placement, destruction, adjustment or upgrade.
Spawn physics debris when a part is destroyed or collapses.
Inherit from BuildingBehavior for your own effects.
Building Socket
A snap point where Building Parts attach to each other.
One socket holds several snapping points, each with its own offset.
Filter what may connect, by Building Part or by category.
Priorities decide which socket wins when two of them are close.
Building Grid System
Snaps previews to fixed cells, and tracks which cells are taken.
Two parts can never claim the same cell.
Multiple stages, per-mode visibility, and target following on each axis.
Distance fading and line softness are adjustable.
Drawn with a single quad and a procedural shader, so it costs almost nothing.
Building Grouping System
Parts placed near each other form a structure on their own.
Groups merge and split as parts are placed, moved or destroyed.
Groups are what make batching and collapse possible.
Building Batching System
Merges the meshes of a group, per material, to cut draw calls.
Nearby groups unbatch when you enter a build mode, and batch again when you leave.
Colliders are left alone, so physics and raycasts keep working.
Building Area
A sphere or a box where building is checked against Building Rules.
Areas can overlap, and the highest priority wins.
A part counts as inside when it is partly, or fully, within the bounds.
Building Rules
Rules restrict categories, capacity, height and proximity.
Allow or block categories, cap how many parts are placed,
limit build height, or keep parts apart.
Rules can also be set globally on the Building Manager, with no area involved.
Building Physics System
A structure stands as long as it still reaches anchored support.
Support is tracked across the whole structure, part by part.
Remove a load-bearing part, and everything above it can lose support and fall.
An idle structure costs almost nothing to check.
Checks are spread over several frames, and the rate is yours to tune.
Support is drawn green or red in the Scene View, before you even press Play.
Building Save System
Saves every placed part: transform, socket, group, variant and state.
Store it in PlayerPrefs, in the project folder, or in the persistent data path.
Save on your own call, or automatically at a fixed interval.
Each scene gets its own slot, and a backup file sits next to the save.
Use the save and load callbacks to store your own data with a part.
Building Collections
A named list of Building Part references, saved as an asset.
Reuse it in menus, in Building Input, or from your own code.
Pick one from a searchable field in the Inspector.
Building Menus UI
A scrollable Catalog menu and a Radial menu, both on the same base class.
Categories hold slots, and each slot runs one action.
Standalone, mobile and gamepad input modes are supported.
Add your own slot actions when you need something else.
Networking
Optional, and the core framework never depends on it.
One adapter replicates the building commands.
Another handles authority, and keeps save and load in sync.
Every building action already goes through the command system,
so the same setup serves single player and multiplayer.
FishNet, Mirror and PUN 2 are included, each with a player and a sample scene.
Sample Scenes
Feature scenes for Socket, Grid, Area, Batching, Save and Collapse.
Ready-to-play examples for First Person, Third Person, Top Down, Terrain,
Mobile Touch, Gamepad, VR, Catalog Menu and Radial Menu.
The VR sample needs the XR Interaction Toolkit and the new Input System.
Every other sample runs in a default supported project.
Extensions
Four project templates, each a different game style.
Buggy Constructor: grab parts with the mouse and snap a vehicle together.
Interior Builder: place furniture freely inside a pre-built house.
Survival Blueprint: carry resources to a ghost blueprint until it is built.
Survival Upgradable: upgrade placed parts through material tiers.
Integrations
Game Creator 2: visual scripting instructions for building control.
Game Creator 2 Inventory: inventory-based building with resource costs.
PlayMaker: FSM actions for building control.
PUN 2, Mirror and FishNet: multiplayer building.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f3 | Compatible | Compatible | Compatible |
As listed on the Asset Store.