Professional Grid-Based Farming System Demo
Build your farming game in minutes, not months.
This demo showcases a modular farming toolkit designed for Unity developers.
From grid-based planting to time progression, plant growth, and harvesting — all systems are tightly integrated, optimized for performance, and mobile-ready.
π§ͺ Whatβs Included in the Demo:
β Visual Grid System
Click to plant crops on a world-based grid. Supports configurable cell size, spacing, terrain types, and occupancy checks.
β Multi-Stage Plant Growth
Plants evolve over time through unlimited growth stages. Each stage can define a different prefab, scale, duration, and logic (e.g. harvestable, waterable, looping).
β Harvest & Drop System
Plants drop configurable items when harvested (e.g. 1β3 fruits, 25% chance for a seed). Drop chances, quantity ranges, and item types are fully customizable.
β Time & Day Simulation
Time advances based on real-time seconds, fully controllable. Includes events like OnTimeTick, OnDayAdvanced, and a TimeSpan-based UI-friendly clock.
β Tool System
Use dig, water, and harvest tools defined as ScriptableObjects. Easy to expand or integrate with hotbars, inventory systems, or input systems.
β In-Game Notifications
Pop-up messages for user feedback with custom text, icon, and color. Automatically disappears after a few seconds.
β Performance Optimized
Chunk-based rendering and instancing allow you to grow hundreds or thousands of crops without frame drops.
β
Full Source + Documentation Available
This is only the demo β the full toolkit includes source code, PDF setup guide, editable ScriptableObjects, and C# systems ready for expansion.
π§ Built on SOAP β Modular Architecture
All systems use the ScriptableObject Architecture Pattern (SOAP) to promote modularity and scalability. This means:
β’ πΎ No tight coupling β Systems communicate via ScriptableObject events & variables
β’ π§© Extremely easy to extend β Add new plants, terrain types, or behaviors without rewriting core code
β’ π― Runtime-safe configuration β Separate authoring and runtime states
β’ π οΈ Editor-friendly β Debug variables and events live from the inspector
AI tools were used as assistants in planning and scripting, but all logic and architecture were crafted and tested by hand.
π Official Asset Store page (coming soon)
Published | 1 day ago |
Status | In development |
Platforms | HTML5 |
Author | tupicode |
Genre | Simulation |
Made with | Unity |
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